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Thread: Crew Skills

  1. #1
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    Default Crew Skills

    Hi there,

    I felt I was polluting Merc's thread so I decided to create a new thread just for Crew Skills discussion.
    Here are my thoughts on 4x Boxing and Crew Skills.

    I'm thinking to always put 2 gathering skills on the main whatever the group as it just makes it easier to manage. The only reason I'm still putting a crafting skill is due to the restriction and that way you can just have 4 per group. I know it'll make no big difference once among the 16 toons you'll have them all but it sure will in the early stages of the game (but still, I hesitate on giving it 3 gathering skills...).

    I think my first team will be the Inquisitors.

    Toon 1:
    Artifice
    Archeology
    Scavenging

    Toon 2:
    Sythweaving
    Underworld Trading

    Toon 3:
    Armstech
    Investigation

    Toon 4:
    Cybertech
    Treasure Hunting

    As you have noted I have a "free slot" for each of slave toons and I really think everyone will be filled with slicing (if it's as awesome as it seems to be going to).

    If I remove the craft skill from the first toom, this group won't have Cybertech and I'll leave it to the second group that'll have then:

    Armormech
    Biochem
    Cybertech

    In that case I'll give Slicing to the first toon too.

    The second group will have Bioanalysis, Scavenging and Slicing for the main.
    All Missions skills for the rest of the group (distributed 2+1+1) and two slicing for the rest.

    All other groups will basically be filled with only gathering and mission skills. This will only change if like in WoW some craft skills will produce interesting BoP items.
    There's already a lot of information about companions going around. It shouldn't be far from reality. This to say that this list can be fine tuned according to companion CS's bonuses.

    Just as a last note, by boxing 4 toons, that means you're freeing all your companions and thereforeyou might have at some point near Lvl 50 24 guys going around working for you .
    As you know, they can go on any type of missions including gathering missions. That's quite useful if for example nodes are being heavily farmed, you can just keep them busy all the time.

    I'd love to hear your approach of the CS too.

    Have a nice day,
    A.
    Grim Batol (EU) Horde - Is Multiboxing

  2. #2

    Default

    I would suggest, if you are 4 boxing, you use 2 toons to craft the 2 main skills you need for your toons (ie, if your toons are all force users, then you will need to have synthweaving) and then ALL of your toons support that profession, with the appropriate crew skills.

    I found in beta after leveling crew skills to 500 multiple times, that it's hard to get the right mats for your crafting by just using your crew, and you often need to unlearn a gathering skill just to go back and get tier 1-3 materials for the mid-level crafting.

    I will be doing this, with 2 toons, I will be doing

    Toon1 - Synthweaving, Archeology, Treasure Hunting
    Toon 2 Archeology, Treasure Hunting, Underworld metals

    Now, with 4, you might want to focus on two crafting, ie bio and synthweaving, as they would both be useful for all of your toons.

  3. #3
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    Default

    Quote Originally Posted by Mokoi View Post
    I would suggest, if you are 4 boxing, you use 2 toons to craft the 2 main skills you need for your toons (ie, if your toons are all force users, then you will need to have synthweaving) and then ALL of your toons support that profession, with the appropriate crew skills.

    I found in beta after leveling crew skills to 500 multiple times, that it's hard to get the right mats for your crafting by just using your crew, and you often need to unlearn a gathering skill just to go back and get tier 1-3 materials for the mid-level crafting.

    I will be doing this, with 2 toons, I will be doing

    Toon1 - Synthweaving, Archeology, Treasure Hunting
    Toon 2 Archeology, Treasure Hunting, Underworld metals

    Now, with 4, you might want to focus on two crafting, ie bio and synthweaving, as they would both be useful for all of your toons.
    With 4 boxing Inquisitors, and having:

    Sythweaving - Armor
    Artifice - Enhancements for Sabers
    Armstech - Melee Weapons

    I pretty much cover all basic gear needs.
    I'm thinking on covering other crafts with the other teams. I'm even considering putting all them to lvl 10 as a first leveling measure.

    With basic gear craft covered I then put the 3 Mission Skills needed to support them - Investigation, Treasure Hunting and Underworld trading. I'll be 6/12 in CS slots.
    Remaining slots will all be gathering slots - 3 for main toon and one for each other toon (two of them gathering through missions - when specific items are needed mostly - and the last one will probably get Bioanalysis and I'll switch window when some node/corpse spotted). SO that makes:
    1x Archeology
    1x Scavenging
    3x Slicing
    1x Bioanalysis

    Cheers,
    A.
    Grim Batol (EU) Horde - Is Multiboxing

  4. #4

    Default

    Quote Originally Posted by Mokoi View Post
    I would suggest, if you are 4 boxing, you use 2 toons to craft the 2 main skills you need for your toons (ie, if your toons are all force users, then you will need to have synthweaving) and then ALL of your toons support that profession, with the appropriate crew skills.

    I found in beta after leveling crew skills to 500 multiple times, that it's hard to get the right mats for your crafting by just using your crew, and you often need to unlearn a gathering skill just to go back and get tier 1-3 materials for the mid-level crafting.

    I will be doing this, with 2 toons, I will be doing

    Toon1 - Synthweaving, Archeology, Treasure Hunting
    Toon 2 Archeology, Treasure Hunting, Underworld metals

    Now, with 4, you might want to focus on two crafting, ie bio and synthweaving, as they would both be useful for all of your toons.
    I was going to do something similar w/ my 2. But Artifice instead.

    Artifice
    Archelology
    Treasure Hunting

    Synthweavging
    Archeology
    Underworld Trading

    How are you going to mod your saber w/o it? Or is that only needed for making things you can just buy on the market?

    I found a good guide, haven't finished reading it yet though.

    http://sithwarrior.com/forums/Thread...lls-Compendium

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