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[Guide] Companion Crew Skill Bonuses -- Picking the Best Crew Skills for your Class

STAR WARS: The Old Republic > English > Crew Skills
[Guide] Companion Crew Skill Bonuses -- Picking the Best Crew Skills for your Class

TheRealBowser's Avatar


TheRealBowser
01.04.2012 , 08:10 PM | #1
Updated for 1.7.

I haven't seen any guides about this, so I thought I'd contribute a guide since I've done some research into this. This guide will go over the (current) companion bonuses and have several charts to help you decide what the best crew skills you can get for your class, and what you want to do.

Please keep in mind that I will be listing the names of all the companion characters, which will be minor spoilers. You'll likely run across these characters anyways so I don't think it will be a big deal, but that is up to you. If you don't want to see them, do not read on.

I will not be mentioning the ship droid in detail. I will tell you which sensors he can obtain (to increase crafting skill). It is up to you whether you want to use him or not. He has little effect on which crew skills are best for which classes, since everyone has the same ship droid.




Table of Contents:

1. What these bonuses mean
2. Crew Skills -- What they are
3. Crafting skill Charts
4. Miscellaneous Tips
5. Other




1. What these bonuses mean

This is going to be a relatively short section. I am still learning a bit about these myself, this is not at all complete information. If anyone has anything to add I will confirm it and add it here.

There are two bonuses that companions currently have: efficiency and critical.

First is efficiency. It comes in +5, +10, and on occasion, +15. This is simply a speed bonus to crafting. From my understanding these are 5%, 10%, and 15% faster crafting speed and mission completing speed. I have not tested gathering skills much in the open world, but it does not appear to effect them.

Second is critical. It comes in +1, +2, and +5. At first glance you may look at these and think they are weaker because they are smaller numbers, but this is not the case.

Critical in crafting means that you will either craft additional items, or if you are making gear, it will come with an augment slot, which you can fill with augments. These are crafted various crew skills, the materials for them are from slicing. Critical in missions will net you additional items, and rare rewards (such as epic crafting materials or rare schematics). Again, critical does not appear to effect gathering skills in the open world. I have yet to 'crit' on a node. All crew missions can 'crit'.

They are +1%, +2%, and +5% additional chance to 'crit' a craft or mission.

For more information, check: http://www.swtor.com/blog/community-qa-april-27th-2012



Generally speaking, critical will be better than efficiency, because, ironically, critical is more efficient with your money and materials. However, with recent changes, it's no longer as valuable to critically craft armor and weapons as augment slots are relatively cheap. It's still great for consumables and item modifications, however. You may want to consider efficiency for armormech and synthweaving. Maybe armstech, too.

Whether you want to have mission skills running faster (and pumping out more materials) or having a higher chance of critically succeeding missions for extra materials is up to you, but most people seem to prefer critical here as well. My thoughts is that both can be viable -- faster missions means you can push out more of them faster and get materials quicker, while criticals can occasionally go off and net you bigger rewards. Which you choose is up to you.




2. Crew Skills -- What they are

I am going to be listing crafting skills with their corresponding mission and gathering skill. These are the following:

Armormech > Scavenging > Underworld Trading

Armormech is simply the crafting of cunning (medium) and aim armor (heavy). You cannot craft strength or willpower gear with this, see Synthweaving for that. Offhand items are crafted by artifice. Armormech also allows crafting of Aim, Cunning, Shield, and Absorb Augments.

Scavenging allows you to acquire metals for basic (premium) crafting for armormech, armstech, and cybertech. These basic materials are also needed for crafting prototype and artifact schematics in addition to other materials.

Underworld Trading will allow you to obtain underworld metals needed to make prototype and artifact armor and cybertech items, as well as other useful items such as companion gifts. (Armormech uses only metal)

Armstech > Scavenging > Investigation

Armstech is a versatile crafting skill that provides barrels (for modifiable guns of all types) and every type of weapon except lightsabers (including blaster pistols, blaster rifles, blaster cannons, sniper rifles, scatter guns, vibroswords, vibroknives, techblades, techstaves, and electrostaves). Armstech also creates Endurance, Surge, Critical, Accuracy, and Power Augments.

Scavenging allows you to acquire metals for basic (premium) crafting for armormech, armstech, and cybertech. These basic materials are also needed for crafting prototype and artifact schematics in addition to other materials.

Investigation allows you to acquire researched compounds needed to make prototype and artifact barrels and weapons, as well as other useful items such as companion gifts and schematics.

Synthweaving > Archeology > Underworld Trading

Synthweaving is the crafting skill for strength and willpower armor. It will craft all levels of armor for these, including heavy strength armor. For aim and cunning gear, see armormech. Offhand items are crafted by artifice. Synthweaving also creates Strength, Willpower, Defense, Alacrity, and Presence Augments.

Archeology is used to gather power crystals and artifacts needed for basic (premium) crafting for artifice and synthweaving. These basic materials are also needed for crafting prototype and artifact schematics in addition to other materials.

Underworld Trading will allow you to obtain luxury cloth and underworld metals needed to make prototype and artifact armor and cybertech items, as well as other useful items such as companion gifts. (Synthweaving uses both cloth and metal)

Artifice > Archeology > Treasure Hunting

Artifice is a versatile crafting skill used for weapon hilts (strength and willpower weapon modification), enhancements (used in all armors and weapons for modification), offhand items, color crystals (used for lightsaber blade and blaster bolt colors and stats, only yellow, green, blue, and red is available through crafting) and even lightsabers much later in the game.

Archeology is used to gather power crystals and artifacts needed for basic (premium) crafting for artifice and synthweaving. These basic materials are also needed for crafting prototype and artifact schematics in addition to other materials.

Treasure hunting will allow you to obtain gemstones needed for prototype and artifact recipes -- including yellow color crystals -- as well as other useful items such as companion gifts and lockboxes.

Cybertech > Scavenging > Underworld Trading or Slicing

Cybertech is one of the most versatile crew skills in the game, there are all sorts of items you can craft with this crew skill. Ship parts, droid parts, mods (used in all modifiable armor and weapons), armoring (used in modifiable armor), earpieces, cybertech-only speeders and more.

Scavenging allows you to acquire metals for basic (premium) crafting for armormech, armstech, and cybertech. These basic materials are also needed for crafting prototype and artifact schematics in addition to other materials.

Underworld Trading will allow you to obtain luxury cloth and underworld metals needed to make prototype and artifact armor and cybertech items, as well as other useful items such as companion gifts. (Cybertech ONLY uses metal)

Slicing allows you to collect credits from missions as well as nodes in the open world. It only provides materials to craft augments (which in my own biased opinion is not very critical). However, it does provide cybertech schematics and mission items for other gathering/mission skills. (I mention this since Underworld Trading only uses half of the items, the metals, and since this provides Cybertech schematics. Decide for yourself which to pick)

Biochem > Bioanalysis > Diplomacy

Biochem is the consumable item crafting skill. It is used to make med pacs (healing for the player), med units (healing for the player and companion), stims (long term buffs), adrenals (short term buffs), and implants.

Bioanalysis allows you to collect the basic (premium) materials needed for biochem from plants and animals. These materials are also needed for crafting prototype and artifact schematics in addition to other materials.

Diplomacy will allow you to obtain medical supplies needed to make prototype and artifact (reusable, biochemist only) consumables in addition to prototype and artifact implants. You can also obtain companion gifts and lightside/darkside points from this crew skill.

Slicing > Gathering/Mission Skill > Gathering/Mission Skill

If you are going after pure profit, this is a good set up. Alternatively, you can replace slicing with a different skill, or replace a crafting's gathering or mission skill with slicing, but I do not recommend it. I recommend slicing + 2 mission skills, as the materials from the latter tend to be more valuable than gathering skills.

Slicing allows you to collect credits from missions as well as nodes in the open world. It only provides materials to craft augments (which in my own biased opinion is not very critical). However, it does provide cybertech schematics and mission items for other gathering/mission skills.

I should mention that the most profitable set up will be Slicing > Scavenging > Underworld Trading simply because the latter two skills are so desirable.




3. Crafting skill Charts

(eff = efficiency, crit = critical)

+15 efficiency and +5 critical bonuses will be in itallics.

I will also give each crew skill combo a rating, 1 point for +1 crit and +5 eff, 2 points for +2 crit and +10 eff, and 3 points for +5 crit and +15 eff. For profits, I will assume slicing + the 2 highest mission/gathering skills, but feel free to use any combo you like. If the rating is bolded, that class has the highest rating for it in the game.

For profiteering, I will underline the highest bonuses that make for the maximum rating.

I'll also give my biased opinion and thoughts about each class on their strengths and weaknesses. Take this as you will!

Prologue: Ship Droid and other non-unique companions

I will start by mentioning the ship droid and the unique bonuses he provides to all classes. In order to buy the repair droid, you need 1,000,000 credits and legacy level 7. In order to use the sensors, you need legacy level 12, and each sensor costs 100,000 credits and is legacy bound (meaning you can mail it around). You are able to purchase sensors from another player's repair droid and save yourself 1,000,000 credits. I have personally confirmed this. You still need legacy level 12 and 100,000 credits of course.

These are the bonuses you can have him use:

Engineering Droid Sensor: +5 scavenging efficiency, +5 cybertech critical
Exploration Droid Sensor: +5 archeology efficiency, +5 synthweaving critical
Hunter Droid Sensor: +10 investigation efficiency, +2 armstech critical
Medical Droid Sensor: +10 Biochem Efficiency, +2 Diplomacy Critical
Scout Droid Sensor: +10 Artifice Efficiency, +2 Treasure Hunting Critical
Security Droid Sensor: +10 Armormech Efficiency, +2 Underworld Trading Critical

Bowser's thoughts:

I'm just going to mention what each of these sensors mean.

The engineering sensor is the most interesting one. This is the only critical cybertech in the game, and is +5 at that. If you choose cybertech and decide to make use of your ship droid, disregard any and all cybertech bonuses any other companions may have as they are all +5 or +10 efficiency and pretty much worthless compared to this. I do not recommend taking this for the incredibly weak +5 scavenging effiency, however, as the critical mission bonuses on other sensors are far better for armstech and armormech.

The exploration droid sensor is useful for sith inquisitors and jedi consulars if you decide to go synthweaving. It's less useful for jedi knights and sith warriors, since they already have +5 critical synthweaving and having two characters with this bonus is kind of meaningless unless you want to craft a LOT of items. (I recommend security droid sensor for knights and warriors, for the +2 underworld trading critical bonus) Like the engineering sensor, +5 archeology efficiency is very weak.

The hunter droid sensor is a good choice if you want to use armstech. For non-smugglers, this is the best armstech bonus you can get. For everyone, including smugglers, this will give an additional character a +10 investigation efficiency bonus which is very useful.

The medical droid sensor is useful to anyone that uses biochem. The efficiency bonus will only matter if you have no character that uses the critical bonus already, in which case you might find it slightly useful. Only knights and bounty hunters have +critical biochem, and an upgrade to consulars, smugglers, warriors, and inquisitors. For all biochem users, however, +2 critical diplomacy will be quite useful for an extra character doing diplomacy missions.

The scout droid sensor's artifice efficiency bonus will be useful to consulars especially, whom have very good archeology and treasure hunting bonuses already but a lack of any artifice bonus, but also for warriors who also have +5 critical treasure hunting but no artifice bonus to speak of. It is useful to all artifice users, however, for the +2 critical treasure hunting, giving you extra bonuses for doing treasure hunting missions.

The security droid sensor is a curious one. The armormech bonus is completely worthless, as all non-force sensitive classes already have better or equal armormech bonuses. I suppose you could use it for reverse engineering, but still. However, the +2 underworld trading is ideal for a number of characters. This is useful for synthweaving jedi knights and sith warriors, and all armormech crafters. Cybertech crafters will want to use the engineering droid sensor, however, but having this one on the side for underworld trading would not be a bad idea.

What this all means is that you either get an additional character running missions with great bonuses. The droid only has any real significance in which companion skills are best for each given class when you take into account the crafting skills. You will have to do your own math here, as I am only mentioning the ship droid in the following sections occasionally in the Bowser's Thoughts sections where he stands out (such as for the bounty hunter, or jedi consular, or sith inquisitor).

Only the cybertech critical is better than any bonuses anyone else has to provide, however, and the majority of the sensor bonuses are either +efficiency, or a mere +2 critical for armstech (only useful if you play imperial only in my biased opinion).

Lastly, keep in mind that you are not choosing between one of these. You can use more than one if it proves useful to you. For instance, you could use cybertech +5 critical to craft with, then equip +2 critical underworld trading for missions.


HK-47 is now in the game, and these are the bonuses he gives:

+1 critical to all crafting skills, +5 efficiency to all mission skills.

He will only give +1 critical to crafting, and he will only give +5 efficiency to mission skills (gathering and mission skills). You will not get +1 critical to missions skills nor +5 efficiency to crafting.

Ultimately this doesn't matter much in the bigger picture. He's an extra companion that will be useful to you no matter what at crafting anything. There's only one significant thing here worth mentioning: the simple fact that this companion is now the only one in the game that can give critical to artifice, since artifice has no +critical bonuses otherwise. If you only want critical for crafting, then this is absolutely worth considering for artifice, but it's a rather small bonus still.



a. Jedi Knight

T7-01: +10 eff bioanalysis, +2 crit slicing
Kira Carsen: +5 crit synthweaving, +1 crit treasure hunting
Doc: +5 eff underworld trading, +5 crit biochem
Sergeant Rusk: +10 eff scavenging, +10 eff armstech
Lord Scourge: +10 eff artifice, +10 eff archeology

Artifice: +10 eff artifice (Scourge), +10 eff archeology (Scourge), +1 crit treasure hunting (Kira) (Rating: 5)
Synthweaving: +5 crit (Kira Carsen), +10 eff archeology (Scourge), +5 eff Underword Trading (Doc) (Rating: 6)
Armstech: +10 eff armstech (Rusk), +10 eff scavenging (Rusk) (Rating: 4)
Armormech: +10 eff scavenging (Rusk), +5 eff underworld trading (Doc) (Rating: 3)
Cybertech: +10 eff scavenging (Rusk), +5 eff underworld trading (Doc), +2 crit slicing (T7-01) (Rating: 3 or 4)
Biochem: +5 crit biochem (Doc), +10 eff bioanalysis (T7-01) (Rating: 5)
Profit: +2 crit slicing (T7-01), +10 eff scavenging (Rusk), +10 eff archeology (Scourge), +5 eff underworld trading (Doc), +1 crit treasure hunting (Kira) (Rating: 6)

Bowser's thoughts:

The jedi knight is really a mixed bag. Profiteering and artifice are fair bets, but I would go with either biochem or synthweaving for the +5 critical bonuses. Keep in mind that any class can have +5 critical to synthweaving with the ship droid, though.

Biochem is useful thanks to Doc and T7, but there are no diplomacy bonuses. However, this is the only class with +5 crit biochem which largely makes up for that weakness. Keep in mind that there is a ship droid sensor that gives +2 critical diplomacy to add to this, but it would still be better if another companion had diplomacy as well.

This is also the only Republic class with any bonuses for Artifice. The only other class in the game with Artifice bonuses would be the Sith Inquisitor (with a whopping +15 efficiency!). However, with ship sensors any class can have +10 efficiency with artifice or +1 critical to artifice with HK, so it doesn't really matter that much.

Personally I went with Biochem, since it is the only +5 critical biochem bonus available, but I was also torn between Synthweaving or Artifice.




b. Jedi Consular

Qyzen Fess: +15 eff archeology, +5 eff bioanalysis
Tharan Cedrax: +10 eff cybertech, +10 eff slicing
Zenith: +1 crit underworld trading, +15 eff Treasure hunting
Lieutenant Iresso: +2 crit armstech, +2 crit scavenging
Nadia Grell: +10 eff synthweaving, +2 crit diplomacy

Artifice: +15 eff archeology (Qyzen), +15 eff Treasure hunting (Zenith) (Rating: 6)
Synthweaving: +10 eff synthweaving (Nadia), +15 eff archeology (Qyzen), +1 crit underworld trading (Zenith) (Rating: 6)
Armstech: +2 crit armstech (Iresso), +2 crit scavenging (Iresso) (Rating: 4)
Armormech: +2 crit scavenging (Iresso), +1 crit underworld trading (Zenith) (Rating: 3)
Cybertech: +10 eff cybertech (Tharan), +2 crit scavenging (Iresso), +1 crit underworld trading (Zenith), +10 eff slicing (Tharan) (Rating: 5-6)
Biochem: +5 eff bioanalysis (Qyzen), +2 crit diplomacy (Nadia) (Rating: 3)
Profiteering: +10 eff slicing (Tharan), +15 eff archeology (Qyzen), +15 treasure hunting (Zenith), +2 crit diplomacy (Nadia), +2 crit scavenging (Iresso), +1 crit underworld trading (Zenith), +5 eff bioanalysis (Qyzen) (Rating: 8)

Bowser's thoughts:
Your best bet will be profiteering, synthweaving, cybertech, or artifice.

The consular has outstandingly high archeology and treasure hunting! Unfortunately, you do not get any artifice bonuses... if only! ... but now, you CAN get an artifice bonus, thanks to the ship droid. With an additional +10 efficiency artifice and +2 critical treasure hunting, the consular becomes a very appealing choice for artifice.

Cybertech is also viable thanks to Tharan, especially if you decide to go with slicing instead of underworld trading. You can use the ship droid's +5 critical cybertech for an even bigger bonus, here.

Synthweaving isn't a bad choice either, still taking advantage of Qyzen's outstanding archeology bonus. Keep in mind you can use the ship droid for +5 critical synthweaving, too.

The profiteering bonus is exceptionally high, but the big bonuses are efficiency, not critical, so take it as you will.

I originally took cybertech, since the consular has no critical crafting bonuses (besides armstech), as at the time the consular had the best cybertech crafting bonus. However, this is no longer the case with the ship droid, and as such I have taken profiteering instead. I almost took synthweaving, or artifice -- and now, with the ship droid, you have +10 artifice plus two additional massive bonuses for archeology and treasure hunting -- that's hard to pass up! Had I known the ship droid would get such great bonuses before I leveled it on my inquisitor, I almost certainly would have taken artifice on my consular.




c. Trooper

Aric Jorgan: +10 eff armstech, +2 crit diplomacy
Elara Dorne: +10 eff biochem, +10 eff bioanalysis
M1-4X: +5 crit scavenging, +5 eff cybertech
Tanno Vik: +5 crit armormech, +1 crit underworld trading
Yuun: +10 eff slicing, +10 eff Investigation

Artifice: Nothing. (Rating: 0)
Synthweaving: +1 crit underworld trading (Tanno) (Rating: 1)
Armstech: +10 eff armstech (Aric), +5 crit scavenging (M1-4X), +10 eff Investigation (Yuun) (Rating: 7)
Armormech: +5 crit armormech (Tanno), +5 crit scavenging (M1-4X), +1 crit underworld trading (Tanno) (Rating: 7)
Cybertech: +5 eff cybertech (M1-4X), +5 crit scavenging (M1-4X), +1 crit underworld trading (Tanno), +10 eff slicing (Yuun) (Rating: 5-6)
Biochem: +10 eff biochem (Elara), +10 eff bioanalysis (Elara), +2 crit diplomacy (Aric) (Rating: 6)
Profiteering: +10 eff slicing (Yuun), +5 crit scavenging (M1-4X), +10 eff bioanalysis (Elara), +2 crit diplomacy (Aric), +10 eff investigation (Yuun), +1 crit underworld trading (Tanno) (Rating: 7)

Bowser's thoughts:

WOW. That is all I can say looking at these amazing stats. Troopers pretty much can take any crew skill combo in the game besides artifice and synthweaving and kick ***. Out of all of these choices, armormech, profiteering, and armstech are by far your best choices.

It really feels like this class was made for armormech. Not only do they get amazing bonuses for it, every companion you have wears the same armor type (besides the droid): heavy aim armor. Unlock rares on that type and you can outfit everyone!

Not only that, but the armormech bonus is +5 critical which many people (including myself) consider better for crafting skills, and the scavenging bonus is +5 critical too, with Underworld trading also being +1 critical just for good measure. Seriously, does it get any better than this? As if this wasn't enough, throw in a ship droid for +10 armormech efficiency (great for reverse engineering) and +2 underworld trading. Toss in the ship droid for an additional +2 critical on your one weakness -- underworld trading, and +10 efficiency for when you need to craft armor to reverse engineer. A very nice mix.

Profiteering is viable and you have a great deal of choices. Yuun has great slicing, M1-4X has his amazing scavenging skills, and you have a great choice of either diplomacy or bioanalysis. You can't go wrong here!

Armstech is also, again, just flat out amazing. Whether you go for armstech or armormech, you are going to be kicking *** with troopers. That said, the armstech is efficiency instead of critical, so you may want to consider going with the smuggler on armstech instead. The ship droid can give you +2 crit armstech, but the smuggler is still better.

If these 3 skills aren't what you want, biochem is a close runner up with cybertech not far behind. In fact, again mentioning the ship droid, his +5 critical cybertech makes it on par with armormech! Like, literally the same bonuses as if went armormech and took the armormech sensor! Just don't take Artifice or synthweaving... you have no business taking them anyways, as they are useless to you and your companions both.

Personally, I went with armormech. You just can't go wrong with all of those critical bonuses, and this is the only +5 critical armormech available anyways!

Keep in mind to check out the ship droid section, as what few crew skills seem slightly lacking here can be fully improved, and the ones that are already amazing can be improved even further!




d. Smuggler


Corso Riggs: +5 crit armstech, +5 eff underworld trading
Bowdaar: +10 eff scavenging, +10 eff cybertech
Risha: +15 eff diplomacy, +1 crit slicing
Akaavi Spar: +10 eff armormech, +2 crit bioanalysis
Guss Tuno: +10 eff underworld trading, +2 crit investigation

Artifice: None. (Rating: 0)
Synthweaving: +5 eff underworld trading (Corso), +10 eff Underworld Trading (Guss) (Rating: 3)
Armstech: +5 crit armstech (Corso), +10 eff scavenging (Bowdaar), +2 crit investigation (Guss) (Rating: 7)
Armormech: +10 eff armormech (Akaavi), +10 eff scavenging (Bowdaar), +5 eff underworld trading (Corso), +10 eff Underworld Trading (Guss) (Rating: 7)
Cybertech: +10 eff cybertech (Bowdaar), +10 scavenging (Bowdaar), +5 eff underworld trading (Corso), +10 eff Underworld trading (Guss), +1 crit slicing (Risha) (Rating: 5-7)
Biochem: +2 crit bioanalysis (Akaavi), +15 diplomacy (Risha) (Rating: 5)
Profit: +1 crit slicing (Risha), +15 diplomacy (Risha), +2 crit bioanalysis (Akaavi), +10 scavenging (Bowdaar), +5 eff underworld trading (Corso), +10 eff underworld trading (Guss), +2 crit investigation (Guss) (Rating: 7) (Take Underworld trading and Diplomacy for 7, Take investigation, scavenging, or bioanalysis instead of slicing for 8)

Bowser's thoughts:

New information on the smuggler has changed everything. And it's all thanks to Guss! This class now has the 100%, official, best bonuses in the game for armstech thanks to Guss's +2 crit investigation in addition to +5 crit armstech (which by itself is amazing) and topped off with +10 efficiency scavenging.

But this is not the most interesting part! As far as I know, this is the only class in the game with two companions with the same tradeskill. Guss has +10 efficiency Underworld trading, Corso has +5 efficiency underworld trading. For this reason, this class is the best option in the game for Cybertech also, and is a decent choice for armormech. Especially since you can toss in a ship droid with +5 critical to cybertech!

All in all you have a great deal of amazing choices for this class. Armstech, Profiteering, Armormech, and Cybertech are all top notch, and biochem is also viable (with a +15 efficiency diplomacy bonus too). Just don't take artifice or synthweaving, which a smuggler has no business taking.

Still, I recommend going with Armstech, +5 crit and the other great bonuses are too good to pass up. This is where I went.




e. Republic Side Summary

Best at crew skill combos:

Artifice: Jedi Consular (6)
Synthweaving: Jedi Knight & Jedi Consular (6)
Armstech: Trooper & Smuggler (7)
Armormech: Trooper (7)
Biochem: Trooper (6)
Cybertech: Smuggler (7)
Profit: Trooper & Smuggler (7)

Best at Crew Skills:

Artifice: Jedi Knight (+10 eff) (only option)
Synthweaving: Jedi Knight (+5 crit)
Armstech: Smuggler (+5 crit)
Armormech: Trooper (+5 crit)
Cybertech: Jedi Consular (+10 eff) and Smuggler (+10 eff)
Biochem: Jedi Knight (+5 crit)
Archeology: Jedi Consular (+15 eff)
Scavenging: Trooper (+5 crit)
Bioanalysis: Jedi Knight (+10 eff), Trooper (+10 eff), & Smuggler (+2 crit)
Slicing: Jedi Knight (+2 crit), Jedi Consular (+10 eff), & Trooper (+10 eff)
Treasure Hunting: Jedi Consular (+15 eff)
Underworld Trading: Smuggler (+5 eff & +10 eff)
Investigation: Trooper (+10 eff) & Smuggler (+2 crit)
Diplomacy: Smuggler (+15 eff)

Critical Crew Skills:

Artifice: None.
Synthweaving: Jedi Knight (+5)
Armstech: Smuggler (+5)
Armormech: Trooper (+5)
Cybertech: None.
Biochem: Jedi Knight (+5)

Archeology: None.
Scavenging: Trooper (+5)
Bioanalysis: Smuggler (+2)
Treasure Hunting: Jedi Knight (+1)
Investigation: Smuggler (+2)
Underworld Trading: Jedi Consular & Trooper (+1)
Diplomacy: Jedi Consular & Trooper (+2)
Slicing: Jedi Knight (+2)


f. Sith Warrior

Vette: +5 eff Underworld Trading, +5 Crit Treasure Hunting
Malavai Quinn: +10 eff Diplomacy, +10 eff Armstech
Jaesa Willsaam: +5 eff Archaeology, +5 Crit Synthweaving
Lieutenant Pierce: +10 eff Cybertech, +2 crit investigation
Broonmark: +10 eff Scavenging, +2 Crit Bioanalysis

Artifice: +5 eff archeology (Jaesa), +5 crit treasure hunting (Vette) (Rating: 4)
Synthweaving: +5 crit synthweaving (Jaesa), +5 eff archeology (Jaesa), +5 eff underworld trading (Vette) (Rating: 5)
Armstech: +10 eff Armstech (Malavai), +10 eff scavenging (Broon), +2 crit investigation (Pierce) (Rating: 6)
Armormech: +10 eff scavenging (Broon), +5 eff underworld trading (Vette) (Rating: 3)
Cybertech: +10 eff cybertech (Pierce), +10 eff scavenging (Broon), +5 eff Underworld Trading (Vette) (Rating: 5)
Biochem: +2 crit bioanalysis (Broon), +10 eff Diplomacy (Malavai) (Rating: 4)
Profit: +5 crit treasure hunting (Vette), +10 eff Diplomacy (Malavai), +2 crit investigation (Pierce), +10 eff scavenging (Broon), +5 eff Underworld Trading (Vette) (Rating: 5)

Bowser's thoughts:

Okay, I am just going to flat out say it: the Sith warrior's companions suck at crafting. Every crafting skill combo is mismatched badly. The only crafting skill that stands out at all is Synthweaving because of its +5 critical bonuses, but really, take anything but armormech and you're good...

That said, critical crafting is always great, and since this class sucks at crafting anything else specifically, you may as well take it if you're looking for bonuses. +5 critical on a crafting skill is just about as good as you can get, so it will make up for the weaknesses.

Ironically, the armstech is probably higher on this class than others on the Empire side and one of its best combo, but I wouldn't take that on a sith warrior.

Personally, I just went ahead and took +5 crit synthweaving. Feels like the best choice out of the options available, and again, you can't go wrong with +5 critical crafting.

However, due to the ship droid and to an extent HK-51, the bonuses for artifice suddenly become much, much better. You will have +10 efficiency and/or +1 critical to artifice, along with an additional +10 efficiency to treasure hunting to go along with +5 efficiency to archeology and +5 critical to treasure hunting. That's not bad! So, artifice becomes a viable option, and since +5 critical synthweaving is available to everyone now, it becomes a weaker option.

Definitely check out the ship droid section. With crew bonuses this weak, you need all the help you can get.




g. Sith Inquisitor

Khem Val: +15 eff artifice, +5 eff investigation
Andronikos Revel: +2 Crit Underworld Trading, +2 Crit Slicing
Ashara Zavros: +10 eff Synthweaving, +10 eff Diplomacy
Talos Drellik: +5 eff Treasure Hunting, +5 Crit Archaeology
Xalek: +10 eff Bioanalysis, +2 Crit Scavenging

Artifice: +15 eff artifice (Khem), +5 Crit Archaeology (Talos) , +5 eff Treasure Hunting (Talos) (Rating: 7)
Synthweaving: +10 eff Synthweaving (Ashara), +5 Crit Archaeology (Talos) , +2 Crit Underworld Trading (Andronikos) (Rating: 7)
Armstech: +2 crit scavenging (Xalek), +5 eff investigation (Khem) (Rating: 3)
Armormech: +2 crit scavenging (Xalek), +2 Crit Underworld Trading (Andronikos) (Rating: 4)
Cybertech: +2 crit scavenging (Xalek), +2 Crit Underworld Trading (Andronikos), +2 Crit Slicing (Andronikos) (Rating: 4)
Biochem: +10 eff Bioanalysis (Xalek), +10 eff Diplomacy (Ashara) (Rating: 4)
Profit: +2 Crit Slicing (Andronikos), +5 Crit Archaeology (Talos) , +2 Crit Underworld Trading (Andronikos), +10 eff Diplomacy (Ashara), +2 crit scavenging (Xalek), +5 eff investigation (Khem), +5 eff Treasure Hunting (Talos) (Rating: 7)

Bowser's thoughts:

The inquisitor has some pretty amazing crew skills. Both Artifice and Synthweaving are going to be extremely good choices. Profiteering is also acceptable. Unfortunately, everything else is lacking.

Artifice especially stands out, no one else in the entire game is anywhere near this level, and the inquisitor is one of only two classes in the game that even have it at all -- and it has +15 effieciency! It's supported by a +5 critical archeology and +5 efficiency treasure hunting which makes it all the better. Toss in the +10 artifice efficiency and +1 critical to artifice efficiency, and another +10 efficiency to treasure hunting with the ship droid and HK-51, and things become even more interesting.

Synthweaving is also the best in the game, and profiteering is a very good option also. Everything other choice is weak, however. Keep in mind you can get +5 critical to synthweaving with the ship droid, meaning you'd have: +5 critical synthweaving, +5 critical archeology, +2 critical underworld trading. That makes synthweaving pretty incredible, doubly so since you have a companion that uses each type of synthweaving armor along with yourself.

Yeah, I took artifice. Khem Val and Talos just feel destined to craft lightsaber parts. I didn't resist it. Though, given what I know now, I probably would have just taken synthweaving.




h. Imperial Agent

Kaliyo: +10 eff Armstech, +2 crit underworld trading
Vector: +5 eff Bioanalysis, +5 Crit Diplomacy
Doctor Lokin: +15 eff Biochem, +10 eff investigation
Ensign Temple: +10 eff Scavenging, +2 Crit Armormech
SCORPIO: +10 eff Cybertech, +2 Crit Slicing

Artifice: Nothing. (Rating: 0)
Synthweaving: +2 crit underworld trading (Kaliyo) (Rating: 2)
Armstech: +10 eff Armstech (Kaliyo), +10 eff Scavenging (Temple), +10 eff investigation (Lokin) (Rating: 6)
Armormech: +2 Crit Armormech (Temple), +10 eff Scavenging (Temple), +2 crit underworld trading (Kaliyo) (Rating: 6)
Cybertech: +10 eff Cybertech (SCORPIO), +10 eff Scavenging (Temple), +2 crit underworld trading (Kaliyo), +2 Crit Slicing (SCORPIO) (Rating: 6)
Biochem: +15 eff Biochem (Lokin), +5 eff Bioanalysis (Vector), +5 Crit Diplomacy (Vector) (Rating: 7)
Profit: +2 Crit Slicing (SCORPIO), +5 Crit Diplomacy (Vector), +2 crit underworld trading (Kaliyo), +10 eff Scavenging (Temple), +10 eff investigation (Lokin), +5 eff Bioanalysis (Vector) (Rating: 7)

Bowser's thoughts:

The agent is nearly as amazing as the trooper is in crew skill bonuses, and follows the same kind of reasoning. There are no wasted bonuses for artifice or synthweaving, and Dr. Lokin is unlike any other companion in the game in that he gives a +15 and a +10 -- everyone else would give +15 and +5. All this added together means that you have a great variety of options available.

Now, both big bonuses are for biochem, so that is my opinion on what to take. It is very good. +15 efficiency biochem and +5 critical diplomacy with an extra +5 efficiency bioanalysis thrown on the side, what's not to love?

Profiteering is also great. Cybertech, armormech, and armstech are all very good and viable also. Just don't take artifice or synthweaving... not that an agent would anyways.

For profiteering, keep in mind that this is one of the few classes with +2 critical slicing which you may find interesting. If you go with diplomacy, you'll get +5 critical but it's not really the most profitable mission skill unfortunately.

Personally I went with profiteering, but only because I took biochem on my jedi knight. Biochem feels like the natural choice for this class, but profiteering is still a decent option.




i. Bounty Hunter

Mako: +15 eff Slicing, +5 eff cybertech
Gault: +10 eff Underworld Trading, +2 Crit Biochem
Torian Cadera: +2 Crit Bioanalysis, +10 eff investigation
Blizz: +15 eff Armormech, +1 Crit Armstech
Skadge: +10 eff Scavenging, +2 Crit Treasure Hunting

Artifice: +2 crit treasure hunting (Skadge) (Rating: 2)
Synthweaving: +10 eff Underworld Trading (Gault) (Rating: 2)
Armstech: +1 Crit Armstech (Blizz), +10 eff Scavenging (Skadge), +10 eff investigation (Torian) (Rating: 5)
Armormech: +15 eff Armormech (Blizz), +10 eff Scavenging (Skadge), +10 eff Underworld Trading (Gault) (Rating: 7)
Cybertech: +5 eff cybertech (Mako), +10 eff Scavenging (Skadge), +10 eff Underworld Trading (Gault), +15 eff Slicing (Mako) (Rating: 5-6)
Biochem: +2 Crit Biochem (Gault), +2 Crit Bioanalysis (Torian) (Rating: 4)
Profit: +15 eff Slicing (Mako), +2 Crit Bioanalysis (Torian), +10 eff Scavenging (Skadge), +10 eff Underworld Trading (Gault), +10 eff investigation (Torian), +2 crit treasure hunting (Skadge) (Rating: 7)

Bowser's thoughts:

The bounty hunter has a pretty good crew skill lineup. Your best bets are armormech or profiteering, but armstech and cybertech are good too if you would prefer them. Unfortunately, biochem is lacking, and unsurprisingly artifice and synthweaving are, too. However, biochem does have +2 critical, which is the highest (only) biochem critical bonus available on the Imperial side, so take that into consideration.

It's worth noting that Mako has the highest slicing in the game, and you get her early on. So if you are going for profiteering, you will have great success from early in the game. Though, Mako is also your healer (whom you may be using throughout the game), and you don't even get another companion to use until Tattooine, so it might not be quite as amazing as it appears.

Cybertech provides excellent bonuses and can take advantage of Mako's incredible slicing skill should you decide to go that route. Unfortunately the cybertech bonus itself is only +5 efficiency, but that's only 5 less than the best any other class has to offer. Fortunately, though, you can get +5 critical to cybertech with your friendly ship droid and his wonderful sensors, which turns it around to being one of the best options for cybertech in the game. Probably not the *best*, but a very good option.

Personally, I went with cybertech, but I've made a PVP alt with profiteering (slicing, underworld, treasure hunting), too. Armormech was tempting, had I known now what I knew then, I might have taken it instead.




j. Imperial Side Summary

Best at crew skill combos:

Artifice: Sith Inquisitor (7)
Synthweaving: Sith Inquisitor (7)
Armstech: Sith Warrior & Imperial Agent (6)
Armormech: Bounty Hunter (7)
Biochem: Imperial Agent (7)
Cybertech: Imperial Agent & Bounty Hunter (6)
Profit: Sith Inquisitor, Imperial Agent, & Bounty Hunter (7)

Best at Crew Skills:

Artifice: Sith Inquisitor (+15 eff) (only option)
Synthweaving: Sith Warrior (+5 crit)
Armstech: Sith Warrior (+10 eff) & Imperial Agent (+10 eff)
Armormech: Bounty Hunter (+15 eff)
Cybertech: Sith Warrior (+10 eff) and Imperial Agent (+10 eff)
Biochem: Imperial Agent (+15 eff)
Archeology: Sith Inquisitor (+5 crit)
Scavenging: Sith Warrior (+10 eff), Sith Inquisitor (+2 crit), Imperial Agent (+10 eff), & Bounty Hunter (+10 eff)
Bioanalysis: Sith Warrior (+2 crit), Sith Inqusitor (+10 eff), & Bounty Hunter (+2 crit)
Slicing: Bounty Hunter (+15 eff)
Treasure Hunting: Sith Warrior (+5 crit)
Underworld Trading: Sith Inquisitor (+2 crit), Imperial Agent (+2 crit), & Bounty Hunter (+10 eff)
Investigation: Sith Warrior (+2 crit), Imperial Agent (+10 eff), & Bounty Hunter (+10 eff)
Diplomacy: Imperial Agent (+5 crit)

Critical Crew Skills:

Artifice: None.
Synthweaving: Sith Warrior (+5)
Armstech: Bounty Hunter (+1)
Armormech: Imperial Agent (+2)
Cybertech: None.
Biochem: Bounty Hunter (+2)

Archeology: Sith Inquisitor (+5)
Scavenging: Sith Inquisitor (+2)
Bioanalysis: Sith Warrior & Bounty Hunter (+2)
Treasure Hunting: Sith Warrior (+5)
Investigation: Sith Warrior (+2)
Underworld Trading: Sith Inquisitor & Imperial Agent (+2)
Diplomacy: Imperial Agent (+5)
Slicing: Sith Inquisitor & Imperial Agent (+2)



k. Overall Summary


Best at crew skill combos:

Artifice: Sith Inquisitor (7)
Synthweaving: Sith Inquisitor (7)
Armstech: Trooper & Smuggler (7)
Armormech: Trooper & Bounty Hunter (7)
Biochem: Imperial Agent (7)
Cybertech: Smuggler (7)
Profit: Trooper, Smuggler, Sith Inquisitor, Imperial Agent, & Bounty Hunter (7)

Best at Crew Skills:

Artifice: Sith Inquisitor (+15 eff)
Synthweaving: Jedi Knight (+5 crit) & Sith Warrior (+5 crit)
Armstech: Smuggler (+5 crit)
Armormech: Trooper (+5 crit) & Bounty Hunter (+15 eff)
Cybertech: Jedi Consular (+10 eff), Smuggler (+10 eff), Sith Warrior (+10 eff) and Imperial Agent (+10 eff)
Biochem: Jedi Knight (+5 crit) & Imperial Agent (+15 eff)
Bioanalysis: Jedi Knight (+10 eff), Trooper (+10 eff), Smuggler (+2 crit), Sith Warrior (+2 crit), Sith Inqusitor (+10 eff), & Bounty Hunter (+2 crit)
Slicing: Bounty Hunter (+15 eff)
Treasure Hunting: Sith Warrior (+5 crit)
Underworld Trading: Smuggler (+5 eff & +10 eff)
Investigation: Trooper (+10 eff), Smuggler (+2 crit), Sith Warrior (+2 crit), Imperial Agent (+10 eff), & Bounty Hunter (+10 eff)
Diplomacy: Smuggler (+15 eff) & Imperial Agent (+5 crit)

Critical Crew Skills:

Artifice: All classes w/ HK-51 (+1), none without.
Synthweaving: Jedi Knight & Sith Warrior, all classes w/ ship droid sensor (+5)
Armstech: Smuggler (+5)
Armormech: Trooper (+5)
Cybertech: All classes w/ ship droid sensor (+5), none without.
Biochem: Jedi Knight (+5)

Archeology: Sith Inquisitor (+5)
Scavenging: Trooper (+5)
Bioanalysis: Smuggler, Sith Warrior, & Bounty Hunter (+2)
Treasure Hunting: Sith Warrior (+5) (Ship droid sensor can give an additional +2 critical companion to all classes)
Investigation: Smuggler & Sith Warrior (+2)
Underworld Trading: Sith Inquisitor & Imperial Agent (+2) (Ship droid sensor can give an additional +2 critical companion to all classes)
Diplomacy: Imperial Agent (+5) (Ship droid sensor can give an additional +2 critical companion to all classes)
Slicing: Jedi Knight, Sith Inquisitor, & Imperial Agent (+2)




4. Miscellaneous Tips
  • Place all your crafting materials in your cargo hold. You will still be able to craft with them.
  • You can cancel items and missions and get a complete refund. All you lose is the time you spent crafting the item.
  • Mission skills tend to be more valuable for making money than gathering skills are. Prototype and Artifact materials sell very well. Slicing will net you only a small profit in credits, but gathering nodes out in the world will make you money. Whether it is better than the mission skills is up to you, but if you go pure profits you may want to including slicing... just for gathering nodes.
  • Slicing is not connected to any crafting skill. It is only used to make money, to obtain augment parts, and to get gathering/mission skill missions. I will not be covering the value of this skill in detail, but it is generally not more useful than a corresponding gathering or mission skill.
  • Many items require vendor-bought materials. If you ever see white quality items needed for crafting, they are available on crew skill vendors which are on practically every planet in the game. You can also do gathering missions for them if you feel like saving a small amount of money, or would like some without heading to an outpost. Sending companions out to gather them in missions will get you more for less money at the cost of time (provided they do not fail).
  • Reverse engineering items has a chance to unlock better items as well as return materials for cheap skill ups. Reverse engineer premium items to unlock prototype schematics of the same item, and reverse engineer prototype items to unlock artifact schematics. You are not guaranteed to unlock them, it may take a while. As a rule of thumb, if the item does not show a chance for a new schematic, it is not going to unlock one.
  • Consider carefully whether you want to unlock artifact items. They are better than prototypes, but they are very expensive to unlock and rarely will the gain be worth the money spent if you are only unlocking them for yourself (except in the case of biochem). They tend to be quickly leveled out of and only briefly advantageous. This may not deter you but be sure before you waste materials (and credits spent to obtain them). (If you plan on selling on the auction house in mass quantities, it is worth your time.)
  • Biochem is an exception. Their items tend to be very cheap to reverse engineer, and the artifact items are reusable versions of prototype quality consumables. However, keep in mind that these items are not bind in pickup and can be purchased from/crafted by someone who already unlocked them -- you may want to ask around before you go to the trouble, especially for med pacs. Also keep in mind that the prototypes are slightly better than the artifacts, but only slightly.
  • Diplomacy is an excellent skill to use if you plan on making a grey (neutral) alignment character. If you find yourself going too heavily towards light or dark, you can counteract these gains with diplomacy, and are free to go after rich+ lightside/darkside missions without fear of being pushed in the wrong direction. Diplomacy is also amazing for lightsided and darksided characters, making it so much easier to max them out. If you go profiteering, consider making diplomacy one of your crew skills even if you have no bonuses.
  • If you are free to play, you may only have the choice of taking two crew skills. In this case, I strongly recommend the skill you *do not* take to be the mission skill for the set of crew skills, meaning investigation, underworld trading, treasure hunting, and diplomacy, as they simply give you prototype and artifact materials, which you can buy on the market if absolutely necessary on the few occasions you need them.




5. Other

Please do not plagiarize my work here. Anyone and everyone is welcome to use this guide anywhere they please so long as they do not alter it in any way and give me full credit for my work. Please send me a private message if you decide to use it, though keep in mind I may or may not send one back. (this is just to let me know where it's posted, you are welcome to use it with or without a response, unless for some reason I ask you not to which is unlikely)

Special Thanks:
  • Darth Hater for its amazing, thorough database (though a little inaccurate when it comes to crew skill bonuses).
  • TORhead for its great database and great layout.
  • Tuhalu -- for telling me that armormech does not use luxury fabrics.
  • Malthol -- for correcting my information about Guss Tuno. (Sorry I forgot to add you here last time!)
  • Kytea -- for giving me the blog link that specifically explains criticals.

If you see any typos please PM me with the specific spelling of said typo. Please do not tell me about grammar errors, however.

If you see any incorrect or inaccurate information, please let me know! I want this to be completely accurate in all shapes and forms.

If you have anything interesting to add, feel free!

If I use anyone's information or advice (typos aside) I will mention them here.

Not much else to say. I spent several hours making this, I hope it was useful to everyone!

Atreiya's Avatar


Atreiya
01.04.2012 , 08:16 PM | #2
This seems like a very handy guide - will probably use it to plan what to do with crafting on my alts.
In war, victory. In peace, vigilance. In death, sacrifice. - Grey Warden Motto

and on a lighter note...Andraste's flaming sword! I know where babies come from! - Alistair

Bellaralo's Avatar


Bellaralo
01.04.2012 , 08:23 PM | #3
Bump for pure awesomeness

Great guide, well written with GOOD advice. Thanks

TheRealBowser's Avatar


TheRealBowser
01.04.2012 , 08:24 PM | #4
Quote: Originally Posted by Bellaralo View Post
Bump for pure awesomeness

Great guide, well written with GOOD advice. Thanks
You're most welcome, I'm glad it was useful to you!

Sun-Runner's Avatar


Sun-Runner
01.04.2012 , 08:46 PM | #5
Neat. Should be useful when I start my army of crafting alts.

Prophetic's Avatar


Prophetic
01.04.2012 , 10:12 PM | #6
This is exactly what I was looking for! I was already starting to compile a list of the best crafting skills based on class/companions, really glad someone already did all the work for me. Very, very nice.

Toetentanz's Avatar


Toetentanz
01.04.2012 , 11:54 PM | #7
Very nice guide, helped me alot.
Thank you!

SonicFox's Avatar


SonicFox
01.05.2012 , 12:12 AM | #8
This is helpful, but for a Juggernaut do you think Synth, Art, or Bio is better? I currently have synth but it feels like its more for force focused classes.

Hytek's Avatar


Hytek
01.05.2012 , 12:28 AM | #9
Very good guide. Excellent overview and well written. Thank you!
I have found in my lifetime, that the beauty of hating stupid
people is, that it crosses all racial boundaries.

TheRealBowser's Avatar


TheRealBowser
01.05.2012 , 12:34 AM | #10
Quote: Originally Posted by SonicFox View Post
This is helpful, but for a Juggernaut do you think Synth, Art, or Bio is better? I currently have synth but it feels like its more for force focused classes.
Looking at my own guide, I have biochem rated as 4 and Artifice rated as 4. Both of those are subpar, but to be honest, just about every profession the sith warrior can obtain is bad.

Synthweaving is slightly better and has a +5 crit for it specifically, so it's not a bad choice at all.

Honestly, my advice is to just pick what you want. Though if you plan on making a sith inquisitor, save artifice for that one. The bonuses for sith inquisitor artifice are phenomenal.