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[Biochem] Non-consumable items

STAR WARS: The Old Republic > English > Crew Skills
[Biochem] Non-consumable items

RAVM's Avatar


RAVM
07.03.2012 , 10:10 AM | #1
I levelled up Artifice and its supporting skills to 400 and use it mostly to create gear for my own character and companions, selling on the GTN is secondary. The problem is that everything I can make, I can get the same or equilivant item from the GTN, sometimes a lot faster and cheaper than reverse engineering and none of the hassle.

I'm seriously considering dropping it all and going Biochem for the re-usable stims which are the same as a permanent buff. Are there any plans Bioware has talked to let anyone use the re-usables?

Putting in re-usables like stims and adrenals that only Biochems can use is just utterly retarded.

jamescloutier's Avatar


jamescloutier
07.03.2012 , 10:16 AM | #2
Just the opposite. Bioware isn't going to introduce any new reusable. So as they continue to make new tier of items (likely starting with 1.4) your reusable will have its usefulness reduced in essence phasing it out.

el_Bizzle's Avatar


el_Bizzle
07.03.2012 , 10:47 AM | #3
It's the same for Cybertech. You can make these really cool bombs that are re-usable but they are immediately bound as soon as you craft them.

Autreki's Avatar


Autreki
07.03.2012 , 03:39 PM | #4
armormech and is the same way

I leveled a biochem and an armormech thinking i could get a jump start on the rakata gear and the high end stims for my twinkies, yet i have come to find out i am stuck like M.F. Chuck as the rakata level implants on my biochem are all BOE and my rakata level armor on my armormech is all BOE as well

le /sigh
-MVM-

Fozziwig's Avatar


Fozziwig
07.03.2012 , 08:31 PM | #5
I can guarantee that BW will not make reusables usable by anyone without Biochem. I know this because it used to that way, and Bioware changed it. At first I agreed with you, but I now see why. It's because they wanted to stimulate the market by increasing demand. It used to be no one bought blues, only purples, and then no one bought anything because they all had purples. This way, there is a market AND crafters can focus on making them for others because they can use reusables themselves. It's quite elegant, actually, and it has greatly improved the market for Biochem crafters.

Dyvim's Avatar


Dyvim
07.03.2012 , 08:49 PM | #6
Quote: Originally Posted by Fozziwig View Post
I can guarantee that BW will not make reusables usable by anyone without Biochem. I know this because it used to that way, and Bioware changed it. At first I agreed with you, but I now see why. It's because they wanted to stimulate the market by increasing demand. It used to be no one bought blues, only purples, and then no one bought anything because they all had purples. This way, there is a market AND crafters can focus on making them for others because they can use reusables themselves. It's quite elegant, actually, and it has greatly improved the market for Biochem crafters.
It isnt elegant. You have 2 professions that can make unlimited use end game combat useful items. But you have to be that profession to use it. I will not take a new toon anything other than biochem...the rakata stim, meds, and adrenals (even just pve) are too big a deal. If everyone is biochem, then who is biochem going to sell ANYTHING to??? I have a MUCH better idea:

Biochem has the unlimited stims, medpacks and adrenals that req Bio 400. Cybertech has grenades...again Cybertech 400. Synthweaving and Artifice have no such things. I can make relics, but they are not better than some other available relics, and relics are already infinite use.

Having infinite use "consumables", for only a few crafts, that give COMBAT advantage is horrific design. This has been talked about quite a bit...

I hate nerfs, so my proposal is to change the requirement for say Rakata stims to CRAFT(400) instead of Bio (400). Same with grenades, same with anything else that is similar (sorry, I have 400 cyber, 400 bio, 400 synth, 400 artifice, but Im not fully aware of armstech and armortech).

CRAFT(400) simply means that once you hit 400 in ANY craft, you would be eligible to use things like the rakata stims, or grenades, or whatever. The beauty of this solution is that now, you dont have to let endgame dictate your craft...you can do artifice without feeling like an idiot everytime your grp members load up with infinite use rakata stims, heals, and adrenals. You still have to master A craft, but it can be ANY craft. So the incentive is still there to master your craft, and now there is incentive to really do the one that interests you, as opposed to biochem. I would rather see this happen than biochem get nerfed. Open it up. Then, the next step, if BW still doesnt like them is to give them 100 uses or 250. Not infinite, but certainly worth the mats...THIS will also open up the market to new sales for biochem and cyber, instead of driving people to pick bio or cyber themselves, thus reducing sells for those profs.

Thoughts? Having people get to 400 in artifice, curse their choice and BW for their design, then regrind to biochem, just is not an elegant way to go...

tl;dr - Remove specific restriction from crew skills, like Bio 400 on rakata stims. Replace them with a more generic CRAFT 400 so anyone that masters a crew skill can use the highend items from any other...this will promote diversity and restore personal choice to the system, where now it is dictated by endgame usefulness and utility. It will also open up the market for new sales for these skills, instead of coercing players to pick these skills themselves.
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Girick's Avatar


Girick
07.20.2012 , 08:39 PM | #7
After spending a good bit of time reverse engineering to get some reusable stims for one of my lower level characters I discoved he can't use them because he doesn't have biochem! I really feel like this limits the usefulness of biochem. It essentially means the skill is only convenient for one character. I realize I can make the consumables and them mail them to alts but that is a pain. As far as the GTN goes, I've had no luck selling stims. Maybe the price is just to high, but I figure people would probably find it just as easy to pay whatever the med droid wants than look it up on the GTN.

I agree with the OP I'd love to see it where other non biochem characters could use the reusables. Maybe they could make it a legacy thing so at least your own alts could benefit from it.

Adnidireilasar's Avatar


Adnidireilasar
07.21.2012 , 04:55 AM | #8
Bind on Legacy instead of the Bind in Pickup or crafting requirements is still the best solution for me, that way you actually had to go through the work of levling the craft, but can use its benefits on all your toons. As you wouldn't buy stims or such from gtn anyways, because you could craft them cheaper and send them over, it has no impact on the market.

EDIT: stated it here already as a legacy unlock: http://www.swtor.com/community/showt...=503269&page=7
BoL crafts are worth fighting for!

Girick's Avatar


Girick
07.21.2012 , 06:57 AM | #9
I've never noticed that before. Legacy stuff is useful to me now! Assuming this is true and you're not pulling my leg.

Adnidireilasar's Avatar


Adnidireilasar
07.21.2012 , 07:00 AM | #10
you got me all wrong here, it's not in the game, i would like to see it in the game