Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Biochem 1.2 Nerf details inside

STAR WARS: The Old Republic > English > Crew Skills
Biochem 1.2 Nerf details inside
First BioWare Post First BioWare Post

GnatB's Avatar


GnatB
03.30.2012 , 12:14 PM | #61
Quote: Originally Posted by livnthedream View Post
the problem with this assumption is you think people will be buying gear based entirely on its stats, and not including the look factor.
Probably because that's true for the majority of players. I'll concede that there is a small subsection that will pay for a particular crafted look, but I rather suspect that sort of deal will be done "for hire".

Spikeskcd's Avatar


Spikeskcd
04.08.2012 , 02:09 PM | #62
Quote: Originally Posted by DarthBloodloss View Post
Where does it say that you can no longer craft Implants with Augment slots?

Where does it even imply this? Does the post ever use the word "instead"? It doesn't say they will "instead" create an additional implant. It just says they create an additional implant. Where is the part about no longer having an Aug Slot?
Nvm that you can't make anything worth while except the infinite use med-packs, oh wait.

Items made are never as good as those you can get in game, so with this it is pointless.

DarthBloodloss's Avatar


DarthBloodloss
04.08.2012 , 02:22 PM | #63
Quote: Originally Posted by Spikeskcd View Post
Items made are never as good as those you can get in game, so with this it is pointless.
Once you have enough crit/power/surge from the other high end gear, the Columi augmented implants are slightly better than Rakata ones. You lose like 3 accuracy, 3 crit, 5 endurance but gain about 20 aim. (on the BH ones)
Bloodloss Mercenary
DESTROYER OF WORLDS || KEEPER OF SOULS