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Armormech Crafting Guide

STAR WARS: The Old Republic > English > Crew Skills
Armormech Crafting Guide

TheLastWolfman's Avatar


TheLastWolfman
01.02.2012 , 07:02 PM | #1
Hi all,

This guide is intended to help all players who have chosen the Armormech crafting skill. Please if you find anything in this guide that is incorrect or inconsistent with your own experience, then post and I shall investigate and update.

Huge thanks to Slaign and all those who have contributed to the RE thread from which most of our wealth of knowledge on this subject comes from and from whom I have taken the basis for this thread.

For a full guide to all things Reverse Engineering please see

http://www.swtor.com/community/showthread.php?t=45866


Armormech Crafting Guide

Armormech is a crew skill that allows you to create Medium and Heavy Armour for the non force users - Bounty Hunter/Trooper & Imperial Agent/Smuggler.

Primary Stats on Crafted Heavy Armour are:

Aim
Endurance

Primary Stats on Crafted Medium Armour are:

Cunning
Endurance

Secondary Stats (Starting around Level 16 Schematics)

Power
Critical Rating
Surge Rating
Accuracy Rating
Absorption Rating

NB This list is not yet complete

Armormech has 2 gathering skills attached to it

Underworld Trading - Underworld Metals
Scavenging - Scavenged metals, compounds and fluxes.

Please read these threads for more details
http://www.swtor.com/community/showthread.php?t=530
http://www.swtor.com/community/showthread.php?t=132015

Schematics for Armour come from 2 main places

Purchased from a trainer

Schematics come in pairs for each item type at set item level intervals. For example you can purchase schematics for 2 Heavy Belts for levels 9, 13, 17, 25, etc. and 2 Heavy Boots for 9, 16, 21 etc.

The Schematics follow a regular naming convention so for each item type you will see the same names repeating

Heavy Power
Tactical Assault
Heavy Military
Hardened Assault
etc.

There does not appear to be any logic that links the name to the stats on the item for example

Heavy Power Belt +15 Aim +10 Endurance
Heavy Power Gauntlets +19 Aim +33 Endurance

So there is no advantage to having a matched set of Heavy Power gear as it would average out your Aim and Endurance stats rather than enhancing your primary

Mission and Game drops

Mission and game drop schematics are better in terms of Stats than Trainer bought schematics for the same (or slightly higher) character level.

For example

Heavy Mobile Greaves (Lvl 22)
+23 Aim
+19 Endurance
+9 Critical
307/54 Armour

RD-13B Striker Greaves (Lvl 20)
+24 Aim
+20 Endurance
+10 Critical
321/56 Armour

Handy Trick when Purchasing Schematics

This question seems to come up a lot, so instead of posting the same response each week I thought I would add this here.

"When buying schematics from the GTN I cannot see whether I know them already"

Actually there is a way, it isn't all that brilliant, but does work.

Step 1. You need to open your crew skill window and drag the icon for your crafting skill to a toolbar. (To be clear, one of the three small icons listed at the top, NOT the individual crewmembers larger icons)

Step 2. Open the GTN

Step 2. Close your inventory

Step 4. select the crafting skill from the toolbar.

This will allow both the crafting and GTN windows to be open at the same time.

The downside, is that (at least on my system), the GTN window overlays the crafting window and obscures the start of the schematic name. You can however still scroll down and click on the names to see them in the top right of the crafting window. Some judiscious use of the search features in the crafting window can also help a lot.

Not an elegant solution, but I hope it assists a little.

Reverse Engineering

The key to success with Armormech is in the Reverse Engineering (RE) mechanic. Each time you RE an item you have created from a schematic, there is a % chance to learn a new more advanced schematic

Each schematic has 2 tiers of advancement (prefix) possible

Tier 1 prefix upgrades
There are 3 Tier 1 Prefixes, each of which Adds an additional stat boost or increases an existing stat on the item

Critical - Adds a Critical Rating boost
Redoubt - Adds a Defense Rating boost
Overkill - Adds a Power boost

All Tier 1 prefix upgrades boost the Armour values of the item by the same amount

Example

Heavy Mobile Boots
+22 Aim
+18 Endurance
+9 Critical Rating
184/52 Armour

After creating a set of boots from this schematic, the RE gives a chance to learn

Critical Heavy Mobile Boots
+22 Aim
+18 Endurance
+19 Critical Rating
218/60 Armour

Tier 2 prefix upgrades
For each of the 3 Tier 1 prefixes there are 5 Tier 2 Prefixes that can be made, each of which adds an additional stat.
There are 5 Stats that can be added:

Presence
Shield
Accuracy
Surge
Alacrity

The table below shows how the Tiers relate

------------------Critical-------------Redoubt-------Overkill

Presence--------Leadership--------General-------Commander
Shield-----------Tempest-----------Veracity-------Rampart
Accuracy--------Fervor------------Exactitude-----Hawkeye
Surge-----------Endowment------Anti-Armour-----Expert
Alacrity---------Supremacy----------????---------Vehemence


All Tier 2 prefix upgrades boost the Armour values of the item by the same amount
Adding a Tier 2 prefix improves the Tier 1 prefix stat as well
A Tier 2 prefix item also has a (Superior) Tag added to it

Using our Previous example

After creating a set of Critical Heavy Mobile Boots, the RE gives a chance to learn

Tempest Heavy Mobile Boots (Superior)
+22 Aim
+18 Endurance
+21 Critical Rating
+12 Shield Rating
244/64 Armour

NB Tier 1 & 2 prefix schematics do not alter the Item level in any way. If the base schematic is a level 22 item then the schematic with a Tier 2 prefix will also be level 22

IMHO, schematics with the Tier 2 Prefixes provide some seriously good pieces of armour at level, easily as good as if not better than in game drops, and comparable to modded armour (at that level).

A note on terminology

Please note that the word Tier is used in 2 different ways on these forums.

Slaign's Reverse Engineering Guide uses "Tier 1" and "Tier 2" to refer to the prefixes (as I have done above). Others use "Tier 1 - 3" to refer to the three levels of schematics.

Base Schematic No Prefix (1 per item) - Tier 1 Schematic - Tier 1 Item

Schematic with Tier 1 Prefix (3 per item) - Tier 2 Schematic - Tier 2 item

Schematic with Tier 2 Prefix (15/14 per item) - Tier 3 Schematic - Tier 3 item

To avoid confusion I will only use the word Tier to refer to the prefixes and will always use phrasing like "Item with tier 1 prefix".

http://www.swtor.com/community/showthread.php?t=45866

Augment Slot

The other mechanic in Armormech crafting is the chance to roll a "crit" when creating an item. When you craft an item there is a small % chance of creating an Augmented version of the item. What this does is add an additional mod slot to the item to allow the installation of Augments. Augmentable items have a (Exceptional), (Advanced), (Mastercraft) tags added

For example

Heavy Mobile Boots (Exceptional)
+22 Aim
+18 Endurance
+9 Critical Rating
184/52 Armour
Augment - Open

NB: There seems to be some evidence that these tags are not always consistent, I shall add more info as it becomes available.

Long Term Crafting Goals

In an ideal world, for every base template you receive you would do the following

Craft the basic Item
RE for a chance of a schematic with Tier 1 prefix
Repeat until you have all 3 Schematics
Craft the items
RE for a chance of a schematic with Tier 2 prefix
Repeat until you have all 15 Schematics
When an item is required, craft for a chance of a crit
If no crit RE for materials and repeat
Successful Tier 2 prefix item with Augment slot

In practice, with 100's of schematics this is unlikely to be practicle unless you have 100's of gatherers feeding you materials. Also the crafting time alone would be horrendous.

However targetting specific items for youself or your freinds/guildies/global market is possible.

So if you have a requirement for

Level 20 - 22 Boots (Heavy Armour)

Prime stat: Endurance
Secondary Stats: Defense & Shield

You know you need to make

Veracity Hardened Assualt Boots

If you don't have the schematic it is an easy target as you can RE the basic schematic until you get the Redoubt version. Then RE the Redoubt version until you get the Veracity. Then you just need to keep crafting the Veracity until you get a crit roll and add the Augment slot (assuming this is possible). Job done

Now before people start thinking cool, I'll get my order in to my freind/guildie now, there are a couple of caveats

All Armormechs will want to get their crafting skill as high as possible. Crafting lower level items doesn't improve your crafting skill, so spending time working on something below level is a non rewarding time sink.

Crafting materials are expensive. Many can only be gotten from Underworld Trading missions and as such are rare. For example Alusteel (Grade 2 material) is on sale in the Trading House for (prices may vary) 500 credits for 1. Level 20+ schematics often require 4-8 of these a go.

I have yet to fully research how many times you would need to craft to get a specific Tier 2 item with an augment slot but my best finger in the air would be

Assuming successful RE every 5 times (20%)
Assuming Crit roll is (5%)

1 -15 basics to get the required Tier 1 schematic
1 - 25 Tier 1's to get the required Tier 2 schematic
1 - 20 Tier 2's to get the augment slot

Total 3 - 60 avg 32 tries

32 crafts x 4 Alusteel = 128 Alusteel

Current cost 128 x 500 = 64,000 credits (just for the Alusteel component).

Summary
Personally, by concentrating on Heavy Armour, I have managed to keep my Bounty Hunter well supplied with good armour as I have levelled up. I have also managed to supply a few guildies with useful gear along the way. There is some disagreement on whether Crafted or Modable is the best way to go, at this time I don't know. I guess it's a personal choice and when we are all at the peak of our craft (and level) we shall see if the Crafted is worthwhile.









Regards
Wolf

Corso_theRed's Avatar


Corso_theRed
01.02.2012 , 08:07 PM | #2
Great guide! Most of it can be applied to Synthweave and Armstech too!


The eternal question, whether straight up crafted or custom gear with mods is the way to go, should be seen in perspective to crafting costs as well. At least while leveling. Imagine you have a full set of custom gear and want to reach the same amount of stats offered by an artifact tier 2 item. You not only need a different professions for that (cybertech/artifice), but also a much greater amount of artifact crafting material. I'm armstech, and I have gotten up to lvl40 on my main character. I managed to RE quite a few prototype (blue) craftables into artifact quality schematics. And here is the catch.

You only need 2 of the purple compounds for weapons. Even barrels require 4. Armoring.. 4. Mods... 4. Enhancements... 4.

So using a custom chest armor and pitting it against a ready-to-go lvl35 crafted artifact one displays very well how much more effort it is to reach the same stats. Sure, as it was pointed out, the stat distribution might be off for trainer-bought schematics, but there are indeed ALOT of schematics out there to be found. Many of them, especially for armstech, are just very rare. Personally, I'm a fan of artifact gear while leveling. If you equip them right at the lvl-requirement they boost your stats and prowess immensely, and additionally, net you the same quantity of stats as blue prototype gear 4 or 5 levels higher than your purple item.

TheLastWolfman's Avatar


TheLastWolfman
01.03.2012 , 09:14 AM | #3
Thanks Corso.

Good point about the materials cost of moddable vs Tier 2 artifact.

Personally I see many players using moddable rather than crafted armor due to the large amount of mods available from commendations vendors.

My Bounty Hunter has a moddable Helmet and Blaster, both of which I keep updated entirely from game rewards and commendations.

The biggest question mark on Armormech usefulness at Lvl 50 is whether we can crit on moddable and top tier items, and whether they will introduce new high level schematics that are equal or better than top modded gear and PvP gear.

Regards
Wolf

SoNofHuD's Avatar


SoNofHuD
01.03.2012 , 02:07 PM | #4
My biggest issue is that even for myself, I would like to choose an orange armor set I like the look of and use the mods from my pvp gear in it. The problem is, the pvp gear gives special attack bonuses which only work if I am wearing that armor set (at least 2 or 4 pieces of it). I am hoping the devs make a solution in the future to make our skill class worthwhile. I was thinking of just respec'ing to something else but I think ill just stick with it for now and use and alt for another skill.

In the meantime, I had posted a thread regarding pricing strategy. As you mentioned in your post, the resource cost can be quite expensive. How are you setting a price on the market - for instance, on my server there doesn't seem to be much competition. I have been focusing on purples and there is simply no other armormechs posting these on GTN. Do you have a formula or anything or just kinda guestimating?
== wHo-DAT Kardashian ==
<PACE>

TheLastWolfman's Avatar


TheLastWolfman
01.03.2012 , 05:15 PM | #5
Hi SoNoFud,

To be honest I have not tried to sell any gear yet, My guild is pretty tight knit so anything I have "spare" is going to them. Most of the time I am reverse engineering anything I make for mats and new schematics. I am assuming there will come a "break even" point when I can craft some gear to sell.

I will be honest, I have sacrificed a lot of credits in pushing my crafting skills. I am not a min/maxer and I do not Zerg, so my Credit balance is always low. I have made a deliberate choice on my Armormech crafter to spend the credits on crafting, so I have no speeder and have yet to pass lvl 40 as I am spending a lot of time gathering/crafting and sending companions on missions.

I tend to be a bit of a completionist in games, so my Armormech crafter is more designed around maximising the crafting abilities so I can eventually have every schematic at every level (Yes I am insane). Whether that will lead to making credits off the trade market later in the game I don't know. Chances are, anything I make will be ploughed back into materials for more crafting LOL.

On a larger note, from my experience in MMO's, the global market will fluctuate a lot over the next few months and then probably settle into a standard high inflationary model. Until we have that cross server stability, it is hard to put any kind of reliable price model on crafted gear.

I think we all have to wait and see

Regards
Wolf

Azkadellia's Avatar


Azkadellia
01.06.2012 , 07:29 AM | #6
My biggest question is can we make anything other than armour?
The other skills seem able to make multiple items (armstech = weapons+mods, bio = medpacks+stims+implants, cyber = mods+ear+ship+grenades+mounts {blimey!}), what 'specials' do we get for levelling this profession?

TheLastWolfman's Avatar


TheLastWolfman
01.06.2012 , 07:14 PM | #7
Hi Azkadellia,

Crafting is pretty much set up in such a way that it requires cooperation between players, whether in a Guild orjust through general chat.

Armormech provides Medium and Heavy Armour for specific classes, and at its est requires Augments from others.

Regards
Wolf

Arch-Stanton's Avatar


Arch-Stanton
01.06.2012 , 08:25 PM | #8
Hi wolf, great guide, I really appreciate it.

I have found that Tier 2 purple items almost always require a rare purple mat to manufacture. Like yourself I was going to GTN for these mats, but I have recently heard unconfirmed info that if your crew member has a high level of affection for you, they will be more likely to crit on missions and supply more of the rare purple mats. I'm working on this now, but if true its a pretty key component to making Armormech viable for crafting and selling armor items above blue.

apacheFX's Avatar


apacheFX
01.06.2012 , 08:58 PM | #9
If you don't have the schematic it is an easy target as you can RE the basic schematic until you get the Redoubt version. Then RE the Redoubt version until you get the Veracity. Then you just need to keep crafting the Veracity until I get a crit roll and add the Augment slot (assuming this is possible). Job done




NO NO NO....You can just as easly RE the blue version over and over till you get all versions of the Epic..You dont have to waste mats crafting the purple ones and RE them.











The other mechanic in Armormech crafting is the chance to roll a "crit" when creating an item. When you craft an item there is a small % chance of creating an Exceptional (Advanced) version of the item. What this does is add an additional mod slot to the item to allow the installation of Augments. Augmentable items have a (Exceptional) or (Advanced) tag added


This is partially incorrect

Green>> Exceptional
Blue>> Advanced

Blue receipts that you have learned from your trainer and RE to Tier 3 will have the Advanced Tag when critted

Tier 3 RE recipes you have learned will yield a Mastercraft Tag when critted

Artifact recipes from Hardmodes when critted will yield an Exceptional Tag


If you dont belive me make a toon on Lord Adraas server, pst Rosta on imp side and I can link you items. im not posting SS
"Go LIke Hell"

apacheFX's Avatar


apacheFX
01.06.2012 , 09:26 PM | #10
Quote: Originally Posted by Arch-Stanton View Post
Hi wolf, great guide, I really appreciate it.

I have found that Tier 2 purple items almost always require a rare purple mat to manufacture. Like yourself I was going to GTN for these mats, but I have recently heard unconfirmed info that if your crew member has a high level of affection for you, they will be more likely to crit on missions and supply more of the rare purple mats. I'm working on this now, but if true its a pretty key component to making Armormech viable for crafting and selling armor items above blue.

Tier 3 artifact recipes will always require a artifact mat. Currently only Rich yeild underworld trading missions reward artifact mats.
"Go LIke Hell"