Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer

Noobie in need of advice

STAR WARS: The Old Republic > English > Crew Skills
Noobie in need of advice

psandak's Avatar

12.11.2012 , 03:35 PM | #11
Quote: Originally Posted by Nythain View Post
Really want to point out that for your first character or two, trying to rely on a gear craft for your leveling experience will leave you a very very very very very poor and still half the time under geared Jedi.
While I agree with the first part I disagree with the second.

Yes, it can leave you VERY poor, but if you work it right you can have some REALLY good gear that will last you a while. But it does depend on how you play the game.

My first character was a jedi knight on a low pop server (pre server transfers). I played mostly solo with a smattering of flashpoints. I took synthweaving, archeology, and underworld trading as my crew skills. I quickly realized that gathering while questing always generated materials that were behind my level. So, I started doing missions to get materials that were slightly ahead of my level. This allowed me to work the reverse engineering system to get artifact quality gear that would be waiting for me when I reached the required level to use it.

However, in order to maintain this, I had to do EVERY space combat mission EVERY day simply for the credits and I had to forgo level 2 and eventually level 3 piloting because I could not afford the 225,000 credit price tag (I did eventually get level 2 and 3 piloting, but i was level 50 for quite a while).

On my second character, a smuggler, I leveled on a high pop server (post server transfers). I did a lot more flashpoints and heroic quests on planets. I took armormech, scavenging, and slicing as my crew skills. I tried the same tactics with this character's crew skills - staying ahead of my level so i would have gear waiting for me. However, because I ran more group content, I gained access to a lot more custom quality gear. So, typically, the artifact quality crafted gear I had waiting for me, was either insufficient to supplant the custom quality gear I had, or it was only an upgrade for a level or two at most.

The point is that if you play mostly solo, crafted gear is far superior to quest rewards if you work the skills properly. If you do a lot of group content, then Nythain's statement is accurate.

Theodulus's Avatar

12.11.2012 , 04:00 PM | #12
For the first character I would either go with 3 gathering skills or cybertech, scavenging and underworld trading. Cybertech let's you craft armorings and mods that you can slot into orange gear. Blue mods and armorings are sufficient for your leveling process. You can also make armorings and mdos for all classes which means you can keep all your companions gear up to date. You buy enhancements from the commendations vendor. If you intend to PvP a lot the reusable grenades at level 50 are a nice perk to the craft. You can also reverse engineer endgame lvl 26-27 armorings and mods which currently are BiS.

I find synthweaving and armormech to be expensive endeavors that will make you feel broke all the time. It isn't worth it to craft this gear and you will only be able to upgrade boots for example once every 7-9 levels making you quite undergeared if you rely on these crew skills. Note that I rolled cybertech for my first character and I was broke for months because I tried to reverse artifact gear for every level. It just isn't possible unless you can sell your stuff for decent cash on the GTN.

rainingcrazy's Avatar

12.11.2012 , 04:44 PM | #13
Quote: Originally Posted by ixomarkoxi View Post im confused lol!!
Is this one of these situations were there are no right or wrong answers?
but I still assume the choices that are better then others?.
Honestly, and I put a lot of effort into this, there isn't any good answer. Crafting is just a big nothing in this game and you don't really need it to make credits as best I can tell. And, what's worse, is that they pile on at the end with a terrible interface, the GTN, for selling anything you do make.

I picked 3 mission skills, send my dudes off, and sell anything they bring back which I like because I never click on nodes. Honestly, though, the GTN is such a pain to use, that I'm regretting that choice too. I didn't take slicing though so I could dump a skill and just go after lock boxes and never have to use the GTN. It's so bad that I'm considering that,

If I continue to seethe over the GTN, biochem is the other answer, because it has some marginal use while leveling, a marginal pvp use as an extra heal when I'm out of the pvp one's, and you can bulk reverse-engineer so it's the easiest to get good purples.

The whole crew skill/GTN/economy needs some serious love that it's likely to never get.

My best advice is to not put too much effort into it, BW sure didn't.

Rerednaw's Avatar

12.13.2012 , 02:31 PM | #14
Quote: Originally Posted by ixomarkoxi View Post
Hi All,
I am new to the game and need some advice on crew skils...
i am rollin with a jedi knight and jedi consular as my alt, could someone please
advise on what skills to select. I would like to craft not just gather and sell so please help.

In terms of usefulness and tied to what is best for your class functionally, then biochem.
If you enjoy wearing gear with "crafted by me" tag, then synthweaving and artifice.

If you are F2P and only have 1 skill, then slicing because every character needs money.

cocotazon's Avatar

02.12.2013 , 02:29 AM | #15
i am level 21 and I have not touch the crew skill stuff... need advise, dont know how to start.