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LF Crafting skill to make money

STAR WARS: The Old Republic > English > Crew Skills
LF Crafting skill to make money

johanlofdahl's Avatar


johanlofdahl
09.09.2013 , 12:19 AM | #1
Dear Community,

I am a returning player since about a month ago. I've so far been using gathering skills and mission skills to set up a steady flow of income. However, I am finding myself enjoying crew skills more then I actually thought I would. Therefore I am looking for a good crafting skill to enhance my experience.

I've got highlevels that uses all kinds of primary stats. Strength, Willpower, Cunning, Aim.

What I am looking for is a crafting skill that has attractive goods for the GTN, doesnt neccessarly have to be the highlevel stuff but I wish to get more involved in crafting and making a investment to further my cash income.

Incase some class has a good crit ratio on a crew skill I will list the ones I have available for picking and leveling up a crafting skill:
- 2 Inquisitors
- Sith Warrior
- Imperial Agent
- Trooper
- Jedi Knight

Any helpful input is highly appreciated.
Many kids would be happy to have a father but not Luke

HBCentaurion's Avatar


HBCentaurion
09.09.2013 , 02:21 AM | #2
Crafting is a time and money sink if you are looking to make money of it. I think it costs about 400k to max 1 skill. And you won't be making any real money unless you RE some high level mods / barrels / enhancements. If you want to make money, just get 3 gatherer skills (bioanalysis / scavenging / slicing) and sell the mats.

Cybertech used to be good, but now with the Planetary Commendations (where you can buy armorings / mods), the market has fallen out. Same thing with Artifice and crystals.

ScarletBlaze's Avatar


ScarletBlaze
09.09.2013 , 02:45 AM | #3
I have a sythnweaver and I do very nice on making the agument tools and aguments.

A friend of mine also has a cybertech and she does very well on the mods and armoring purple 66.

It probably depends on your server.
A southern girl is a girl who knows full well that she can open a door for herself but prefers for the gentleman to do it because it demonstrates a sense of respect. Current Guild Roleplay: Redemption: The battle of Xa Fel https://groups.google.com/forum/?hl=...ps/r-1rAjOuo30

morfius's Avatar


morfius
09.09.2013 , 02:55 AM | #4
If you have no risen skills - gathering ones (and Slicing for boxes till 400) is easy way to get credits.
"The Aing-Tii have a different view of the Force. Not in terms of Jedi or Dark Jedi—of black and white, as it were—but in a way I like to think of as a full-color rainbow."

johanlofdahl's Avatar


johanlofdahl
09.09.2013 , 07:49 AM | #5
Quote: Originally Posted by HBCentaurion View Post
If you want to make money, just get 3 gatherer skills (bioanalysis / scavenging / slicing) and sell the mats.
Quote: Originally Posted by morfius View Post
If you have no risen skills - gathering ones (and Slicing for boxes till 400) is easy way to get credits.
Quote: Originally Posted by johanlofdahl View Post
I've so far been using gathering skills and mission skills to set up a steady flow of income. .
Hey guys, thank you for your insightful replies. I was looking for a crafting profession to "expand my experience". I quite enjoy making a challenge of it and trying to turn it into a profit. Obviously I know it costs credits, but I already have alot of "gatherers" which you might have known if you read the first line of text in my post.

Quote: Originally Posted by ScarletBlaze View Post
I have a sythnweaver and I do very nice on making the agument tools and aguments.
Thank you! I was actually kind of torn between Synthweaving and Artifice, I prefer playing force-users so thought something like that would be nice.
Also cant hurt to make moddable gear, should bring something while skilling up the prof right?

Best regards
Many kids would be happy to have a father but not Luke

morfius's Avatar


morfius
09.09.2013 , 09:07 AM | #6
If you have enough gatherers...
Synt/Armor = augments (& possibly kits if you have CT for cheap kit components).
GTN is flooded with CM orange shells, maybe one only crafted I use - SI chest (black, hood down).
CyberTech - armorings, mods & ears (all classes), droid equipment (best way to make mk-9 kits is via droid parts that take 2,2,2 410-450 scavenging mats) blue or moddable... maybe better to begin with that.
Artifice - hilts & enhancements.
Biochem - reusables on this char (shine on tanks till NiM), med-packs, stims & adrenals for sale/other chars, implants.
Armstech - barrels & augments.

So get CT first, get good stacks of mats from scavenging, many middle level blue armorings & mods sells well.
Artifice next - middle level tanking or high power enhancements... might/resolve hilts also (check commendation vendors for gaps on those - they mostly have guardian/force wielder).
Legacy armor set = any end game drop could extract arm/mod/enh & RE for schematic.
Armor/Synt - depend on companion + crit (Tano Vik for example have +5% on Armor) - last night I got 8 augments from 5 queued (10000 affection & legacy of crafting), before that 7 kits from 5 queued.

If you going to PUG or even guild HM FPs/SM OPS tanking - use Bio on this char - 2 more CDs without price are worth enough in long time.

Arms - seem as going last ... worth to have barrels & some augment but not as first choice in your case.
"The Aing-Tii have a different view of the Force. Not in terms of Jedi or Dark Jedi—of black and white, as it were—but in a way I like to think of as a full-color rainbow."

jefflarkin's Avatar


jefflarkin
09.09.2013 , 08:34 PM | #7
I've been doing fairly well as an artiface selling purple hilts and upgrades on the GTN. When I can get my hands on the rare gemstones, it's easy to make 100k a night on just a couple level 8-9 items. I've hit a dry spell on those gemstones though, so it's lumpy income.

morfius's Avatar


morfius
09.10.2013 , 03:08 AM | #8
Quote: Originally Posted by jefflarkin View Post
I've been doing fairly well as an artiface selling purple hilts and upgrades on the GTN. When I can get my hands on the rare gemstones, it's easy to make 100k a night on just a couple level 8-9 items. I've hit a dry spell on those gemstones though, so it's lumpy income.
Blue ones are better income in long way (need more work also) and you get mats till chasing purple ones.
"The Aing-Tii have a different view of the Force. Not in terms of Jedi or Dark Jedi—of black and white, as it were—but in a way I like to think of as a full-color rainbow."

johanlofdahl's Avatar


johanlofdahl
09.11.2013 , 06:23 AM | #9
Quote: Originally Posted by morfius View Post
Blue ones are better income in long way (need more work also) and you get mats till chasing purple ones.
Hey Morfius,

Thank you for your long answer, this was exactly the kind of details I was looking for! Much appreciated mate. Anyways I've been short on time lately, much at work so sorry for my slow and short reply.

Best regards
Many kids would be happy to have a father but not Luke

psandak's Avatar


psandak
09.11.2013 , 03:06 PM | #10
Quote: Originally Posted by HBCentaurion View Post
Crafting is a time and money sink if you are looking to make money of it. I think it costs about 400k to max 1 skill. And you won't be making any real money unless you RE some high level mods / barrels / enhancements. If you want to make money, just get 3 gatherer skills (bioanalysis / scavenging / slicing) and sell the mats.

Cybertech used to be good, but now with the Planetary Commendations (where you can buy armorings / mods), the market has fallen out. Same thing with Artifice and crystals.
I respectfully disagree. The overarching question is what is the definition of "real money?" Obviously, your definition and mine do not correlate.

In the last month, I have made 4+ million credits crafting and selling grade 28 item modifications (armoring, mod, enhancement, augment, hilts) - the overwhelming majority of which are blue quality - and even some crafted dyes; not "top end" by any means. And my legacy's "net worth" is well over 16 million. To a lot of players that probably sounds a lot like "real money." To others that is just a drop in the bucket. It boils down to an individual player's needs.

Because my income greatly exceeds my expenses, that one million credits a week is a very good thing. But I am only running SM 55 Ops and my characters are already overgeared for that content, so I have little to spend my income on (nothing but gear repairs and running missions for materials). On the other hand, if someone is trying to gear up/optimize a character through the GTM because they are running HM and/or NiM Ops and need every little bit to progress, then that 1 million per week won't even scratch the surface. It is up to the individual to determine what he/she defines as "real money."

But it is also on the player to be realistic in their goals. Starting from nothing, setting one's goal at 100 million credits is not realistic. And, with respect, your advice only perpetuates players setting themselves up for disappointment.

Getting back to the OP, I agree with Morfius 100% - that CT is the way to go. With it you can craft armoring and mods and ear pieces for all your characters.

And while it is more expensive in materials, there is a synergy between REing ear pieces from CT, and implants from BC, and foci from ART for schematics and acquiring augment slot components to turn into augment slot kits with your AM, SW, and/or AT.