Littleburst
12-27-2011, 10:46 AM
Made this for my guild and mainly for myself. Figured I'd share it here aswell. It's somewhat a work in progress, so it will probably keep expanding the coming days. Feel free to spread it around.
1. Modifications
2. Crew skills
3. Equipment
4. Primairy stats per class & stats in general
5. Fun & usefull facts.
1. Mods
Augments come from Slicing missions, and go into the Augment slot of critical-crafted gear. Augments give a single primary or secondary stat. Examples: Might Augment 4, Advanced Alacrity Augment 25.
Mods are crafted by Cybertech, and go into the Mod slot of custom gear. Early mods give a primary stat plus Endurance; more advanced/higher-level mods also give a secondary stat. Examples: Reflex Mod 2, Advanced Agile Mod 25.
Enhancements are crafted by Artifice, and go into the Enhancement slot of custom gear. Enhancements give Endurance and one or more secondary stats. Examples: Fervor Enhancement 6, Advanced Acute Enhancement 25.
Crystals are crafted by Artifice, and can be added to weapons only. They give Endurance, Critical Rating or Power. Examples: Yellow Sharp Crystal, Advanced Cyan Eviscerating Crystal.
Armoring is crafted by Cybertech, and can only be added to armor, not weapons. (Which is logical.) Armoring gives Endurance and a primary stat; some Armorings also give Expertise, which is a PvP stat. Examples: Reflex Armoring 3, Advanced Commando Armoring 25. Note that the Armoring mod also dictates the overall Item Rating of the armor, from which it gets its Armor value.
Barrels are crafted by Armstech, and can only be added to blaster weapons: blaster pistols, blaster rifles, assault cannons, and sniper rifles. They give Endurance and a primary stat – and as with Armoring for armor pieces, the Barrel dictates the overall Item Rating of the weapon, from which it gets its damage range/DPS value. Examples: Skill Barrel 2, Advanced Commando Barrel 25.
Hilts are crafted by Artifice, and are the Force-users version of Barrels. They can only be added to lightsabers (both single- and double-bladed). They give Endurance and a primary stat, and also dictate the weapon’s Item Rating and thus damage range/DPS value. Examples: Resolve Hilt 1, Advanced Force Wielder Hilt 25.
source: http://crewskills.net/guides-and-overviews/swtor-mods-101/
2. Crafting skills
List of SWTOR Crew Skills
These are the skills that actually involve turning raw materials into finished products – armor, weapons, or other gear, depending on which skill you select. They’re performed by your companions back on your ship, and can be completed by the companion while you’re offline. You can also queue up to five crafting projects to be completed before your companion returns.
Armormech constructs armor pieces for non-Force users. This uses raw materials from Scavenging, and rare materials from Underworld Trading.
Supporting Crew Skills: Underworld Trading, Scavenging
Items Made: Heavy and Medium Armor
Suggested Classes: Trooper, Bounty Hunter, Imperial Agent, Smuggler
Armstech constructs blaster weapons, melee weapons and blaster mods for non-Force users. This uses raw materials from Scavenging, and rare materials from Investigation.
Supporting Crew Skills: Scavenging, Investigation
Items Made: Heavy and Medium Armor, Barrel Modification
Suggested Classes: Trooper, Bounty Hunter, Imperial Agent, Smuggler
Cybertech makes droid upgrades, offhand items for non-Force-users, grenades, and armor and weapon mods, and Earpiece equipment. It can apparently also craft some vehicles and ship upgrades. It uses raw materials from Scavenging, and rare materials from Underworld Trading. (Note: the offhand items may have been moved to Artifice – I’ll update when I know more!)
Supporting Crew Skills: Scavenging, Underworld Trading
Items Made: Ship Mods, Armor Plating, Item Mods, Ear Items, Gadgets, Droid Companion Equipment
Suggested Classes: Everyone
Synthweaving makes armor for Force users. This uses raw materials from Archaeology, and rare materials from Underworld Trading.
Supporting Crew Skills: Archaeology, Underworld Trading
Items Made: Light, Heavy and Medium Armor
Suggested Classes: Jedi Consular, Sith Inquisitor, Jedi Knight, and Sith Warrior
Artifice makes offhand items, armor mods and weapon mods for Force users. At high levels there are also craftable lightsabers. This uses raw materials from Archaeology, and rare materials from Treasure Hunting.
Supporting Crew Skills: Treasure Hunting, Archaeology,
Items Made: Lightsabers, Armor/Weapon Enhancements, Lightsaber Hilts (mod for lightsabers), Lightsaber Crystals (mod for lightsabers), Relics (a/k/a/ Trinkets) and Generators (off-hand items)
Suggested Classes: Jedi Knight, Jedi Consular, Sith Warrior, Sith Inquisitor
Biochem makes consumables (medpacks and stat-buffing booster items) and Implant equipment. It uses raw materials from Bioanalysis, and rare materials from Diplomacy.
Supporting Crew Skills: Bio-Analysis, Diplomacy
Items Made: Stims, Adrenals, Implants, Medpacs
Suggested Classes: Everyone
Gathering Skills
Archaeology – this involves acquiring “imbued items like lightsaber crystals and ancient artifacts”. It provides raw materials for Synthweaving and Artificing.
Bioanalysis – this allows collection of “genetic material from creatures and plants”. It supplies materials for Biochem. You can also Bioanalyse dead animals of Strong or greater difficulty.
Scavenging – this involves “recovering useful materials and parts from old or damaged technology”. It provides raw materials for Armormech, Armstech, and Cybertech crafting skills. You can also Scavenge dead droids of Strong or greater difficulty.
Slicing – this skill lets you and your companion hack into computers and other electronic devices. It doesn’t give any crafting materials directly – instead, it mostly gives credits, with the chance to acquire Cybertech schematics, Augment item modifications, and special unlockable high-yield missions for other crew skills.
Slicing is one of the most profitable and market-independent skill in the game and is recommended to all new users. For new users, simply repeatedly send out your companions on missions for high yield lockboxes and wait as the credits roll in.
Mission Skills
Diplomacy can provide companion gifts, rare materials for Biochem, and can affect your Light & Dark Side points for morality alignment.
Mission Rewards: Companion Gifts, Medical Supplies
Useful For: Biochem
Investigation can provide companion gifts, rare materials for Armstech, and schematics for all Crafting Skills.
Mission Rewards: Companion Gifts, Research Components
Useful For: Armstech
Treasure Hunting can provide companion gifts, rare materials for Artifice, and the same lockboxes as Slicing (which contain credits and sometimes gear).
Mission Rewards: Companion Gifts, Gemstones, Lockboxes
Useful For: Artifice
Underworld Trading can provide companion gifts, and rare materials for Armormech, Cybertech and Synthweaving.
Mission Rewards: Luxury Fabric, Underworld Metal, Companion Gifts
Useful For: Synthweaving, Cybertech, Armormech
Skill Synergy
Force Users
Armor: Synthweaving, Archaeology, Underworld Trading.
Weapons/Misc: Artifice, Archaeology, Treasure Hunting. Note that this doesn’t allow you to craft Lightsabers until the endgame, but you can make lightsaber mods and offhand items at all levels.
Non-Force Users
Armor: Armormech, Scavenging, Underworld Trading.
Weapons: Armstech, Scavenging, Investigation.
Anybody
Consumables: Biochem, Bioanalysis, Diplomacy.
Mods and Other Stuff: Cybertech, Scavenging, Underworld Trading. (You could substitute Slicing in for Underworld Trading.) (Note that Cybertech makes offhands for non-Force-users, but everything else is suitable for anyone.)
Gathering to support other characters: Archaeology, Bioanalysis, Scavenging.
Moneymaking: Bioanalysis, Scavenging, Slicing. (I suggest Slicing rather than Archaeology here because there are no enemies whose corpses you can Archaeologise the way you can Bioanalyse dead animals and Scavenge dead droids, and it’s worth taking Slicing for the credit rewards.)
source: http://crewskills.net/crafting-guides/crew-skills-crafting-system-basics/
source2: http://www.forcejunkies.com/2011/12/22/intro-to-crew-skills-gathering-missions-and-crafting/#more-4030
1. Modifications
2. Crew skills
3. Equipment
4. Primairy stats per class & stats in general
5. Fun & usefull facts.
1. Mods
Augments come from Slicing missions, and go into the Augment slot of critical-crafted gear. Augments give a single primary or secondary stat. Examples: Might Augment 4, Advanced Alacrity Augment 25.
Mods are crafted by Cybertech, and go into the Mod slot of custom gear. Early mods give a primary stat plus Endurance; more advanced/higher-level mods also give a secondary stat. Examples: Reflex Mod 2, Advanced Agile Mod 25.
Enhancements are crafted by Artifice, and go into the Enhancement slot of custom gear. Enhancements give Endurance and one or more secondary stats. Examples: Fervor Enhancement 6, Advanced Acute Enhancement 25.
Crystals are crafted by Artifice, and can be added to weapons only. They give Endurance, Critical Rating or Power. Examples: Yellow Sharp Crystal, Advanced Cyan Eviscerating Crystal.
Armoring is crafted by Cybertech, and can only be added to armor, not weapons. (Which is logical.) Armoring gives Endurance and a primary stat; some Armorings also give Expertise, which is a PvP stat. Examples: Reflex Armoring 3, Advanced Commando Armoring 25. Note that the Armoring mod also dictates the overall Item Rating of the armor, from which it gets its Armor value.
Barrels are crafted by Armstech, and can only be added to blaster weapons: blaster pistols, blaster rifles, assault cannons, and sniper rifles. They give Endurance and a primary stat – and as with Armoring for armor pieces, the Barrel dictates the overall Item Rating of the weapon, from which it gets its damage range/DPS value. Examples: Skill Barrel 2, Advanced Commando Barrel 25.
Hilts are crafted by Artifice, and are the Force-users version of Barrels. They can only be added to lightsabers (both single- and double-bladed). They give Endurance and a primary stat, and also dictate the weapon’s Item Rating and thus damage range/DPS value. Examples: Resolve Hilt 1, Advanced Force Wielder Hilt 25.
source: http://crewskills.net/guides-and-overviews/swtor-mods-101/
2. Crafting skills
List of SWTOR Crew Skills
These are the skills that actually involve turning raw materials into finished products – armor, weapons, or other gear, depending on which skill you select. They’re performed by your companions back on your ship, and can be completed by the companion while you’re offline. You can also queue up to five crafting projects to be completed before your companion returns.
Armormech constructs armor pieces for non-Force users. This uses raw materials from Scavenging, and rare materials from Underworld Trading.
Supporting Crew Skills: Underworld Trading, Scavenging
Items Made: Heavy and Medium Armor
Suggested Classes: Trooper, Bounty Hunter, Imperial Agent, Smuggler
Armstech constructs blaster weapons, melee weapons and blaster mods for non-Force users. This uses raw materials from Scavenging, and rare materials from Investigation.
Supporting Crew Skills: Scavenging, Investigation
Items Made: Heavy and Medium Armor, Barrel Modification
Suggested Classes: Trooper, Bounty Hunter, Imperial Agent, Smuggler
Cybertech makes droid upgrades, offhand items for non-Force-users, grenades, and armor and weapon mods, and Earpiece equipment. It can apparently also craft some vehicles and ship upgrades. It uses raw materials from Scavenging, and rare materials from Underworld Trading. (Note: the offhand items may have been moved to Artifice – I’ll update when I know more!)
Supporting Crew Skills: Scavenging, Underworld Trading
Items Made: Ship Mods, Armor Plating, Item Mods, Ear Items, Gadgets, Droid Companion Equipment
Suggested Classes: Everyone
Synthweaving makes armor for Force users. This uses raw materials from Archaeology, and rare materials from Underworld Trading.
Supporting Crew Skills: Archaeology, Underworld Trading
Items Made: Light, Heavy and Medium Armor
Suggested Classes: Jedi Consular, Sith Inquisitor, Jedi Knight, and Sith Warrior
Artifice makes offhand items, armor mods and weapon mods for Force users. At high levels there are also craftable lightsabers. This uses raw materials from Archaeology, and rare materials from Treasure Hunting.
Supporting Crew Skills: Treasure Hunting, Archaeology,
Items Made: Lightsabers, Armor/Weapon Enhancements, Lightsaber Hilts (mod for lightsabers), Lightsaber Crystals (mod for lightsabers), Relics (a/k/a/ Trinkets) and Generators (off-hand items)
Suggested Classes: Jedi Knight, Jedi Consular, Sith Warrior, Sith Inquisitor
Biochem makes consumables (medpacks and stat-buffing booster items) and Implant equipment. It uses raw materials from Bioanalysis, and rare materials from Diplomacy.
Supporting Crew Skills: Bio-Analysis, Diplomacy
Items Made: Stims, Adrenals, Implants, Medpacs
Suggested Classes: Everyone
Gathering Skills
Archaeology – this involves acquiring “imbued items like lightsaber crystals and ancient artifacts”. It provides raw materials for Synthweaving and Artificing.
Bioanalysis – this allows collection of “genetic material from creatures and plants”. It supplies materials for Biochem. You can also Bioanalyse dead animals of Strong or greater difficulty.
Scavenging – this involves “recovering useful materials and parts from old or damaged technology”. It provides raw materials for Armormech, Armstech, and Cybertech crafting skills. You can also Scavenge dead droids of Strong or greater difficulty.
Slicing – this skill lets you and your companion hack into computers and other electronic devices. It doesn’t give any crafting materials directly – instead, it mostly gives credits, with the chance to acquire Cybertech schematics, Augment item modifications, and special unlockable high-yield missions for other crew skills.
Slicing is one of the most profitable and market-independent skill in the game and is recommended to all new users. For new users, simply repeatedly send out your companions on missions for high yield lockboxes and wait as the credits roll in.
Mission Skills
Diplomacy can provide companion gifts, rare materials for Biochem, and can affect your Light & Dark Side points for morality alignment.
Mission Rewards: Companion Gifts, Medical Supplies
Useful For: Biochem
Investigation can provide companion gifts, rare materials for Armstech, and schematics for all Crafting Skills.
Mission Rewards: Companion Gifts, Research Components
Useful For: Armstech
Treasure Hunting can provide companion gifts, rare materials for Artifice, and the same lockboxes as Slicing (which contain credits and sometimes gear).
Mission Rewards: Companion Gifts, Gemstones, Lockboxes
Useful For: Artifice
Underworld Trading can provide companion gifts, and rare materials for Armormech, Cybertech and Synthweaving.
Mission Rewards: Luxury Fabric, Underworld Metal, Companion Gifts
Useful For: Synthweaving, Cybertech, Armormech
Skill Synergy
Force Users
Armor: Synthweaving, Archaeology, Underworld Trading.
Weapons/Misc: Artifice, Archaeology, Treasure Hunting. Note that this doesn’t allow you to craft Lightsabers until the endgame, but you can make lightsaber mods and offhand items at all levels.
Non-Force Users
Armor: Armormech, Scavenging, Underworld Trading.
Weapons: Armstech, Scavenging, Investigation.
Anybody
Consumables: Biochem, Bioanalysis, Diplomacy.
Mods and Other Stuff: Cybertech, Scavenging, Underworld Trading. (You could substitute Slicing in for Underworld Trading.) (Note that Cybertech makes offhands for non-Force-users, but everything else is suitable for anyone.)
Gathering to support other characters: Archaeology, Bioanalysis, Scavenging.
Moneymaking: Bioanalysis, Scavenging, Slicing. (I suggest Slicing rather than Archaeology here because there are no enemies whose corpses you can Archaeologise the way you can Bioanalyse dead animals and Scavenge dead droids, and it’s worth taking Slicing for the credit rewards.)
source: http://crewskills.net/crafting-guides/crew-skills-crafting-system-basics/
source2: http://www.forcejunkies.com/2011/12/22/intro-to-crew-skills-gathering-missions-and-crafting/#more-4030