Scattergun Posted December 5, 2019 Share Posted December 5, 2019 When did they change it so that armorings and such are spread out between multiple crew skills? Are there plans to fix this in the upcoming changes? Link to comment Share on other sites More sharing options...
PiiTarr Posted December 5, 2019 Share Posted December 5, 2019 When did they change it so that armorings and such are spread out between multiple crew skills? Are there plans to fix this in the upcoming changes? Armorings and such have been spread out across multiple crew skills since at least 2014 (when I started playing). The only change I've been around to see is when they reorganized which crew skills crafted some of those items. There have been no public announcements from BW regarding any planned changes to that aspect of crafting. Link to comment Share on other sites More sharing options...
Scattergun Posted December 6, 2019 Author Share Posted December 6, 2019 Now my armor tech makes some armoring, and I think my synthweaver makes the others instead of armortech making all of them. Now I know why the crafting list is so much shorter than it used to be on each character. Link to comment Share on other sites More sharing options...
PatT Posted December 7, 2019 Share Posted December 7, 2019 A. There is no such thing as an armortech. It's confusing when people do that. There is an armstech and an armormech. B. Armormech has made resistive armorings for a long time. Synthweaving makes the dps /heal one. Mod and enhancements are both made by cybertech now, and artifice doesn't. These changes predate my 2 year break by a long while, and I've been back 6 months So at least 3-4 years Link to comment Share on other sites More sharing options...
Void_Singer Posted December 7, 2019 Share Posted December 7, 2019 [...] Mod and enhancements are both made by cybertech now, and artifice doesn't.[..] that's been true since launch at least changes since launch (that I can remember) Armormech makes different endgame augmentslost DPS/Heal armoringshad armors changed to all tech [*]Armstechmakes different endgame augments [*]ArtificeLost augmentation kitsgained dyes [*]BiochemLost reusables, got them backLost augmentation kits [*]Cybertechlost reusable grenadeslost augmentation kitsGained some near endgame Ship gear (solo rails starfighter) [*]Synthweavingchanged to force armors onlydifferent endgame augmentsgained DPS/Heal Armorings [*]ALLhad many schematics "archived" (no longer attainable)had many recipes changed (after the materials simplification) Link to comment Share on other sites More sharing options...
PiiTarr Posted December 8, 2019 Share Posted December 8, 2019 that's been true since launch at least changes since launch (that I can remember) Armormech makes different endgame augmentslost DPS/Heal armoringshad armors changed to all tech [*]Armstechmakes different endgame augments [*]ArtificeLost augmentation kitsgained dyes [*]BiochemLost reusables, got them backLost augmentation kits [*]Cybertechlost reusable grenadeslost augmentation kitsGained some near endgame Ship gear (solo rails starfighter) [*]Synthweavingchanged to force armors onlydifferent endgame augmentsgained DPS/Heal Armorings [*]ALLhad many schematics "archived" (no longer attainable)had many recipes changed (after the materials simplification) Two corrections: Artifice used to craft enhancements. I can't say if it did since launch, but it did from March 2014 until they made the big crafting changes with 4.0. Likewise, Cybertech previously crafted both types of armorings. Link to comment Share on other sites More sharing options...
DawnAskham Posted December 9, 2019 Share Posted December 9, 2019 (edited) Two corrections: Artifice used to craft enhancements. I can't say if it did since launch, but it did from March 2014 until they made the big crafting changes with 4.0. Likewise, Cybertech previously crafted both types of armorings. Originally, cybertech crafted all mods and armoring (four 'main' stat varieties - aim, cunning, strength, willpower) as well as ship parts (space rails game), ears, and grenades, with artifice crafting enhancements, hilts, color crystals, and fixed force weapons / offhands. Armstech crafted barrels and fixed tech weapons / offhands (was the most useless skill at launch). Armormech made fixed stat (tech classes, aim, cunning stats) armor pieces as well as some modular shells (many faction / class specific - tech classes, schematics mostly from UWT), while synthweaving did the same for force classes / stats (strength / willpower). Biochem crafted implants, stims, medpacks, and adrenals, and had access to reusable items with better stats than non-reusable items (not to mention adrenals could be used multiple times in a fight at launch). Crafted augments and augment kits did not exist (augment slots only on some gear, augments dropped from slicing missions). Relics could not be crafted outside of the BoP end-game ones. End game gear was not modular (set bonus / armoring tied to shell) nor was anything bind to legacy - so the usefulness of anything beyond biochem at end game was dubious (though the various crew skills could craft some BoP rakata items like artifice and relics or the armor skills and bracers). Edited December 9, 2019 by DawnAskham Link to comment Share on other sites More sharing options...
Maddhawk Posted December 9, 2019 Share Posted December 9, 2019 (edited) With the exception of EvE Online, every single MMORPG out there has destroyed crafting. The casual masses do not bother with it and the corporations are greedy. Edited December 9, 2019 by Maddhawk Link to comment Share on other sites More sharing options...
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