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JimmySC

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  1. Do you mean mod as in the slot type Mods, or mods as in general item modifications? If the former, that'd be something new that Artificing can make... which geez, it can already make half the item types it seems heh.
  2. Spiffy, now we're getting somewhere - noted that Slicing can find Augments. Can anyone confirm if Armstech can create enhancements like Artificing, or if Artificing is the only crew skill that can make enhancements? And that base armor (but not armoring mods) are the only things made by Armormech/Synthweaving?
  3. While that map is handy for the broad view, I was hoping to find out more specifically what everything can make - for example, synthweaving makes 'force armor', but does that include armoring as well or just the base armor to slot other things into (seems to be the latter atm)? etc etc. I'm also hoping someone in-game can double-check and verify whether or not the torhead listings are accurate - ie, whether or not Armstech can make enhancements as well, if there's any crafted relics or augments, etc.
  4. Hello all... while waiting to see if I win the early access lotto today, I was looking through the Crew Skills to try and figure out which skill makes what item, given that there's all the various mods/augments/etc out there. I've been using http://www.torhead.com as my main resource, and I've compiled a small list of items, what can be slotted into them, and what makes each piece. Just to recap, per my understanding - you have the base item itself, for example a Lightsaber or a Blaster. Each base item has a varying degree of customizability - some Lightsabers only have an Augment slot, others are fully customizable. A fully customizable item is actually just a container for the mods that it can equip - the Hilt / Barrel / Armoring pieces will determine the actual base stats (damage and armor value) for weapons and armor. With that said, here's what I have so far: Weapons: (Lightsabers appear to be uncraftable atm, Blasters are made with Armstech) Hilt / Barrel - Artificing / Armstech Color Crystal - Artificing Mod - Cybertech Enhancement - Artificing Augment - Slicing Offhands: - Artificing Augment - Slicing Armor: - Synthweaving / Armormech Armoring - Cybertech Mod - Cybertech Enhancement - Artificing Augment - Slicing Ear: Cybertech Augment - Slicing Implant: Biochem Augment - Slicing Relic: ? Augment - Slicing Stims (Long-term Buffs) / Adrenals (Short-term Buffs) / Medpacs (Health kits) - Biochem Now that's what I have... but this is only based on my own limited knowledge outside the game itself. Can anyone fill in the blanks - are there craftable relics? Where do augments come from? Also, it seems like there are some rather odd gaps in the crew skills; for example, I would assume that Artificing/Armstech would both make the same types of items, just different base items and mods (ie, lightsabers/hilts for the former, blasters/barrels for the latter, with both making enhancements) - but instead, Artificing can make color crystals (used in all weapons, including blasters), enhancements (used in weapons and armor, by both force and non-force users), off-hands (for both force and non-force users), and hilts (used in lightsabers), while Armstech can only make the base weapons + barrel (used only in blasters). Armstech and Synthweaving can only make the base armor (or granted, armor that already has slots but isn't customizable/upgradeable), and can't make armoring (which is made by... Cybertech??)? Is this all correct, or is the data on Torhead missing schematics?
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