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[Cybertech] Move Armorings to Armortech and Synthweaving and Grenades to Armstech?

STAR WARS: The Old Republic > English > Crew Skills
[Cybertech] Move Armorings to Armortech and Synthweaving and Grenades to Armstech?

Rusah's Avatar


Rusah
11.07.2013 , 01:57 AM | #11
I'm going to have to go with no on this one.

It is not an i win button, it only crafts part of the items.
Armor - Cyber
Mods - Cyber
Enhancements - Artifice
Crystals - Artifice
Hilt's - Artifice
Barrels - Armstech
Augments - Synthweaving/Armormech

I know i am looking at this from a simplistic view of item modification here. I have planned out my professions in the order of what i want to get in the list. After putting all the work into cyber and artifice to be able to craft most mods for items, it would annoy me greatly to have to do two other professions just to get back what i lost in my first profession.

Schanez's Avatar


Schanez
02.11.2014 , 08:57 AM | #12
Changing Cybertech is not an option. The Crewskill is at it is now. What could be done to help other Crewskill would be adding some spec specific bonuses.

Each specialisation should come with some specific addon. Right now it's pointless to level an Artificer, because oyu can get nearly same mods from commendations and quests. The end game schematics are not that much better from others. Why not give them some crystals and/or enhancements that are BoP and require specific Crewskill level, but are better from others?

Same for Synthweavers, Armormechs or Armstech. They all need some sort of bonus for taking time to level the skill. In Warcraft it's very important which proffesion you pick.The gathering ones increase base stats mostly and crafting give some specific item traits. Like unique enchantments, additional gem slots or things. It will be hard to implement, but it's doable. Armormechs could get some Armor Rating enhancments like Leatherworkers from WoW do. Synthweavers could get additional Crystal slot for items which usually don't have one.

These are just random ideas and might sound stupid, but it's the overall direction I think the crew skills should evolve into. Changing Cybertech will not help, but buffing the rest would be a good idea.

tanerb's Avatar


tanerb
02.11.2014 , 09:48 AM | #13
I'd be ok to move armorings and grenades out if cybertech will get augments.

psandak's Avatar


psandak
02.11.2014 , 10:53 AM | #14
Quote: Originally Posted by Schanez View Post
Changing Cybertech is not an option. The Crewskill is at it is now. What could be done to help other Crewskill would be adding some spec specific bonuses.

Each specialisation should come with some specific addon. Right now it's pointless to level an Artificer, because oyu can get nearly same mods from commendations and quests. The end game schematics are not that much better from others. Why not give them some crystals and/or enhancements that are BoP and require specific Crewskill level, but are better from others?

Same for Synthweavers, Armormechs or Armstech. They all need some sort of bonus for taking time to level the skill. In Warcraft it's very important which proffesion you pick.The gathering ones increase base stats mostly and crafting give some specific item traits. Like unique enchantments, additional gem slots or things. It will be hard to implement, but it's doable. Armormechs could get some Armor Rating enhancments like Leatherworkers from WoW do. Synthweavers could get additional Crystal slot for items which usually don't have one.

These are just random ideas and might sound stupid, but it's the overall direction I think the crew skills should evolve into. Changing Cybertech will not help, but buffing the rest would be a good idea.
The WoW evolution of profession perks is an indication that it should NOT be emulated.

- In TBC, each crafting profession had BiS equipment for specific classes. min/max players would swap professions with each new tier of gear.
- In WotLK, each profession got a separate perk, but it became quickly apparent that the best one to have was Jewelcrafting and again the min/max crowd flocked to that profession
- In Cata, all the profession perks were made the same (within a point or two) stat bonuses; different methods of attained the perk but the effects were the same. Jewelcrafting had a slight edge but insignificant except to the most dedicated min/max players.
- In MoP, I wouldn't know because I quit about a year before its release

The point is that all the profession perk system did was elevate primary stats across the board. And all the did was permit the developers to balance content with those elevated stats in mind. Net result...zero actual effect.

SWTOR toyed with crafting skill perks with having BoP crafted Rakata gear (the BiS at the time). The good news about it was that those perks only sped up when a character could get the gear (crafting it instead of running operations for the tokens). More good news, IMO, was that BioWare realized the consequences of maintaining that perk and abandoned it. Rakata grade gear is still trainable but it is not worth the investment because planetary comm item modifications and classic comms gear are better and easily obtainable.

Biochem still has reusable consumables but they are lower powered than their consumed cousins
Cybertech still has reusable grenades but the long CD makes them not worth as much
The Ortzid Legacy on The Harbinger
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Schanez's Avatar


Schanez
02.11.2014 , 12:16 PM | #15
I just meant that right now, any crew skill is not that tempting, as you can easily play the game without them. I played WoW in it's MoP days and there is a preferable set of proffesions for each class. I didn't get the feeling that there is one "winning" proffesion, which all high end players go for.

As for SWTOR crew skills, the only way to make them worth developing is adding some unique features.

For Synthweavers/Armormech it could be adding some unique looking orange sets, or good high end gear. It could also be done, by adding some kind of consumable armor rating buff for specific pieces of gear.

For Armstech/Artifice it could be done by adding some unique looking oranges or good high end items. I don't see a reason why Artifice could not create some "force" traps or devices, while Arms tech could craft some scopes, laser markers for ranged weapons.

What I had in mind in my earlier post, is that crew skills should offer something unique, to be profitable. If a bounty Hunter can add +5-10 dmg to his blaster with a purchasable/creatable scope/laser marker, he will most propably do it. Same goes for Jedis/Siths who will look for those Armor buffs I mentioned.

Khevar's Avatar


Khevar
02.11.2014 , 02:09 PM | #16
Quote: Originally Posted by Schanez View Post
....

Right now it's pointless to level an Artificer, because oyu can get nearly same mods from commendations and quests. The end game schematics are not that much better from others.

...
I just had to comment on this. Every single enhancement at end-game that can be obtained with comms is endurance heavy.

For example, the craftable grade 31 enhancement:
http://swtor.askmrrobot.com/gear/462...enhancement-31
has 79+52 points of non-endurance stat budget (131 points)

But Oricon gear gotten with comms has this grade 34 version:
http://swtor.askmrrobot.com/gear/514...enhancement-34
with 94+39 points of non-endurance stat budget (133 points)

An artifice that unlocks the low-endurance versions of grade 31 enhancements can make gear that competes with Oricon.

That's FAR from pointless.

psandak's Avatar


psandak
02.11.2014 , 02:39 PM | #17
Quote: Originally Posted by Schanez View Post
As for SWTOR crew skills, the only way to make them worth developing is adding some unique features.
You make it sound like no one in their right mind would develop crew skills without perks. If the GTN (on the Harbinger) is any indication, there are a lot of insane players out there.
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Car'beerd (Guardian) Dalkery (Scoundrel) Blairnah (Sage) Daellia (Merc) and 11 other characters
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Schanez's Avatar


Schanez
02.11.2014 , 02:39 PM | #18
Quote: Originally Posted by Khevar View Post
I just had to comment on this. Every single enhancement at end-game that can be obtained with comms is endurance heavy.

For example, the craftable grade 31 enhancement:
http://swtor.askmrrobot.com/gear/462...enhancement-31
has 79+52 points of non-endurance stat budget (131 points)

But Oricon gear gotten with comms has this grade 34 version:
http://swtor.askmrrobot.com/gear/514...enhancement-34
with 94+39 points of non-endurance stat budget (133 points)

An artifice that unlocks the low-endurance versions of grade 31 enhancements can make gear that competes with Oricon.

That's FAR from pointless.
But you just prooven my point. Modifications from Crew Skills should have a version that is superior to any obtainable by other means. This would make proffesions profitable. It's all just my wild speculation, but if other players would want to get those high end modifications they would be forced to buy from artificers/cybertech/armstech...

right now I am leveling a Guardian with Cybertech and I am forced to buy Armorings with Commendations because I can't craft those that would suit me. It's hillarious.

eartharioch's Avatar


eartharioch
02.11.2014 , 03:07 PM | #19
Quote: Originally Posted by Schanez View Post
But you just prooven my point. Modifications from Crew Skills should have a version that is superior to any obtainable by other means. This would make proffesions profitable
All professions are already quite profitable, absolutely nothing *needs* to be changed. The top "easy to learn" schematics are 66P, which is plenty OP for leveling content, HM flashpoints, and PVP. BiS shouldn't be craftable because it makes an already easy game that much easier.

Also, plenty of people do play the crafting/GTN system and make very good profits; the fact that it as an optional, not required, part of the game is a good thing.
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psandak's Avatar


psandak
02.11.2014 , 05:08 PM | #20
Quote: Originally Posted by eartharioch View Post
Quote: Originally Posted by Schanez View Post
But you just prooven my point. Modifications from Crew Skills should have a version that is superior to any obtainable by other means. This would make proffesions profitable.
All professions are already quite profitable, absolutely nothing *needs* to be changed. The top "easy to learn" schematics are 66P, which is plenty OP for leveling content, HM flashpoints, and PVP. BiS shouldn't be craftable because it makes an already easy game that much easier.

Also, plenty of people do play the crafting/GTN system and make very good profits; the fact that it as an optional, not required, part of the game is a good thing.
@eartharioch,
Agreed.

@Schanez,
Just because you (and others like you) are fixated on the tippie-top end of what's available does not mean there is no profit to be made.
Just because you are fixated on making "the big score" does not mean profits are terrible everywhere else. In fact just the opposite: the lower down the ladder you go, the more profit (as a function of percentage) there is to be had.
The Ortzid Legacy on The Harbinger
Car'beerd (Guardian) Dalkery (Scoundrel) Blairnah (Sage) Daellia (Merc) and 11 other characters
Understanding Crew Skills / High End Schematics / Best Crew Skills / Crew Skill Money Making / Reverse Engineering Rules / SWTOR Story to date