What was the logic behind choosing which crew skills can craft augment kits?
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06.15.2012 , 12:50 AM |
Artificers, cybertechs and biochems have a HUGE source of revenue from 61 mods / enhancements / ears. I sold enhancements and mods for like 20kk net. And now they give a chance to other crafters to earn some. I see this a fair choice.
UPD: Aye forgot about the relics the artificers can craft, too. That's a nice offer to people hating dailies.
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