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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
04.22.2012 , 10:37 PM | #201
Also, thank you Max and Hibbs, I appreciate your kind words! I am glad you've found it helpful!

ManoWars's Avatar


ManoWars
04.25.2012 , 01:02 PM | #202
I went Scav,Amourtech,underworld
but my next option was BioA,BioC, Diplomacy

should I stick with my first option or switch ?

TarristerWelm's Avatar


TarristerWelm
04.25.2012 , 02:11 PM | #203
No! Seems this thread has lost its "sticky" status. I must subscribe to this thread before it get's buried in the multitude of QQ threads that emerge without fail on a daily basis.

How/why would the mods let such a resource fade into oblivion?
Tyran of Havoc Squad, "Why don't you swallow a grenade and do us all a favor."

TheRealBowser's Avatar


TheRealBowser
04.25.2012 , 11:11 PM | #204
Quote: Originally Posted by TarristerWelm View Post
No! Seems this thread has lost its "sticky" status. I must subscribe to this thread before it get's buried in the multitude of QQ threads that emerge without fail on a daily basis.

How/why would the mods let such a resource fade into oblivion?
This thread has lost its sticky status due to the way Bioware is now handling this forum. They have decided to make one sticky thread with links to all the guides in this forum.

Personally, I think the stickies were more useful, because they stood out and reduced questions on the forums. However, this is Bioware's call, and not mine.

Judeasx's Avatar


Judeasx
04.27.2012 , 01:22 AM | #205
So I've mostly mapped out what skills I want to which characters for both Republic and Empire.
Empire really got screwed with the crit crafting.
The only 2 I'm not 100% sure of are Biochem and Cybertech for Empire.
I was originally gonna go Biochem on Agent and Cybertech on Bounty Hunter, but Agent doesn't get +Crit for
Biochem. So which is better for Biochem? +2 Crit or +15 Efficiency? Considering also that the Medical Droid also has +10 Efficiency. So it's more like +2 Crit/+10 Efficiency vs +15 Efficiency.

I think I am leaning toward Bounty Hunter but I'm really not sure.

TheRealBowser's Avatar


TheRealBowser
04.27.2012 , 01:24 AM | #206
Quote: Originally Posted by Judeasx View Post
So I've mostly mapped out what skills I want to which characters for both Republic and Empire.
Empire really got screwed with the crit crafting.
The only 2 I'm not 100% sure of are Biochem and Cybertech for Empire.
I was originally gonna go Biochem on Agent and Cybertech on Bounty Hunter, but Agent doesn't get +Crit for
Biochem. So which is better for Biochem? +2 Crit or +15 Efficiency? Considering also that the Medical Droid also has +10 Efficiency. So it's more like +2 Crit/+10 Efficiency vs +15 Efficiency.

I think I am leaning toward Bounty Hunter but I'm really not sure.
Keep in mind, you can cross-faction mail now. So you could have all of your critical crafters on Republic side and have gathering on Empire side, if you plan on playing both.

At the moment, I have currently taken these due to the cross-faction mailing and ship droid bonuses:

Jedi Knight: biochem.
Jedi Consular: Cybertech (honestly, I'd recommend artifice for this now with the new ship droid bonuses)
Smuggler: Armstech
Trooper: Armormech
Sith Warrior: Synthweaving (I'd recommend cybertech, since the Sith Warrior sucks at crafting bonuses and now even their +5 critical synthweaving isn't significant due to the ship droid)
Sith Inquisitor: Artifice (I'd recommend Synthweaving, thanks to the ship droid, this class has strong bonuses there)
Imperial Agent: Gathering (Specifically, slicing, diplomacy, and investigation/underworld trading)
Bounty Hunter: Gathering (Specifically, slicing, treasure hunting, and investigation/underworld trading/bioanalysis)

To answer your question, though, +1 critical would be better than +15 efficiency in most people's opinion when it comes to crafting. Criticals are more efficient than efficiency, because you get more out of less materials, and when you critical on armor/weapons, augmented items are extremely valuable. You won't be crafting too much, so the time really doesn't matter.

Again, if you play both factions (and I recommend it), definitely make your jedi knight your biochemist. Doc is awesome.

Judeasx's Avatar


Judeasx
04.27.2012 , 03:33 AM | #207
Well I have one server for Empire and one for Republic and one of each class on each. Except Powertech/Vanguard.
Well that's my plan anyway. Currently I just have one of each basic class per server all playing different advance classes. So splitting things up like that wont work for me.

But you do make a good point about the ship droids. Maybe I should rethink...again. lol
It sound's like +2 Crit will be better then +15 Efficiency. So I guess I should make my Bounty Hunter Biochem.

So I was gonna go... But maybe I should change too...
Warrior Synthweaving Cybertech?
Warrior Armstech
Inquisitor Artifice
Inquisitor Slicing Synthweaving?
Agent Biochem Slicing?
Agent Armormech
Bounty Hunter Cybertech Biochem?
Bounty Hunter Slicing

Actually Im kinda happy with that. Unless maybe I can get a 2nd +2 Crit Slicing.
But now I'm not sure about my republic characters!

For Republic I have... What would I change?
Knight Synthweaving Slicing?
Knight Biochem
Consular Artifice
Consular Cybertech Synthweaving?
Smuggler Armstech
Smuggler Slicing
Trooper Armormech
Trooper Slicing Cybertech?

How does this sound?
You know I'm probably gonna get this figured out and then they will change it all and I'll of wasted my time. lol
Dammit it screwed up the formatting.

TheRealBowser's Avatar


TheRealBowser
04.27.2012 , 07:42 AM | #208
Quote: Originally Posted by Judeasx View Post
Well I have one server for Empire and one for Republic and one of each class on each. Except Powertech/Vanguard.
Well that's my plan anyway. Currently I just have one of each basic class per server all playing different advance classes. So splitting things up like that wont work for me.

But you do make a good point about the ship droids. Maybe I should rethink...again. lol
It sound's like +2 Crit will be better then +15 Efficiency. So I guess I should make my Bounty Hunter Biochem.

So I was gonna go... But maybe I should change too...
Warrior Synthweaving Cybertech?
Warrior Armstech
Inquisitor Artifice
Inquisitor Slicing Synthweaving?
Agent Biochem Slicing?
Agent Armormech
Bounty Hunter Cybertech Biochem?
Bounty Hunter Slicing

Actually Im kinda happy with that. Unless maybe I can get a 2nd +2 Crit Slicing.
But now I'm not sure about my republic characters!

For Republic I have... What would I change?
Knight Synthweaving Slicing?
Knight Biochem
Consular Artifice
Consular Cybertech Synthweaving?
Smuggler Armstech
Smuggler Slicing
Trooper Armormech
Trooper Slicing Cybertech?

How does this sound?
You know I'm probably gonna get this figured out and then they will change it all and I'll of wasted my time. lol
Dammit it screwed up the formatting.
Just something to keep in mind: Republic and Imperial classes are mirrors of eachother.

For instance, Sith Marauders are *exactly* the same as Jedi sentinels, only a different theme and animations. Likewise for sorcerers and sages, powertechs and vanguards, snipers and gunslingers, etc so on and so forth. So you could play one of them, and experience the class on both sides. In my own biased opinion, it seems like you would get burned out playing through each class story twice, and each class twice (a juggernaut will play *exactly* like a guardian, etc).

Having all your characters on one server is also useful for legacy options (for instance, you could level a sith pureblood sith warrior first, then have a sith jedi or smuggler, or maybe a miralaku bounty hunter, etc).

But I am digressing... I just thought I'd let you know that the classes are the same on both factions if you did not already know.

The guide has a lot of useful information if you want to go through with that, though. Your list does seem good, though, if you go through with the changes you are changing, or even if you don't.

Amien's Avatar


Amien
04.27.2012 , 08:02 AM | #209
Didn't bother reading all 20 pages or so of posts, but artifice makes more than Yellow, Green, blue and red. They can make Orange and Magenta as well. (Not sure about purple/cyan though)
Quote: Originally Posted by battlebug View Post
can you make sword in box light sword so sword come out when opened? then if sword is back after sword, use light saber on box, and saber will be boxed after sword is out.
New Thread:http://www.swtor.com/community/showthread.php?t=297

Judeasx's Avatar


Judeasx
04.27.2012 , 08:20 AM | #210
Yeah I already knew that. It's just sort of a 'future' plan. If I actually get around to it is another thing. lol
For now I only have 4 of each class on each server and I chose the opposite class for each. Except for Trooper/BH.
So I have Guardian, Sage, Scoundrel and Commando for Republic and Marauder, Assassin, Sniper and Mercenary for Empire. Vanguard and Powertech dont interest me at all.
But just from playing the first 10 levels of Commando and Merc even if they are mirrors they feel different enough.
The legacy race options arent really an issue either because I currently only have humans/cyborg characters.

So for my current republic classes Ill have an armormech, armstech, biochem and probably artifice so I can make colour crystals.
And Empire I'll have almost the same. Will I miss Synthweaving and Cybertech much? I could possibly make my marauder a cybertech instead of armstech.
Decisions, decisions. Sorry to bother everyone here with all this. I find talking this stuff out helps me decide though.