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[Synthweaving] Has cartel packs and adaptive armor killed off synthweaving and armortech?

STAR WARS: The Old Republic > English > Crew Skills
[Synthweaving] Has cartel packs and adaptive armor killed off synthweaving and armortech?

Ziffius's Avatar


Ziffius
11.27.2013 , 04:07 AM | #1
Its a pretty straight forward question. As the market is now flooded with adaptive armor for next to nothing "if you dont mind looking like a frogdog reject etc". What is the point of taking armortech or synthweaving as a skill. The cost you would need to sell the item to recoup costs would be far higher than the free items that come from cartel packs and wherever the other stuff comes from.

So far I've geared up all my companions in cheap-free adaptive armor plus the oranges that come from questing, just seems to me like the above mentioned skills are dead!

Never_Hesitate's Avatar


Never_Hesitate
11.27.2013 , 04:21 AM | #2
Augments and augment kits are the only reason to have those crewskills
waiting for ...

Mystry's Avatar


Mystry
11.27.2013 , 04:29 AM | #3
Short answer: Yes.

Long answer: Yes but people still have them to make augments.

Khaleijo's Avatar


Khaleijo
11.27.2013 , 05:17 AM | #4
It is a competition yes, but i'm still selling lots of orange gear shells with both my armormech and my synthweaver.
Certain looks have no counterpart within the cartell market stuff, nor at planetary vendors or in FPs. Many players try to be individual and mix cartell stuff with other shells available.
You don't earn millions of credits per day but it is a steady income, i get usually 1 to 1.5 millions per week with 15 or 20 minutes effort per day. Thanks to all these colorful dyes even ugly and formerly unwanted crafting recipes have appeal now, because other colors give them some nice new looks.
Want to look like Servant Two or Lord Zash, or a lot of other NPCs? Before the dyes the styling was already there, only with wrong colors, now use black+red dyes with for example a channelers robe or thermoweave vestments and there you are. Formerly boring grey, brown or olive-green armors now can be red, black, yellow, green, white and whatever you want, suddenly looking cool and match better to the image people have of their toons.

In addition, the good looking cartell stuff costs a fortune, crafted orange shells seldom cost more than 10-50k depending on required level and slot (old pvp sets excepted), so if you don't have a lot of credits but want to have a nice look, crafted stuff is your best choice.

But i have to admit both my chars are old and have almost every orange recipe you can get and most of the pvp stuff too. Someone starting today would have to invest a lot to get the recipes first and then time to get that money back until he starts "earning" credits. If you want a crew skill for fast money those two crewskills aren't the right choice. If you have fun with crafting and selling, they could be the crewskill of choice.

Marius_Xerxes's Avatar


Marius_Xerxes
11.27.2013 , 09:53 AM | #5
Quote: Originally Posted by Never_Hesitate View Post
Augments and augment kits are the only reason to have those crewskills
This.

Depending on server, you still make fantastic money just selling these items from those crafts.

Also, if you were lucky (or forward thinking) enough to get the Battlemaster and War Hero schematics, those still sell fairly well too.

Gloomycakes's Avatar


Gloomycakes
11.27.2013 , 11:38 AM | #6
Cheap orange shells were always there; Social I armor. Ugly as hell, but for 10 social points? Ye all my toons and companions were in them before the Cartel Market. It's more than some of the best armors (looks-wise) are Cartel Armor (or you want an Inquisitor look on your Jedi and vice versa) but favourable skins unavailable in the Cartel Market still sell.

That and like mentioned above, Augments and Kits are amazing.
"How fine you look when dressed in rage. Your enemies are fortunate your condition is not permanent. You're lucky, too. Red eyes suit so few." ~Cheshire

YanksfanJP's Avatar


YanksfanJP
11.27.2013 , 02:08 PM | #7
I would guess that since the only reason to have Synthweaving or Armormech is for the augment kits, that there's no real reason to have both a synthweaver AND an armormech? Thoughts?
I'm not arrogant. I'm just aware of my greatness.

MidnightFreezer's Avatar


MidnightFreezer
11.27.2013 , 02:27 PM | #8
It's not just for the kits, it's for the augments as well. And Synthweave makes different augments than Armormech.

Helig's Avatar


Helig
11.27.2013 , 11:46 PM | #9
To be honest, I don't think shells ever sold all that well. Augments and kits were always number one reason to have those crew skills (after they were introduced, of course).
"I'm not *giving* him cake, I'm *assaulting* him with cake!" - Pinkamena Diane Pie

Marius_Xerxes's Avatar


Marius_Xerxes
11.28.2013 , 02:46 AM | #10
Quote: Originally Posted by YanksfanJP View Post
I would guess that since the only reason to have Synthweaving or Armormech is for the augment kits, that there's no real reason to have both a synthweaver AND an armormech? Thoughts?
I like Synth for the aug kits because both the Jedi Kinight and the Sith Warrior have companions with +5 crit to Synth. Then add in the ship droid companion who can also be given +5 Synth crit, you can mass produce aug kits with the best possible crit chances a lot faster.

Then of course Armormech is good for the Reflex and Skill Augments. Currently, since Snipers/Ginslingers and Scoundrels/Operatives are highly popular classes (PvP and PvE) that both get a 9% spec bonus to main stat, Skill augments sell like hot cakes.

So with correct alignment to companion skill bonuses, bother craft skills are very advantageous to have.