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[Guide] Companion Crew Skill Bonuses -- Picking the Best Crew Skills for your Class

STAR WARS: The Old Republic > English > Crew Skills
[Guide] Companion Crew Skill Bonuses -- Picking the Best Crew Skills for your Class

TheRealBowser's Avatar


TheRealBowser
01.19.2012 , 04:27 PM | #101
Quote: Originally Posted by ManCandy View Post
Forgive my ignorance, but when weighing which class/companion are best suited for a particular crewskill(s) shouldn't critical be of far more importance than efficiency? Especially in the case of crewskills that follow a non linear model of reverse engineering ie..arms/armor/synth

As I understand it, efficiency only effects the length of time it takes to produce/retrieve "X" item/material. Whereas +critical can potentially effect the actual return of the item or material. Now I realize that endgame patterns and missions take a fair bit of time, but the end result is the same.

It seems to me, if for example I need to send a crew member out to craft an epic pattern piece of armor that was going to take 2 hours to craft and I had a choice between getting the item back in 1h 45mins or +5 critical chance, personally I would prefer the crit chance as it potentially can effect the end result of the finial item.

One place I could potentially see the benefit of a +efficiency is a profession like Biochem where you would be more likely to mass produce stims and medpacs for your own consumption, but to that end the epic version of all those patterns are not consumed on use. So who knows....

Just my two cents...
I agree actually, I pick +5 crit when I can usually. My rating system is not based off of how good the crits are, otherwise there would be no point in the guide. I'd just make a post saying "Take this, take that, and take that" for each class.

+5 crit is not required to be successful at a crew skill, and in reality it's only +5% critical. When you think about it, it's only so good.

The rating system is based off of the strengths of the crew and their bonuses. I've thought about giving +5 crit extra points in the rating, but then it would get confusing. I still may yet and give +5 crit 4 or 5 points instead of 3, but for now, I am leaving it as it is.

My comments at the end, however, will recommend critical crew skills over efficiency ones, and I have specifically listed critical crafting skills in the summaries for your convenience.

Thanks for sharing your thoughts!

TheRealBowser's Avatar


TheRealBowser
01.19.2012 , 04:32 PM | #102
Quote: Originally Posted by JTCMidas View Post
Man... I love this guide but now it makes me a bit sad that the Empire got screwed on crafting crit chance...

Reps get +5 on the 4 crafting skills that have a crit... Imps get +5 on 1 of them. Ouch.

Regardless, great guide and very helpful if not a little depressing
Well, keep in mind that crit is not the only thing that matters. Sith Inquisitors have amazing trade skills, as do agents. Bounty hunters are not bad either. They do not have +5 crit crafting skills but they still have great bonuses.

Biochem is better with crit, but it's not as big a bonus as it is for augment slot crafting. So the imperial agent is very competitive with the jedi knight, which does not even have a diplomacy bonus. And you can't go wrong with +5 crit on a mission skill!

The Bounty hunter has +15 slicing which is amazing for profiteering or even cybertech, giving you excellent options.

The inquisitor has above and beyond the best artifice bonuses in the game, it is staggering how good it is. The only way it could be better is if treasure hunting had +5 crit and archeology was +1 crit instead, but it doesn't matter.

The consular also does not have a crit bonus like the others do, but is a very mixed bag with a lot of interesting options to choose from. Still, I went with cybertech with mine since the bonuses leaned towards it, but artifice is also amazing, and synthweaving is perfectly viable, as is a number of other options, and we go back to what I was saying -- they are a mixed bag with lots of good choices.

So don't feel upset about the lack of +5 crit bonuses on imperial side, they still have a lot of goodies available, maybe even to the extent that they are better than the Republic!

Malthol's Avatar


Malthol
01.20.2012 , 09:36 AM | #103
You've got some wrong info for Guss Tuno. I just recruited him last night.

Guss Tuno: +10 Underworld Trading Eff.; +2 Investigation Critical

Phelgon's Avatar


Phelgon
01.20.2012 , 10:59 AM | #104
Quote: Originally Posted by Nickter View Post
Why are you assuming that buffs from multiple companions stack? It makes more sense that the only buffs that apply are the ones related to the companion you assign the task to. The companion does all the work, not you.
I was wondering something along these lines as well.

Companion X has +5 to Y skill. In order to get that, don't I need to send her/him to perform that skill in order to get the +5?

TheRealBowser's Avatar


TheRealBowser
01.20.2012 , 01:11 PM | #105
Quote: Originally Posted by Malthol View Post
You've got some wrong info for Guss Tuno. I just recruited him last night.

Guss Tuno: +10 Underworld Trading Eff.; +2 Investigation Critical
Really? That's outstanding! I mean it's bad I have the info wrong, but investigation is infinitely better for smugglers, and will make armstech unbelievably good for them. I am going to confirm this right now.

Edit: Confirmed. Great!! What's even more interesting is that Guss also has Underworld Trading -- in addition to Corso! No other class in the game has double tradeskills.

TheRealBowser's Avatar


TheRealBowser
01.20.2012 , 01:12 PM | #106
Quote: Originally Posted by Phelgon View Post
I was wondering something along these lines as well.

Companion X has +5 to Y skill. In order to get that, don't I need to send her/him to perform that skill in order to get the +5?
I really don't understand the question.

Yes, you need to send out companions on said crew skill to obtain the bonus.

Phelgon's Avatar


Phelgon
01.20.2012 , 04:21 PM | #107
Quote: Originally Posted by TheRealBowser View Post
I really don't understand the question.

Yes, you need to send out companions on said crew skill to obtain the bonus.
Ok, the question is, Vette has the bonus to crit on treasure hunting, so there's no point on sending Quinn out to treasure hunt, because he doesn't have that bonus, correct?

If the efficiency bonus applies to time to complete, why doesn't it show Jeasa's time to complete an archaeology run as less than the other companions?

Dragoon-'s Avatar


Dragoon-
01.20.2012 , 09:39 PM | #108
Quote: Originally Posted by Phelgon View Post
Ok, the question is, Vette has the bonus to crit on treasure hunting, so there's no point on sending Quinn out to treasure hunt, because he doesn't have that bonus, correct?

If the efficiency bonus applies to time to complete, why doesn't it show Jeasa's time to complete an archaeology run as less than the other companions?
For gathering crew skills I would still send my other companions. But for crafting (advanced/superior/blues/purples/augment slot) don't waste resources by using an companion who has not a crit bonus in it.

BTW I think it should be mentioned that the chance to crit is based on your current crew skill. At least for gathering crew skills (diplomacy, scavenging, etc.) the difficulty of a mission and thus your change to crit as the amount of mats returned is based on your current crew skill.
For example you do a diplomacy mission with a crew skill of 10. On success it will only return 1-2 mats. Do the same mission with a crew skill of 85(the mission now show up in gray) and will return for example 16 mats. Plus there is a fair change to crit and gather purple mats as well. Please note that gray missions won't increase your crew skill.

I assume for crafting a higher crew skill increase your change to crit as well.

The big tip here is not to do mission with the actual intend to gather resources, but instead focusing on maximizing your crew skill as fast and cheap as possible.
Once you crew skill become so high that missions become gray a single mission can yield more in return than doing 10 mission when it was still yellow.
Elara Dorne: I'll be ready with any number of regulation-approved punishments when the opportunity arises.
"Everyone fights, Private Ganbar. Either you go in shooting or we freeze you in carbonite and use you as a shield.."

TheRealBowser's Avatar


TheRealBowser
01.20.2012 , 11:17 PM | #109
Quote: Originally Posted by Phelgon View Post
Ok, the question is, Vette has the bonus to crit on treasure hunting, so there's no point on sending Quinn out to treasure hunt, because he doesn't have that bonus, correct?

If the efficiency bonus applies to time to complete, why doesn't it show Jeasa's time to complete an archaeology run as less than the other companions?
Question 1: You get the crit as a bonus, so that character will get more of them. Yes, you could choose only to send Vette on missions, but I don't recommend it. It's more of a bonus because you have that option available in addition to your other characters. What I would suggest, rather, is to always send Vette out on Treasure hunting missions (not to craft or do archeology) if you plan on doing any at all at that time.

In the case of crafting, you likely won't do a great deal of important crafting, or crafting in general even, so crafting on one character is perfectly viable. If you're just crafting to reverse engineer, the critting doesn't matter much (it does a bit in Biochem's case). It doesn't matter if your green chestpiece has an augment slot if you're going to destroy it anyways.

However, if you are crafting items to sell, such as artifacts or rares, having an augment slot will be very important and thus, you may want to craft only on that character with the crit bonus. In the case of efficiency, it can help to craft faster but it won't provide better results, so it doesn't matter.

Question 2: Affection reduces crafting time substantially. Jaesa's bonus only reduces her crafting time by 5%, so if another character is 5000 or something and you just got Jaesa, chances are she will craft slower.

PatT's Avatar


PatT
01.21.2012 , 12:27 PM | #110
THere seems to be some misunderstanding about crit bonuses. I'm an artificer (250) at this point.

Nobody in my crew has a crit bonus. BUT I have had Cedrax crit on focii (focusses), generators (offhand items) that are artifact and allow augments.

So just because you don't have a crew member with the actual crit bonus, doesn't mean it can't happen. It does. I suppose it's utterly random.

It usually happens if requesting a blue item, and then you'll get an "overkill" or whatever, and then he'll turn out a superior with a augment slot. Matter of fact,the ship droid critted once on a generator as well, and he has no bonuses.

So it is not impossible or unheard of, to crit in Artificing. I sold my superior items at the GTN so I don't have screenshot proof, but I was as surprised as anyone it happened.