What crew skills should i choose swtor
In some cases it'll be a clear cut what you want to do, but in others it may be not that simple. Remember, that unlearning a certain skill is not always worth it. This crafting crew skill lets you work on metals, alloys, synthetics in order to create armor and augments designated for non-Force users. While creating armor, you can use fluxes purchased from vendors to refine the materials. This skill also lets you reverse engineer the armor you've crafted, which opens up a possibility to find new ways of improving armor creation and enhance qualities.
Since you will need lots of hard metals and electronic shielding to construct and acquire valuable armor, Scavenging becomes your go-to option for gathering skills to pair up with. Armormech is especially recommended for someone who intends to play the tank in the future, because of the best possible quality armor that you can have at a relative low price.
Also, as a tank you will be using these armor, which will make leveling the skill much more easier. The augments you can craft are Absorb, Aim, Cunning, and Shield.
Just like Armormech, Armstech works on alloys, hard metals, and synthetics. However, the products of it are not armors, but weapons - blasters - including blaster rifles, sniper rifles, pistols, assault cannons, and shotguns. It also unlocks their modifications blaster barrels , and augments. Same as previously, you can purchase fluxes from vendors to refine materials and ensure stability. On top of that, you can craft melee weapons like vibroblades and electrostaves.
The reverse engineering option is possible here too. We know from the movies, games, and the canon as a whole, that Force users are not much into shooting at people. They prefer to chop them with an iconic, buzzing blade, so Armstech is a profession for those classes that don't use Force - Smugglers, Troopers, Imperial Agents, and Bounty Hunters.
The need for hard metal pieces and scraps makes Scavenging an optimal co-skill here as well. Now we're getting to the bread and butter of the Star Wars - the lightsabers.
Artifice is the profession that revolves around the epic, noisy, limbs-chopping cosmic swords, that made the whole franchise famous. Artifice is about making and improving the lightsabers, as well as augmenting the beams and bolts in blasters. Naturally, since the creation is tied to lightsaber crystals, Archaeology is the best gathering skill for Artificers.
Both Sith and Jedi classes are Force users and they wield lightsabers. It is the reason, why Artifice may be recommended crew skill for these. This crew skill revolves around producing medical supplies, serums that enhance performance, bioimplants, etc. Also, if you have Biochem as your chosen skill, you can craft health-restoring medpacs, single-use injections boosting the physical abilities, as well as biological implants enhancing combat efficiency.
However, Biochem is a kind of skill that can be useful for all classes. This skill allows you to put together armor for droid, earpieces, grenades, armoring, mods, and various gadgets. This equipment vastly enhances your combat strength thanks to numerous modifications and augments.
The item that deserves a special attention is the earpiece. It's a movie-like gadget worn near the ear, that provides you with an audio-visual feedback of your surroundings. Its utility is invaluable. Cybertech goes well for all classes, and each character can benefit from it.
The best gathering profession to take with it will be the Scavenging. For your cybergadgets you will need lots of metal and synthetic materials. If you expect to see here your granny with an awl, you may be disappointed.
In SWTOR Synthweaving is a different type of weaving, which involves creating light armors and augments from crystals, chemicals, and artifact fragments. This is the Force-users counterpart of the Armormech.
You can purchase premade solutions and materials from vendors, but most of the time you should make effort to be self-sufficient. Most crafting skills also require Slicing materials at some point, so you can almost never go wrong if you choose Slicing as one of your skills 6. Bioanalysis Bioanalysts gather plant matter and animal components as their crafting materials. What Makes Bioanalysis Awesome: Bioanalysis is a rather abundant source of materials, since you are likely to run into many plants and many beasts in your journeys.
Bioanalysis Details: Bioanalysis pairs well with the crafting skill Biochem, as it is the main user of the materials Bioanalysis gathers There are some Flashpoint nodes and animals that you can access as a Bioanalysist. It can cut a lot of time off of your experiences in this manner and really streamline the progression of your group Archaeology Details: Archaeology pairs well with the crafting skills Artifice and Synthweaving 4. Scavenging Scavengers access metal scrap nodes and defeated droids to acquire useful crafting materials.
Others allow you to reassemble derelict droids and have them fight alongside you or heal you during the Flashpoint Scavenging Details: Scavenging pairs well with a few crafting skills, such as Armstech, Armormech and Cybertech 3. Artifice Artificers are crafters who can construct lightsabers and other Force-user friendly items. Both are needed to provide adequate amounts of the right type of crafting materials used in this skill You can also craft generators and foci with Artifice!
Synthweaving Synthweavers craft synthetic items from crystals and cloth. Healer and DPS players are often in need of both, and will pay big bucks for them on the GTN upwards of six million in-game credits! Aside from augments, Synthweaving is also able to create some light Force-user armor that sells well cosmetically, as well as end-game pieces that are quite useful both in set bonus and statistics Synthweaving Details: Synthweaving pairs well with the gathering skill Archaeology and the mission skill Underworld Trading which provides the fabrics needed to craft Synthweaving items 1.
Biochem Biochemists craft items with the use of gathered genetic materials from the Bioanalysis skill. What Makes Biochem Awesome: With the reintroduction of reusables, Biochem is once more king when it comes to end-game content, and will save you money!
Max level Biochemists are able to craft reusable medpacks, stimulants and adrenals, which do not get consumed on use and can be repeatedly used over and over as long as you are using them on a character who is level in Biochem Crafting is always lucrative. By making reusables or single-use items available to the Biochem crew skill, you can easily sell these items on the GTN and make a handsome profit off of your endeavors! Biochem Details: Requires Bioanalysis gathering skill for most of its items.
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More Top Stories. While not as challenging as an Operation, Flashpoints are a great first step if you want to try your hand at delving into the As always, the best way to level up is to progress through your story Since when Luke Skywalker first gazed at the twin suns of Tatooine, Star Wars has captured the hearts and minds of millions of new fans every single year.
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The higher the level and tier of the item, the longer it will take for your companion s to craft them, but the quicker you will reach the next Grade.
They contain the exact locations all gathering nodes for Bioanalysis, Scavenging and Archaeology resources on several planets. If you have any questions or want to share feedback, leave a comment below. I hope you have found this guide useful! We respect your privacy. Your email address will never be shared or sold. Your contribution helps us provide content you enjoy. About Vulkk Contact. SWTOR 6. Updated June 16, His passion for video games as well as his love for all things Star Wars are reflected in his news and in-depth guides available here!
Connect with D. Notify of. Newest Oldest Most Voted. Inline Feedbacks. Load More Comments. This field is for validation purposes and should be left unchanged. Support Vulkk. More Info About Vulkk Contact. The ability to seek out imbued items like Lightsaber crystals and ancient artifacts and is best combined with Artifice or Synthweaving. The practice of collecting genetic material from creatures and plants and is best combined with Biochem.
The art of recovering useful materials and parts from old or damaged technology, and the items get from Scavenging are very useful for Armormech , Cybertech and Armstech. A skill in accessing secured computer systems and lockboxes to acquire valuable data and rare schematics.
This includes crafting armorings, mods, enhancements, hilts, barrels, relics, earpieces, implants and augments. Knowing which crafting skills to take for endgame requires you to be familiar with what pieces of endgame gear each crew skill can craft, and which types of stats your specific type of character needs.
For example, a healer needs an entirely different set of gear than a tank. The first crafting skill you can choose is Artifice. Artificers can also craft lightsabers and double-bladed lightsabers, relics, shields generators and focuses. Artifice is a great skill to choose if you have a force-using character, or if you want dyes and crystals, either to use for yourself, or to sell to other players for credits. Synthweaving lets you craft armor for any type of Jedi or Sith.. Here are some of the armors you can craft on the Republic side for Jedi, and here are some of the armors you can craft on the Imperial side for Sith.
Just like the robes from Synthweaving, all the new Armormech armors are adaptive, which means they can be worn by any class — but they do change appearance when sent over to the opposite faction.
If you want to be able to craft blasters for your non-force-using characters, Armstech is the way to go. If you do end up picking Armstech, its complementary skills are Investigation and Scavenging. Instead, they can create a motley of items including ship parts, grenades, and even a few speeders. Biochemists craft medpacs, stims and adrenals — all of which can mean the difference between life and death in tricky combat situations, like heroics, operations or flashpoints.
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