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Crew skills for Bounty Hunter

STAR WARS: The Old Republic > English > Crew Skills
Crew skills for Bounty Hunter

Talon_Starfire's Avatar


Talon_Starfire
01.22.2013 , 08:15 PM | #1
Hi,
I've got a Sith Assassin with Cybertech, Scavenging, Underworld Trading and was thinking of doing the same with a Bounty Hunter is it to redundant to do that or do other people do this as well? My backup is Biochem, Bioanalysis, Diplomacy but I'd prefer the ship upgrades & Cybertech implants for my BH.
Thanks
May the Gray Jedi Order Prevail Server: Prophecy of the Five
Looking for Sith guild.
Jhornak - Sith Assassin Zarchon - Jedi Shadow Cadezann - Smuggler Vistani -Trooper

Holinyx's Avatar


Holinyx
01.22.2013 , 09:41 PM | #2
just make all the upgrades with your assassin and mail them to your BH, that's pretty much what i do. personally i'd go artifice so you can do color crystals and enhancements. artifice, archeology, treasure hunting
Not all Bounty Hunters die screaming like a 4 yr old girl.

Talon_Starfire's Avatar


Talon_Starfire
01.23.2013 , 02:31 PM | #3
Quote: Originally Posted by Holinyx View Post
just make all the upgrades with your assassin and mail them to your BH, that's pretty much what i do. personally i'd go artifice so you can do color crystals and enhancements. artifice, archeology, treasure hunting
Is Biochem not as good as it used to be or why not Biochem because aren't the implants good? I'm just trying to understand why not saying your wrong.

Edit: Are augments better than implants?
Thanks
May the Gray Jedi Order Prevail Server: Prophecy of the Five
Looking for Sith guild.
Jhornak - Sith Assassin Zarchon - Jedi Shadow Cadezann - Smuggler Vistani -Trooper

MilesTeg_cy's Avatar


MilesTeg_cy
01.24.2013 , 09:25 AM | #4
Implants are good only if you are leveling your main or other toons. When you reach 50 there are free implants better than you can craft. Or you may sell them and make some money of course.

Artifice, synth and armor can craft augments which are good even after lvl 50.
All governments suffer a recurring problem: Power attracts pathological personalities. It is not that power corrupts but that it is magnetic to the corruptible. Such people have a tendency to become drunk on violence, a condition to which they are quickly addicted. - Frank Herbert

wetslampigduex's Avatar


wetslampigduex
01.24.2013 , 10:10 AM | #5
Biochem is a good choice on the BH. For one Gault has a +2 crit chance on Biochem. From playing since launch having stims/medpacks/adrenals if your tanking or healing is very very very helpful. Also being able to craft implants as you level is also helpful. Not to mention you have a cybertech so you can honestly craft the majority of the gear yourself. Armorings mods and earpieces from you cybertech implants and stims on biochem. You can use your extra planet coms to buy the enhancements and barrel you need.(can send them in the mail also if you have left over coms on your lvl 50 cybertech)

Do not go artifice on a BH much more suited for a Warrior or Inquisitor.

Talon_Starfire's Avatar


Talon_Starfire
01.24.2013 , 10:46 AM | #6
Thanks, I'm playing with my nephew and went Trooper instead.
May the Gray Jedi Order Prevail Server: Prophecy of the Five
Looking for Sith guild.
Jhornak - Sith Assassin Zarchon - Jedi Shadow Cadezann - Smuggler Vistani -Trooper

Rerednaw's Avatar


Rerednaw
01.24.2013 , 11:16 AM | #7
Quote: Originally Posted by Talon_Starfire View Post
Thanks, I'm playing with my nephew and went Trooper instead.
Biochem works for most classes.

My trooper was my first toon with biochem and having easy access to medpacs and stims made playing (PvE) go easier and faster. I also send implants to my friends and my alts. Makes me wish I had not gone with all the other crafts (arrms, armor, cyber, artifice) first.

Talon_Starfire's Avatar


Talon_Starfire
01.24.2013 , 12:32 PM | #8
Quote: Originally Posted by Rerednaw View Post
Biochem works for most classes.

My trooper was my first toon with biochem and having easy access to medpacs and stims made playing (PvE) go easier and faster. I also send implants to my friends and my alts. Makes me wish I had not gone with all the other crafts (arrms, armor, cyber, artifice) first.
Great, I'm a long ways away but is it the same for L50?
Thanks
May the Gray Jedi Order Prevail Server: Prophecy of the Five
Looking for Sith guild.
Jhornak - Sith Assassin Zarchon - Jedi Shadow Cadezann - Smuggler Vistani -Trooper

Rerednaw's Avatar


Rerednaw
01.25.2013 , 10:25 AM | #9
Quote: Originally Posted by Talon_Starfire View Post
Great, I'm a long ways away but is it the same for L50?
Thanks
With the changes to Biochem, top-tier end game is not as powerful. That does not make it useless. But an argument can be made for switching to a craft that allows for augments. Really depends a lot on what you plan to do.

I play for story and 80% solo PvE. Once I hit 50 I tend to make stuff for lower level alts. I find end game content mostly grinding and little story.

Now my first 50's (Sith Sorceror, Sith Juggernaut) levelled up without Biochem. And never bought a stim or medpac. So you don't NEED it. But it sure makes it easier. Having that edge has meant the difference from a narrow victory to waiting for a rez.

uniz's Avatar


uniz
01.25.2013 , 11:20 AM | #10
Quote: Originally Posted by Talon_Starfire View Post
Thanks, I'm playing with my nephew and went Trooper instead.
armormech, scavenging and slicing.

yo dont need underworld trading as your cybertech should already have it. scavenging is good to get level appropriate mats for yourself and companions. slicing is for augment materials, schematics and augment kit materials.

you will be able to make all of you companions gear except the droid which your cybertech can do. also at 50 you can make augment kits and aim augments saving lots of credits or even make some.

one of the companions has a +5 crit for armormech too.