RaithHarth Posted November 12, 2017 Share Posted November 12, 2017 I have Artifice, Archaeology, and Treasure Hunting for my Jedi Shadow/dps as for the following classes I am playing they go as followed: Jedi Guardian/tank Commando/heals Gunslinger/dps Sith Sorcerer/heals Sith Marauder/dps Powertech/tank Operative/dps What crew skills would go best for each of these advanced classes? Any help would greatly be appreciated. Link to comment Share on other sites More sharing options...
psandak Posted November 12, 2017 Share Posted November 12, 2017 I have Artifice, Archaeology, and Treasure Hunting for my Jedi Shadow/dps as for the following classes I am playing they go as followed: Jedi Guardian/tank Commando/heals Gunslinger/dps Sith Sorcerer/heals Sith Marauder/dps Powertech/tank Operative/dps What crew skills would go best for each of these advanced classes? Any help would greatly be appreciated. See my "best crew skills" guide linked in my signature. Short version (what I think you are looking for; crew skill are listed in alphabetical order NOT in order of preference): Jedi Guardian/tank - armormech, artifice, biochem, cybertech Commando/heals - all of them would be useful in some fashion Gunslinger/dps - all of them would be useful in some fashion Sith Sorcerer/heals - artifice, biochem, cybertech, synthweaving Sith Marauder/dps - all of them would be useful in some fashion Powertech/tank - armormech, armstech, artifice, biochem, cybertech Operative/dps - all of them would be useful in some fashion The point is that there is no "this one crafting skill is a MUST have for <insert advanced class here>" Can you more specific about your characters' situation: what level are they all? Link to comment Share on other sites More sharing options...
RaithHarth Posted November 12, 2017 Author Share Posted November 12, 2017 See my "best crew skills" guide linked in my signature. Short version (what I think you are looking for; crew skill are listed in alphabetical order NOT in order of preference): Jedi Guardian/tank - armormech, artifice, biochem, cybertech Commando/heals - all of them would be useful in some fashion Gunslinger/dps - all of them would be useful in some fashion Sith Sorcerer/heals - artifice, biochem, cybertech, synthweaving Sith Marauder/dps - all of them would be useful in some fashion Powertech/tank - armormech, armstech, artifice, biochem, cybertech Operative/dps - all of them would be useful in some fashion The point is that there is no "this one crafting skill is a MUST have for <insert advanced class here>" Can you more specific about your characters' situation: what level are they all? My Guardian is lvl 70 My Commando is lvl 65 My Gunslinger is lvl 66 My Sith Sorcerer is lvl 70 (he's my alt so I don't play on imp side a whole lot but plan on doing so in the near future) My Sith Marauder is lvl 16 My Powertech is lvl 47 My Operative is lvl 41 Link to comment Share on other sites More sharing options...
psandak Posted November 13, 2017 Share Posted November 13, 2017 My Guardian is lvl 70 My Commando is lvl 65 My Gunslinger is lvl 66 My Sith Sorcerer is lvl 70 (he's my alt so I don't play on imp side a whole lot but plan on doing so in the near future) My Sith Marauder is lvl 16 My Powertech is lvl 47 My Operative is lvl 41 With your three 66+ characters (that can send eight companions on missions or crafting) I recommend you level artifice, cybertech, and biochem (and the appropriate gathering and missions skills). Those three are the most universally useful crafting skills. After that I recommend synthweaving (because it crafts alacrity and critical augments that are used by both dps and heals) OR armormech (because it crafts shield and absorb augments for your tanks). Then the one you did not choose, and finally armstech. It does not really matter what class has what crafting skill. But I would not take a crafting skill with a character less than level 50. If your intention is to be self-sufficient, you will find it difficult to utilize a crafting skill at lower levels. My advice for newer/low level characters is to take two of the three gathering skills and slicing. Link to comment Share on other sites More sharing options...
SteveTheCynic Posted November 13, 2017 Share Posted November 13, 2017 It does not really matter what class has what crafting skill. Caveat: Armstech on a Force-user class is a bit weird, since it makes nothing of use for the character itself. (On the other hand, Artifice on a gun-user class has some self-usefulness, since every class can use relics.) Link to comment Share on other sites More sharing options...
RaithHarth Posted November 13, 2017 Author Share Posted November 13, 2017 With your three 66+ characters (that can send eight companions on missions or crafting) I recommend you level artifice, cybertech, and biochem (and the appropriate gathering and missions skills). Those three are the most universally useful crafting skills. After that I recommend synthweaving (because it crafts alacrity and critical augments that are used by both dps and heals) OR armormech (because it crafts shield and absorb augments for your tanks). Then the one you did not choose, and finally armstech. It does not really matter what class has what crafting skill. But I would not take a crafting skill with a character less than level 50. If your intention is to be self-sufficient, you will find it difficult to utilize a crafting skill at lower levels. My advice for newer/low level characters is to take two of the three gathering skills and slicing. This is what I've been thinking, let me know what you think, if any changes are needed let me know. I'm thinking of setting my Guardian with Armormech, along with Slicing and Underworld trading, since I'm tanking on that toon (mainly), I'll be able to make Shield and Absorb augments and gather schematics that I need. Commando/heals: Biochem, Bioanalysis, Diplomacy Gunslinger: Cybertech, Scavenging, Underworld trading Sorcerer/heals: Synthweaving, Archaeology, Underworld trading Powertech/tank: Armstech, Scavenging, Investigation. I'm not sure what to do with my Marauder and Operative, I might leave their crew skills empty since I already filled what I need on my other toons. Link to comment Share on other sites More sharing options...
psandak Posted November 14, 2017 Share Posted November 14, 2017 Caveat: Armstech on a Force-user class is a bit weird, since it makes nothing of use for the character itself. (On the other hand, Artifice on a gun-user class has some self-usefulness, since every class can use relics.) Not entirely true....augments: accuracy for PVE-DPS, overkill for DPS/Heals, fortitude for PvP Link to comment Share on other sites More sharing options...
SteveTheCynic Posted November 14, 2017 Share Posted November 14, 2017 Not entirely true....augments: accuracy for PVE-DPS, overkill for DPS/Heals, fortitude for PvP Oops. Yeah, forgot about those. Thanks/sorry.. Link to comment Share on other sites More sharing options...
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