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Which crew skill has the most personal use?


sutasafaia

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I am not looking to make credits, there are tons of guides out there if I wanted to learn how to make credits. I am looking for which crew skill would be the best for helping my own character(s) along. I currently only have one character, my guess was either Biochem or Cybertech but I could easily be wrong, and I wanted to find out before I started to invest time/credits into this. With the crafting changes (I haven't played the game in a long time) I am also unsure which combo's to use now.

 

Is Cyber/Scav/UT or Bio/bio/diplomacy still the best way to go? I thought I read that slicing is now a lot more important to crafting so I was unsure of how to proceed.

 

Any advice is appreciated, figured I would ask while the server is down

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My first toon has artifice, seemed a good fit for a SW. Crystals, hilts, lightsabers etc.

 

Biochem is a good choice for stims if you plan on endgame stuff/PvP.

 

Armormech is good for tanks as you can make the mods for said profession.

 

Armstech is good for heavy shooty classes as you can make barrels and damage related mods.

 

Cybertech is good for more specialised mods.

 

Sytnweaving is good for force related armour and some of the pieces are good for "space barbie"

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Given the current state of the game, I think Biochem may be your best bet.

 

It is easy to get mods, weapons, armor, etc, these days and because of level sync, having your mods up to level is much less important than it was. The last few characters I took through the game never used any crafted mods, etc. (I have crafters of each type.)

About the only non-bio things I craft any more are Relics (archaeology), earpieces (Cybertech) and Implants (Biochem) for my own characters.

 

But, they recently brought back re-usable health packs that require Biochem 600 to use, and are very very useful, especially when doing FPs with no healer.

And, of course, there's Stims, etc, as well.

 

So I would recommend Biochem, Bioanalysis, and Slicing. Slicing can get you lots of credits and some schematics, and can be used to operate elevators etc, in some FPs, etc. You can always buy Diplomacy items off the GTN.

Edited by JediQuaker
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My first toon has artifice, seemed a good fit for a SW. Crystals, hilts, lightsabers etc.

 

Biochem is a good choice for stims if you plan on endgame stuff/PvP.

 

Armormech is good for tanks as you can make the mods for said profession.

 

Armstech is good for heavy shooty classes as you can make barrels and damage related mods.

 

Cybertech is good for more specialised mods.

 

Sytnweaving is good for force related armour and some of the pieces are good for "space barbie"

 

I'm planning to play an assassin tank, and be mostly solo (I haven't played in years, I want to see the whole story and xpac stuff)...

 

The way I was guessing was

 

biochem is good for making my own meds and stims, but how useful are they really for soloing? Especially with a healer companion, plus only biochem can use the reusables so that doesnt help me if I want to make alts later on

 

Armormech makes armor...but I don't need armor since I have all orange gear. Armormech makes armor mods, but cybertech makes augments and enhancements, so 2 > 1?

 

Cybertech makes mounts (meh) space gear (does it even make the best space gear? vendor stuff is better isnt it?) and two parts for my orange gear

 

Armstech is useless for assassin

 

And synth is just cool for crystals and dye, but otherwise not going to make me useful gear?

 

Am I too far off the mark? Like I said, I haven't played in a long time. I just want to craft something but don't want to pick something that won't help me out :(

Edited by sutasafaia
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And synth is just cool for crystals and dye, but otherwise not going to make me useful gear?

Artifice is used for crystals and dyes (and relics and hilts)

Sythweaving would be useful for you as it can be used to make Defensive augments (plus alacrity and critical). Armormech and Armstech can also make augments.

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Artifice is used for crystals and dyes (and relics and hilts)

Sythweaving would be useful for you as it can be used to make Defensive augments (plus alacrity and critical). Armormech and Armstech can also make augments.

 

Somehow managed to forget artifice was even a thing :p

 

If I decide to go biochem, would you recommend diplomacy or slicing as the third spot?

Edited by sutasafaia
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Diplomacy. Slicing won't get you parts to make anything to start with. Slicing parts are more for the schematics you can get from reverse engineering.

 

Slicing you will need parts from to make augments but you won't need augments until you move into endgame equipment, if you aren't planning on doing endgame then you won't need augments at all really.

 

Outside of lightsaber crystals you level too fast to make anything prior to rank 400 (with the exception of bronze crafted items) mostly useless. Heroics chuck enough high grade gear at you anyway, flashpoints will usually give you a decent weapon if you aren't interested in modding the freebie moddable weapon you get in the class stories.

 

This is from a point of view of not making credits though.

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But, they recently brought back re-usable health packs that require Biochem 600 to use, and are very very useful, especially when doing FPs with no healer.

And, of course, there's Stims, etc, as well.

 

Really ??? :eek: :eek: :eek:

 

As for me, I only gear my alts with heroics crates now, but something that very seldom lands is a mainhand weapon.

 

So depending on your class I'd choose Armstech, for pew-pew, or Artifice, for saber users. Artifice has the added benefit of relics, crystals and dyes. Armstech provides power, accuracy and IIRC alacrity augs, and versatile armorings.

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I think at this point it's basically down to a couple for me...

 

Bio: Obviously for heals and stims. Also implants. I don't use adrenals too often. Honestly I don't use medpacs too often either but I'm not exactly doing difficult stuff right now...

 

Artifice: This just seems...fun. Not sure how useful it actually is since all crystals are equal, but at least I can make relics? And fun should count for something, right? Shiny crystals. Could actually use the hilts too on my assassin.

 

Cyber: Mods, Enhancements, ear pieces, ship parts...so many things that I wouldn't have to worry about buying

 

Doubt I'll do the other three, so at least that narrows it down to half? Not sure what to do T_T

Edited by sutasafaia
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I think at this point it's basically down to a couple for me...

 

Bio: Obviously for heals and stims. Also implants. I don't use adrenals too often. Honestly I don't use medpacs too often either but I'm not exactly doing difficult stuff right now...

 

Artifice: This just seems...fun. Not sure how useful it actually is since all crystals are equal, but at least I can make relics? And fun should count for something, right? Shiny crystals. Could actually use the hilts too on my assassin.

 

Cyber: Mods, Enhancements, ear pieces, ship parts...so many things that I wouldn't have to worry about buying

 

Doubt I'll do the other three, so at least that narrows it down to half? Not sure what to do T_T

 

When it comes to crafting for myself, I mainly need stims/medpacks/adrenals (bio) and augments/augmentation-kits. Since I mostly play dps/heals the augments I need are crit, alacrity (Synthw.) and accuracy (Armstech). If you play a tank, you'd need absorb and shield augments (armormech, I think). The process of augmenting gear can be pretty expensive and cutting down the cost by crafting them myself helps a lot.

Beeing able to craft mods, enhancments, hilts and barrels or relic/implants/earpieces sounds great, however I almost never bother with it. Lower tier gear (230-242) is very easy to get and I'm not gonna waste millions for a 246 hilt when a 242 hilt is almost as good and can be gained by running ev hm.

The only thing I craft when it comes to item modifications are 246 b-mods for our tanks (since they can only be crafted)

 

However, if you play mainly easy solo stuff (heroics, story, leveling...) you won't need any of that. If you don't really care about harder stuff which requires augments/stims .... you don't need to bother with crafting. Either chose something that can make you a profit on the gtn or simply take 3 gathering skills (scav, bio, slicing would be my suggestion) and sell the mats on the gtn.

Edited by mrwayn
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My answer depends on your choice of class of your toon.

 

Bioanalysis is good for all classes, you can brew drugs to push yourself and can build 2 slots items (implants).

 

Cybertech is also quite well for all classes, you can build earpieces and later mods+enhancements for you orange gear. In fact, learning this is very, very expensive on buying all schematics at the training vendor.

 

Synthweaving and Armormech are quite similar. In older days, Synthweaving crafted gear for force-users, Armormech crafted gear for muggles. Since the Mastery attribute superseded the old class specific attributes, force-users can now wear armor and non-force-users can wear easy wading fabrics without any restriction. It's just a matter of fashion. There's only a difference in 2 types of armor: Aegis is for tanks, Attack is for DPS/Heal.

 

Now for the class choice: it's only a matter of force-users or not. If your toon is a Jedi or Sith, he needs a lightsword. Artifice is very useful. So for the gunners (smuggler, agent, bounty hunter, trooper), armstech should be the better choice, but wait! Armstech can only build ranged weapons and barrels for the orange ones. Artifice can build lightswords and hilts but also color crystals (very important!) and relics! Since every weapon and off-hand item of every quality can hold a color crystal, Artifice is also very useful for non-force-users.

 

HTH.

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Really ??? :eek: :eek: :eek:

Yes, really. It's called "Advanced Polybiotic Medpac MK-2".

Stupidly I spent a lot of credits to make 15 of them until I noticed they require Biochem 600 to use. (I was simply wanting to make some high-end medpacs) I only have 2 characters with Biochem and only one, my main, has Biochem 600.

 

But maybe I can sell some of them on the GTN.

 

linky - https://torcommunity.com/database/schematic/KGHA813/advanced+polybiotic+medpac+mk2/

Edited by JediQuaker
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I picked biochem for what was my main. Took it up because that's what was mostly recommended by others from what I've read and watched via youtube. But the game is so easy now, I didn't have a need for it at all. I parked her and plan to reroll and just use her for crafting if and when I need it for endgame stuff. My new main I decided to just have slicing, a gathering skill and mission skilI. U really don't need anything if u are mostly focusing on story stuff. Pvp? Biochem I think u can use during matches. Cybertech might be good. But to be honest, this game seems to be made for alts. I have every crew skill spread out between many characters. It's fun and due to legacy bank, don't have a hard time crafting and getting the supplies needed (i make stuff then sell it on gtn, rarely use the stuff I make for my characters lol). Time consuming and cost a lot of credits, but you can make the money back via gtn. Slicing is good to just make credits and it gives out missions for other crew skills, and tech parts used in armstech.

 

If you plan on doing operations, biochem is helpful I hear. I haven't done any. I do the occasional story mode/solo flashpoint and do fine without it.

Edited by Vigilark
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