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Crew Skills for a Gunslinger


Sabroel

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Good Day Everyone,

 

Starting a new character with a Gunslinger. I need y'all advice on Crew Skill that will fit the bill.

Need something that makes credits and does well on GTN.

 

Thank you in advance for the advice.

Over and Out.

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Good Day Everyone,

 

Starting a new character with a Gunslinger. I need y'all advice on Crew Skill that will fit the bill.

Need something that makes credits and does well on GTN.

 

Thank you in advance for the advice.

Over and Out.

 

You are asking three separate questions:

 

What makes good credits on its own - outside of selling on the GTN?

on its own slicing "makes credits" through lockbox missions and gathering nodes. No other crew skill can make credits on its own.

What makes items that will sell well and make good profit on the GTN?

Artifice is consistently the best GTN money maker because it can produce a very wide range of easy/cheap to craft yet popular (for all intents and purposes) cosmetic items as well as relics, non-weapon off hand items (focus,shield,generator) lightsabers (the weapon) and lightsaber hilts (the item modification). the latter three do a gunslinger no good. However, Artifice only uses slicing materials to craft hilts, the rest require Treasure Hunting, and of course Archaeology as the gathering skill, so if you take artifice as your crafting skill to make credits on the GTN you will probably have to forego Slicing.

 

That said, ALL crew skills can make good money on the GTN it is simply a matter of how much you work the skill. You can take all three gathering skills and sell what you gather on the GTN for good money. Most of the mission skills' materials are in consistent demand so you can take three mission skills and sell what you receive on the GTN. While crafting does not take more up front investment, any crafting skill will end up a better money maker than gathering or mission.

Third question: What crew skills are good for a gunslinger?

 

I quote my "best crew skills" guide linked in my signature:

  • Armormech: good for non-force users as you can craft armor while leveling; good for shield/absorb heavy tanks as you can craft augments; good for tanks in general as you can craft "resistive" armorings; OK for DPS and healers as you can craft mastery augments (theorycrafters say otherwise)
  • Armstech: good for non-force users as you can craft weapons and barrels; good for DPS classes as you can craft accuracy and power augments (power augments are good for healers too; but again theorycrafters are saying otherwise). Good for PvPers as you can craft endurance augments
  • Artifice: good for force-users as you can craft lightsabers, lightsaber hilts, Good for one-weapon classes as you can craft off-hand non-weapons (foci, generators, and shields); good for all classes as you can craft color crystals, dye modules, and relics
  • Biochem: good for all classes for stims, medpacs, adrenals, and implants
  • Cybertech: good for all classes for mods, enhancements, and ear pieces
  • Synthweaving: good for force-users as you can craft armor while leveling; good for defense rating heavy tanks as you can craft augments (although all tanks get all the defense rating they need and then some from mods and enhancements). Good for DPS and Healers as you can craft Alacrity and Critical Augments

NOTE: the rating 236 augments have a reshuffling.

  • Armormech makes Alacrity and Absorb
  • Armstech makes Accuracy and Shield
  • Synthweaving makes Redoubt (defense) and Critical

So to be self-sufficient you need all three: Armstech for Accuracy, Armormech for Alacrity, Synthweaving for Critical.

 

TL;DR: There is no crafting skill that is completely useless to a gunslinger. Some are more useful than others, but none of useless.

 

I recommend that you read all the links in my signature as they will give you a well rounded and detailed explanation of crew skills in this game.

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If your toon isn't thematic use Biochem, since you get access to unlimited stims/adrenals/medpacs at 600 (although l Mained on Cybertech one, since l created Their lmperial Majesty at the moment reusables weren't in game). But nowadays l think it's better to've 5 of non-biochem skills on characters, you don't use often or made exceptionally for that purpose, while on rest of toons - go Biochem.
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If your toon isn't thematic use Biochem, since you get access to unlimited stims/adrenals/medpacs at 600 (although l Mained on Cybertech one, since l created Their lmperial Majesty at the moment reusables weren't in game). But nowadays l think it's better to've 5 of non-biochem skills on characters, you don't use often or made exceptionally for that purpose, while on rest of toons - go Biochem.

 

One note on that is that the schematics do not come from the trainer. You must run one FP (Crisis on Umbara) multiple times to get currency/tokens to turn in for the schematics from one vendor (on Odessen). Or you can buy the reusables from the GTN, which are not necessarily cheap.

Edited by psandak
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One note on that is that the schematics do not come from the trainer. You must run one FP (Crisis on Umbara) multiple times to get currency/tokens to turn in for the schematics from one vendor (on Odessen). Or you can buy the reusables from the GTN, which are not necessarily cheap.

I believe they are bound (to character) now, which limits their usefulness.

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All sound advice from the previous poster(s)

 

If you have several characters, then covering all the crewskills is a good way of ensuring you have access to all the mats and can craft all the schematics. - If you take a few minutes before and after a play session to spin around all your crafters and chuck all the mats into legacy storage, you should rarely go short of anything. Any excess mats you can sell on the GTN and buy the things you're short of. ( or use to fund gathering missions)

 

If you're doing it for making credits, you'll soon find your niche. - keep an eye on prices by using search on the GTN and calculate your margins. ( cost to make vs sell price)

 

As Psandak says, any crafting can be profitable, but its usually fairly proportional to the effort you put in.

 

GL.

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