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So augments for other crew skills was the answer to biochems favoritism?

STAR WARS: The Old Republic > English > Crew Skills
So augments for other crew skills was the answer to biochems favoritism?

Necrosia's Avatar


Necrosia
04.24.2012 , 11:35 PM | #1
since biochem doesn't take advantage of the augment system
Huttball is BRILLIANT! LETS GO BERSERK!

ConradLionhart's Avatar


ConradLionhart
04.24.2012 , 11:50 PM | #2
Yeah seems like it. Also augment slots.
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Expanded Companion System
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zachbuford's Avatar


zachbuford
04.24.2012 , 11:56 PM | #3
Biochems can still obtain augs and aug armor, so the extra money made by crafters still doesn't compare to the free +140 stims, med-packs, and adrenals. I'm not complaining because my synthweaving makes decent money with it, but biochem is still the best crewskill.

Necrosia's Avatar


Necrosia
04.25.2012 , 12:14 AM | #4
Quote: Originally Posted by zachbuford View Post
Biochems can still obtain augs and aug armor, so the extra money made by crafters still doesn't compare to the free +140 stims, med-packs, and adrenals. I'm not complaining because my synthweaving makes decent money with it, but biochem is still the best crewskill.
Can I augments the rakata stims?
Huttball is BRILLIANT! LETS GO BERSERK!

venomlash's Avatar


venomlash
04.25.2012 , 02:31 AM | #5
Chillax. I like the new augment mechanic. (I'm an Armstech, and there is NOTHING WHATSOEVER that we get exclusively.)
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