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01.29.2012 , 06:16 PM | #2
x5.0 Companions

Quote: Originally Posted by SWTOR game manual
As you get ready to depart from the initial planet on your adventure across the galaxy, you encounter your first ally. This companion wants to join your vessel as a member of your crew. Through the course of your adventures, more characters join your crew. Eventually you can choose which companion joins you on your journey from a full roster of crewmates.

You start your game without a companion, but you acquire one as the story develops and your level increases. Near the end of your first planet is where you have contact with your first companion. As your crew grows, you eventually have several companions at your service.
So companions are AI (artificial intelligence) controlled characters that accompany you on your travels through the game world each companion has different abilities and are used in different situations and can even be used in group situations (but a group is no bigger than four members and a companion counts as one of these members).

You can control your companion that is currently with you from its little hot bar that is situated in the bottom left corner of your screen by default here you have things like "attack" which sends your companion to attack the target you have selected, and passive which will stop your companion from doing what ever s/he is doing and bring them back to your side.

You can also expand this hot bar by clicking the + symbol the bar will then move to the bottom of your screen where you bars are (by default it moves here you can change this in preferences) once expanded you can enable and disable what abilities you want your companion to use by shift right clicking them.

Companions have affection for you the higher there affection will help unlock there specific quests it also makes them perform your crew skills with better efficiency. You can raise a companions affection by making choices in conversations that they like or by giving them gifts rather than write a description of each companions likes and dislikes with gifts as there is far two many here is a link to a table for each factions companions Republic companions, Empire companion.

x5.1 Character companions [spoilers]

Each class gets a total of 5 companions and a ships droid currently and these also follow the holy trinity so you will have at least one companion of each role weather it be tank, healer or damage. Below is a list of each class and there companions and roles.


















x6.0 Crew skills.

A crafting overview for new plays to help get head round it all .

Crew Skills” is the collective term for the various crafting skills in SWTOR, and the other tradeskills that support them. Crew Skills are divided into three types: Gathering Skills (collecting raw materials), Crafting Skills (turning raw materials into useful items), and Mission Skills (performing ‘activities’ that give you gear and other rewards).

You can have a total of three Crew Skills, only one of which can be a Crafting skill (although it doesn’t have to be). Your companions will perform many of the tasks of the crew skills system for you; they use your skills to do this, rather than each having their own skills.
Crafting Skills.

a few links to pics explaing best fits.
Crew skill matches 1
Crew skills matches 2
Crew skills class best fit

x6.1 Crafting.

Whether your team gathers resources or you acquire them through other means, they’ll be the cornerstone of crafting. Depending on how you choose to specialize, your crew will be able to construct armor, weapons, implants, or other types of useful items and gear. You can use these items yourself or put them up on the open market for profit. You’ll receive Crew Skill reports even while you’re away from the ship, and if one of your companions returns with the schematics for a valuable item, you can assign someone else to start crafting the item right away on the ship’s workstation without having to return to the ship! Crafting skills are very specialized disciplines; for your three Crew Skills slots, you’ll be able to select one Crafting skill for your crew to master.

Crafting Skills include:
Armormech - Armormech is the ability to work with hard metals, alloys and synthetic materials to construct armor for non-Force users. Vendor-purchased fluxes are used during the armor creation process to refine the materials to ensure suitability. Armormechs can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Scavenging provides crafting resources for Armormech.

Armstech - Armstech is the ability to work with hard metals, alloys and synthetic materials to craft blasters and blaster modifications. Vendor-purchased fluxes are used during the blaster creation process to refine the materials to ensure suitability. Crafted blasters include blaster pistols, blaster rifles, sniper rifles and assault cannons. Blaster modifications include scopes, barrels and triggers. Armstechs can reverse engineer their crafted blasters and possibly discover new ways to improve blaster creation. The gathering skill Scavenging provides crafting resources for Armstech.

Artifice - Artifice is the delicate skill of constructing lightsaber modifications, armor overlays and underlays, focii, and feet and wrist items for Force users. Lightsaber modifications include power crystals, color crystals, focus lens, hilts, and emitter matrices that augment a Force user's combat attributes. Color crystals also determine the lighsaber's beam color. Armor overlays and underlays provide additional armor protection and augment combat prowess. Artificers can reverse engineer their crafted focii, feet and wrist armor and possibly discover new ways to improve armor creation. The gathering skill Archaeology provides crafting resources for Artifice.

Biochem - Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants. Biochemists can create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. Biochemists can reverse engineer their crafted implants and possibly discover new ways to improve implant creation. The gathering skill Bioanalysis provides crafting resources for Biochem.

Cybertech - Cybertech is the skill to assemble droid armor, earpieces, grenades, armor overlays and underlays, electro weapons, generators, and feet and wrist items for non-Force users. Armor overlays and underlays provide additional armor protection and augment combat ability. Earpieces are external mini-computers that are worn on or near the ear. They enhance combat prowess by giving audio and visual feedback to the wearer or through direct neural feedback via an external nerve relay. Cybertechs can reverse engineer their crafted droid, feet and wrist armor, earpieces, electro weapons, and generators, and possibly discover new ways to improve their creation. The gathering skill Scavenging provides crafting resources for Cybertech.

Synthweaving - Synthweaving is the process of fabricating synthetic materials out of crystals, various chemicals, and artifact fragments to construct armor for Force users. Vendors provide premade solutions, suspensions and composites that are used during the Synthweaving process. Synthweavers can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Archaeology provides crafting resources for Synthweaving.

x6.2 Gathering.

As you explore planets in the galaxy, you’ll discover a variety of exotic resources and valuable pieces of information. With the
right training, you and your crew will be able to scavenge for raw materials, slice computer systems, and track down valuable artifacts. The resources and information you gather can be sold on the open market for a profit, or your crew can use them to craft useful and valuable items. If you like, you can select Gathering skills for all three of the Crew Skill slots available to your team.

Gathering Skills include:
Archaeology - Archaeology is the study of crystal formations and archaeological finds. Crystal formations contain crystals that an Artificer can use to construct lightsaber modifications and armor for Force users. Archaeological finds contain artifact fragments of Force-imbued technology. These valuable items contain ancient formulas and algorithms used in Artifice and Synthweaving. Archaeological finds possibly conceal rare datacron components that are used in the creation of attribute-enhancing Matrix Cubes. Archaeologists can send their companions on missions to gather resources.

Bioanalysis - Bioanalysis is the practice of collecting genetic material from creatures and vegetation. Genetic materials include cell fibers, bacterial strains, toxic extracts and medicinal fluids. Biochemists use these materials to create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. The crafting skill Biochem utilizes Bioanalysis resources. Bioanalysts can send their companions on missions to gather resources.

Scavenging - Scavenging is the art of salvaging useful parts and base materials such as metals, alloys and synthetic compounds from potential technological resources-junk piles, fallen droids, abandoned cargo, and broken-down vehicles. The crafting skills Armormech, Armstech, and Cybertech utilize Scavenging resources. Scavengers can send their companions on missions to gather resources.

Slicing - Slicing is the art of accessing secure computer systems and lockboxes to acquire valuable items, credits, and tech materials. Common slicing targets include electronic safes, data stations, security mainframes and biometric footlockers. They contain lockboxes that can yield valuable items, credits, rare tech materials used to construct prototype and artifact droid armor and generators, and mission discovery objects that unlock challenging missions that can potentially yield great rewards. Slicers can send their companions on missions to retrieve these valuable items.
x6.3 Mission skills.

Mission skills are a unique addition to the Crew Skills system. With these skills, you send companions from your crew across the galaxy on various missions to recover information, hunt down loot, or complete other goals to bring you rewards. When you use a mission skill, you’ll select a companion, choose a mission from an ever-changing pool, and send that companion out after the prize. You can choose from a variety of mission skills – is your crew into conducting research? Participating in diplomatic missions? Trading in illicit goods? There are many options, each with their own set of benefits and rewards. Some can even earn you light or dark side points. As with the other skills, your companions complete these missions on their own time and bring the rewards back when they’re done. Any number of your Crew Skills can be a Mission skill, so get ready to put your team to work!

Mission Skills include:
Diplomacy - The art of conducting and managing negotiations this can provide companion gifts, rare materials for Biochem, and can affect your Light & Dark Side points for morality alignment.

Investigation - the skill of examining evidence and following clues to discover valuable secrets this can provide companion gifts, rare materials for Armstech, and schematics for all Crafting Skills.

Treasure Hunting - the ability to track down and recover valuable items by investigating a series of clues this can provide companion gifts, rare materials for Artifice, and the same lockboxes as Slicing (which contain credits and sometimes gear).

Underworld Trading - expertise in the trading of illegal goods and services this can provide companion gifts, and rare materials for Armormech, Cybertech and Synthweaving.
x6.4 Combinations and overview

With that said, let’s look at some of the skill combinations:

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.
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.)

Some have suggested just taking three gathering skills while you level, and then switching to a crafting skill when you’re near the skill cap. If you’re actually interested in crafting I’d advise against this, because unlike some other MMOs, crafted gear is extremely competitive with quest and flashpoint rewards as you level, and there are enough schematics that you can upgrade your gear every few levels. If you’re going to put in the effort to level your crafting skill, it’d be a waste not to make use of what you create.

Your ship is your home and base of operations for you and your Crew Skills activity. Companions will come and go from the ship and complete the tasks you’ve assigned them. Companions can’t be killed when you send them out to do things but they can fail or have varying degrees of success. You can assign tasks to companions from anywhere, you don’t have to be at your ship. You assign crew skills tasks by pressing “N” which brings up the crew skills control panel and selecting one of your trained skills to see a list of possible assignments.

Crew Skills assignments can take as little as one minute or as long as 24 hours depending on the level and complexity. Missions cost credits when you assign them and you pay the cost of the mission whether it’s successful or not. Missions with better rewards will involve more risk and cost more credits. They will also take longer for your companions to complete. A player can order up missions for all five companions at the same time. You can queue up multiple crafting assignments for each companion meaning they will stay busy taking care of crafting business while you can be out adventuring, engaging in PvP, or socializing. They will even complete their tasks while you are logged out of the game. If you decide that you need to recall a companion to help you with a quest, you can cancel their current assignment and they will come to your location after a few minutes.

It’s a good idea to examine your companion’s skill bonuses as each companion has his or her own strengths and weaknesses and you can leverage their skill bonuses to help increase your success rate at the various Crew Skills. In addition, your companions affection score influences how they complete their assigned tasks. A companion with a high affection score will complete tasks more quickly than one with a low affection score for example.

x6.5 Reverse engineering and Mods

There are two other components to the crafting game in SWTOR. They are Reverse Engineering and Mods (item customization). I’ll just touch on them briefly here.

Reverse Engineering (RE) is the practice of breaking down items you’ve previously created. When you break down an item it is destroyed but you get back some of the materials you used to craft the item. More importantly you have a chance to receive a higher quality schematic for that item. You can determine which items you’re able to reverse engineer by opening your inventory and clicking the “Reverse Engineer” button. Items you can RE will show as highlighted in your inventory. At this time you can only RE items you’ve created and not found items.

Modifications or Mods are special items that you can insert into slots on differing items. Not all items have Mod slots and the number and types of slots vary by item. Mods change an item’s stats and are removable. This means that an item you find at level 10 that has modification slots can potentially stay relevant all the way to level 50 if you continue to upgrade it with better Mods. Mods drop as loot and can be crafted by Armstech, Artifice, and Cybertech crafters. At this time Mods cannot be reverse engineered.
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