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Webalienz

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  1. I never got onto the PTS, but as I was reviewing Dulfy's 2.0 Crafting Guide - http://dulfy.net/2013/02/24/swtor-patch-2-0-new-crafting-materials-and-schematics/. So for those of us who have learned some of the 26/27 items (like Deft Mod 27 and Battle Enhancement 26), I'm curious what those stats will be like in comparison to the Level 52 versions, as I see there will be a 25 version (i.e. - Deft Mod 25A and Battle Enhancement 25). In other words, is it going to be worth crafting the 26/27 items at all in 2.0? (And yes, I know that HM FPs will be dropping BH gear, which are 26's.) Or will the purple versions of the 25's be almost just as good as the 26's?
  2. Crafting isn't dying from where I'm standing. But I would love to see your list of what you think would be a fair price for some low level item modifications.
  3. I don't know about anyone else, but I made a boatload of credits selling low-level (17 through 39) item modifications (armorings, mods, and enhancements). Everything was selling within 2-4 hours, and for $2k-$5k more than normal. I was spending so much time sending companions on gathering and crafting missions, that I didn't actually get to level my Vanguard as much as I would have liked. Needless to say, I'm stocking up and getting my premades done before this Friday starts. The only things that I saw that were getting severely undercut were purple lvl 49 augments. But that just seemed to open up the lvl 47 augment market, where I was selling those for more than what the lvl 49 ones were going.
  4. They're on Live, but you can't RE and learn the schematics for them on Live.
  5. I just saw the following note on the PTS forum: http://www.swtor.com/community/showthread.php?t=608719
  6. My suggestion would be that they should allow us to farm strong or tougher enemies who use lightsabers. I think this would put archaeology pretty close to what scavenging has with droids and bionalisys has with beasts.
  7. This is also true for Bionalysis. Tons of creatures to farm.
  8. ^ #jedimindtrick I've seen this pop up in a couple of other threads on why don't people sell the mats instead of crafting and selling the item(s) that you make with the mats. To me, there's many different variables involved and no real RIGHT answer. If I'm bored tonight, I should list the mats for exotech stims at the going per unit rate. Then go send companions and farm mats (acting as if I have zero mats to start), craft and sell exotech stims at the going per unit rate (and keep repeating) until the mats sell. I have a suspicion that I can bring in more credits by gathering and crafting exotech stims in the same time it takes for the mats to sell. This is just based on my previous attempts at selling mats and them seeming to take forever to sell when my crafted items usually sold within 2 hours unless the market got a huge influx and I got undercut. But I've never timed it out before. And isn't that kind of the point - Make as much credits in the shortest amount of time? But I know there's other variables like, how many times are you logging in and playing? It is definitely quicker to gather and list mats than it is to gather, craft, and list items and repeat.
  9. I have three alts that have slicing. I usually have them running to crit slicing tech parts, but I keep seeing the above suggestion pop up. I might have to give it a try for a few days and see how it pans out.
  10. Definitely try lower-grade missions. Specifically, Grade 3 underworld metals that provide Xonolite. Those usually go for 1,000+. Everyone is running Grade 6 Underworld Metal missions to try to get Mandalorian Iron, which is why the Grade 6 metals sell for much cheaper.
  11. I've done this with my Biochem. I can't make enough lvl 21 implants.....mainly because it takes 6 Genetic Anomalies. Needless to say, I've ALWAYS got at least one companion running lvl 2 Bionalysis compound missions. If I'm really running low, I'll go farm Mandalorian Raiders real quick. I probably should go to Coruscant and farm any Heroics (and the rest of the planet as well) for strong beasts to harvest more mats.
  12. I just created a Trooper (who I'm leveling as an Armormech), and was planning on crafting my own armor for myself and companions. But what I've found (and it's not ALWAYS the case) is that orange gear with blue item modifications (armor, mod, enhancement) seem to have better main+endurance stats and armor ratings than single crafted blue armor (and yes, I've RE'd a piece to get all of it's blue derivatives). But, it does seem that the lower-level crafted (and dropped) blue gear carries secondary stats (surge, defense, absorption, etc...) sooner than you can get those stats via mods and enhancements. So maybe that's the trade-off? You can craft gear and get some secondary stats, but your main+endurance stats and/or armor rating might be a few points less than if you had orange gear with blue armor, mod, and enhancements. *shrugs* But you're right....it just comes down to your play style. Of course, if you know you're going to play as a tank, I would suggest Biochem for the reusable medpacks and stims. And with Armormech, Armstech, and Synthweaving, you can definitely make a good amount of credits just making augments.
  13. Just wanted to say THANKS to everyone who has contributed a bit of knowledge to this forum. I wish I would've started keeping track of when I started getting really serious about crafting a month ago. I know that I've made at least 6-7 million credits in that time span. I also know that I've only gotten to the tip of the iceberg. The OCD in me wants to start keeping track of how many crew missions I've run, what they cost, and what was returned, as well as then what I've listed and what items have sold for. I'd like to pay it forward some, even though I know that what I'm about to share might end up impacting my sales negatively. Except for Synthweaving, I'm 400 on the other crafting crew skills with my other toons. Below is what I've learned, but there are always exceptions and your mileage may vary. 1) Cybertech seems (to me) to be the best skill to start off with. Not only for crafting to make credits, but also for making mods, armor, and earpieces for yourself and companions. Also, think of it this way: Each character and companion needs anywhere from 1-8 armorings and 1-9 mods. So starting off, you might as well craft the items that you (and others) will need the most. Artifice is good for your enhancements, but as others have posted, the color crystal market has been somewhat dilluted with the lvl 10 +41 stat crystals that you can get from cartel packs. I'm not saying that you can't make money off of implants (2 per character/companion), hilts (1-2 per every Force character/character), Offhands (1 per character/companion), and Barrels (1-2 per non-Force character/companion). But with mods and armorings, you're filling a much greater need, and you're selling to the entire fleet (not every character/companion uses an offhand, hilt or barrel). 2) No matter your crafting skill, try to RE blues on everything. Purples are nice, but in many cases you can make more money selling the individual purple mats than the crafted item that uses them. And remember, F2P can not use purples (which lowers your # of potential buyers). 3) Low-level items (9-35) sell like hotcakes. I concentrate on selling only blue items, but when I have had listed green items, they sell just as well (but just not as much money). Also, how many folks are like myself, who get up to around lvl 40 and decide, "I wanna make a <insert-a-class-here>" and start a new character. (I just started a Trooper and just need to start a consular to have one character for each class.) I believe you've got a much higher buying population for characters from lvl 9-35 than you do lvl 36 and higher. (side note: I'd LOVE it if Bioware would share the breakdown of character levels on each server, or at least percentages) 4) If you see someone has listed something on the GTN's ridiculous low default price (or the person has just listed something extremely low): Buy it and re-list it at the appropriate price. I can't tell you how many times I've bought a $1k-$2 enhancement/mod/armoring and turned around and re-listed it and sold it for over $7k. 5) Get those companion affections up to 10k. I believe I read on here that for each 2k of affection adds a +1% crit chance on crew skill missions returning with purple mats. 6) After crafting awhile, you'll notice which materials you routinely run out of. You'll then notice that those mats are usually much more expensive than it would be running a crew skill mission or farming a planet or FP for the mats. I keep a list of certain mats and run through that list anytime I'm at the GTN. Jump on low-priced stacks when it makes sense to do so (i.e. - Doesn't hurt your profit margin too much.) 7) Speaking of farming planets or FP's - For my lvl 50 Guardian who is Biochem, I routinely run out of Genetic Anomaly (level 2 bioanalysis compound). So I go and solo Mandalorian Raiders and within 10 minutes, I've usually got anywhere from 10-20 of them. (At 50, you can pretty much walk by everything. Just make sure you kill all of the strong beasts and harvest them.) And I'm sure there's some low-level Heroics that you can also solo and farm mats that way as well. 8) Except for selling individual purple mats, I'd rather craft and sell items than try to sell individual green and blue mats on the GTN. As stated above, you can usually make more money selling individual purple mats than the item you would craft with them. But with green and blue, it's very rare that I find that selling the individual mats would net me a larger profit than crafting an item with those mats. But I've read on this forum from many who all they do is sell mats. And that is perfectly fine to do. Different strokes for different folks. But in my mind, crafting a low-level green item with 2-4 Desh and/or Silica and selling it for +$1k is much more fun than selling stacks of 10 Desh for $200 (or whatever the going rate is). Of course, if you're selling individual mats, look for those that are most needed (usually because the scheme requires a greater number of them). 9) Always set your sell time to 1d. Unless you're not going to be logging in for a couple of days, set it to 1d. The market can fluctuate very quickly. Many times, you'll come back and notice that the items that you were initially listing at the lowest price (let's say $8k) are now being sold by other crafters for $5k-$7k, and there are 2-5 pages of items that will need to be sold before they get to yours. Sometimes I've gotten lucky, and the lower priced ones get sold and no one has listed any cheaper items and mine will eventually get sold. But sometimes the going rate for particularly items will stay low, and you can't make any money if you've reached the max number of GTN slots and prices are too high. So listing at 1 day lets items expire and you can decide if you want to undercut everyone by 1 credit, or if you want to list other items and see if the market goes back to where it originally was when you first listed. 10) Whatever you are crafting, check the GTN for the going rates and inventory. I forget the exact levels, but there are some armorings that use the exact same mats (including the number of those mats). For example, (again...not exactly sure if these were the levels), lvl 17 and lvl 19 armorings have the same recipes. You go out on GTN and see that lvl 17 armorings are selling for $1k-$2k more than lvl 19, and that there is only 2 pages listed (and one page is all purples) for lvl 17 armorings, while there are 5+ pages for lvl 19 armorings. Which do you think you should craft? 11) You don't always have the be the lowest priced. If one item is listed at $7k and then the next 10 items are listed at $10k, I'll usually set mine at $9999k. 12) Ultimately, do what makes you happy (and hopefully a little bit of a profit). I know some of the things I posted above are common sense to many. But hopefully somebody finds some of this information useful. I will say that it also helps if you have more than one lvl 50 who might share a gathering crew skill. It's great to be able to send 10 companions on scavenging missions and mailing mats to each other who might need them the most. And the credits won't start rolling in until you're able to be sending 5 companions out either gathering or crafting.
  14. This was my experience as well. I think Cybertech and Artifice are the best because everyone needs Armor, mods, enhancements, and crystals.
  15. It wasn't until about 3-4 days ago that I really started concentrating on crafting. I've got 6 characters, with every crafting skill covered except Synthweaving (I did have Synthweaving on one, but dropped it to pick up Biochem, since he's a tank and the reusable stims and med packs are very nice to have.) To add (and probably repeat some of) what others have said, here's some things that I've learned along the way this past week: - For blue, and especially purple crafted items, make sure the cost of mats is not greater than the cost of the made item. I have some purple recipes with my Cybertech, but a lot of them I can make more money selling the individual Underworld purple mats than I would if I used them to craft something. - Unless you're not going to be logging in for a couple of days, set all of your sales to 1d. I say this because the market changes very quickly, and you can't make any credits if you have items that are overpriced, but not set to expire for another day. I was making a really good amount of credits from selling some low-level blue enhancements with my Artifice one day. So I went ahead and made a bunch more and listed them before going to bed (also checking the prices to make sure that I was still the lowest priced, while still not losing any money on materials). I dreamed I would have riches in my inbox the next day. Well, other crafters saw that I was selling them for more than what the next level higher was going for and they got the same idea I did. I logged in the next day and I had only sold one or two. I go look on GTN, and the price had dropped 3k credits from what I had mine listed as, and it was now saturated with them. Since I had listed them for 2d, my choices were that I could either pull them (and lose my deposit), or wait until they expired (which is what I did). If I had listed them for 1d, I could have re-listed them the next day at the lower price (which still would have netted me a profit, though clearly not as much as what I had made with them.) - Diversify. Don't just make one thing. Unless you're making 26/27 hilts, barrels, and relics, don't just rely on making one thing. With my example above, I now have a cargo hold of enhancements of the same level because the market for them is really oversaturated.....for now. So look through and see what levels of items don't have many listed and go craft. Of course, other crafters will probably be doing the same, but you'll hopefully get a few sales before everyone else catches on. - Don't try to ALWAYS be the lowest priced. When I see a list of items where there are 3-4 items going for 2-3k, and then the rest going for 8+k, I'll price mine more towards the 8+k price range. Those 3-4 items will be gone pretty quickly, only leaving the 8+k left to choose from. - Green items do sell. When I was gearing up my alts (before I could make everything for each other), I always looked for blue and purple items. But people do buy green. Case in point - My Cybertech was able to sell green lvl 9 and 11 armorings for 800-1000 a piece. The cost of desh and silica is cheap (especially if you just send your crew out on missions to get them). - Don't expect too much until you can start deploying more than three crew members at a time. I think some people don't give crafting too much of a chance because until you get some other crew members, crafting while trying to level your character up can be slow going. But once you've got four companions and you can send three of them out on missions, things definitely begin to pick up.
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