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    Default Usefull info: mods, crew skills, equipment, primairy stats.

    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-ove...wtor-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-guide...system-basics/

    source2: http://www.forcejunkies.com/2011/12/...ing/#more-4030
    Last edited by Littleburst : 12-27-2011 at 11:14 AM

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