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Biochem is the best because it is the only profession designed competently.

STAR WARS: The Old Republic > English > Crew Skills
Biochem is the best because it is the only profession designed competently.

VioletZero's Avatar


VioletZero
12.30.2011 , 11:11 PM | #1
Out of all the crafting professions I've leveled, Biochem was the only one that I got any sort of mileage out of.

I'll be one of the first people to tell you that something that I am using and sunk time into can be overpowered. Hell, I spent a hefty amount of time on my Mercenary and I can tell you that it is completely overpowered and needs a good nerfbat. (But that discussion is for another thread)

But Biochem is nearly perfect. While I might say that the cooldowns for med-packs and adrenals are a little too low(90 seconds? Really?), it is a great crafting skill that provides very nice perks with items that are made to be distributed. But I never really feel like I have an unfair advantage because of Biochem. And above all else, it's a very fun crafting profession. It's right where it should be.

If only I could say this about any other crafting skill in SWTOR. I want to see what this game has to offer in terms of crafting. And when I find out that all crafting skills but one are useless at every level, this is a huge disappointment. And not just for me.

The MMORPG player is used to time sinks that start out like crap but get much better later on. I can only imagine the disappointment when they spend so much time in a skill like Armormech and find that it is utterly worthless.

I won't tell you how to fix skills like Armormech and Synthweave that craft items that are in direct competition with Operation gear, but I will say this: Don't nerf Biochem because it is the best crafting profession. At least make an attempt to make other crafting professions worth a damn first.

If you feel that it is unbalanced in other respects. Like the aforementioned cooldowns being too low, then that is fine. That's a different issue from where I am standing. But as a crafting profession, Biochem is great. And it should stay that way.
I'm a thinker. I could break it down. I'm a shooter. A drastic baby.

kainsec's Avatar


kainsec
12.30.2011 , 11:18 PM | #2
Biochem works well i would agree but it suffers from the same problem slicing did which was why it had to be nerfed (not arguing if the nerf was too much different topic no trolling). You are shooting yourself in the foot if you don't take it. What biochem does it does too well. Unfortunately the purps having the biochem requirement on them is the only thing that makes them desirable, otherwise one biochem could supply the entire server easily.

A soloution to the problem would be to introduce schematics from raid bosses and world bosses that make stims, medpacks, and adrenals with charges and their effects (minus adrenals obviously), magnitude (heal, power buff ect) as the final biochem only products, persist through death so it's not one and done constantly requiring you to refill and reapply after death or after time.

If I could get one of those with maybe 5 charges on them I would still demand them but it would feel much less mandatory if your a serious hardcore player that you have to play biochem.
level 50 Sith Assassin
level 50 Mara
Member of Shadow Empire

WickedDemiurge's Avatar


WickedDemiurge
12.30.2011 , 11:20 PM | #3
I'd really like to see usefulness buffs, not nerfs. Crafting should leave someone thinking, "I am so glad I decided to spend time doing this fun thing," and not, "I have to do this thing I hate," or "I'm 400/400 and I wish I had never bothered."

Also, any OPness Mercs have instantly goes away as soon as you get to Huttball. Hop, hop, hop, hop, hop. Best indicator you will win is a single, good level 50 sith.

VioletZero's Avatar


VioletZero
12.30.2011 , 11:22 PM | #4
I've built up some infamy for my arguments against the people saying that Slicing was fine before. So I know I'll get flack from them in this thread.
I'm a thinker. I could break it down. I'm a shooter. A drastic baby.

austindavo's Avatar


austindavo
12.30.2011 , 11:37 PM | #5
Quote: Originally Posted by VioletZero View Post
Out of all the crafting professions I've leveled, Biochem was the only one that I got any sort of mileage out of.

I'll be one of the first people to tell you that something that I am using and sunk time into can be overpowered. Hell, I spent a hefty amount of time on my Mercenary and I can tell you that it is completely overpowered and needs a good nerfbat. (But that discussion is for another thread)

But Biochem is nearly perfect. While I might say that the cooldowns for med-packs and adrenals are a little too low(90 seconds? Really?), it is a great crafting skill that provides very nice perks with items that are made to be distributed. But I never really feel like I have an unfair advantage because of Biochem. And above all else, it's a very fun crafting profession. It's right where it should be.

If only I could say this about any other crafting skill in SWTOR. I want to see what this game has to offer in terms of crafting. And when I find out that all crafting skills but one are useless at every level, this is a huge disappointment. And not just for me.

Totally agree here. The lack of consumables or highly desirable products in the other areas limits viable end game crating to biochem.

Aryndelin's Avatar


Aryndelin
12.31.2011 , 12:15 AM | #6
From what i've seen: Biochems benefit majorly from end game crafting (stims/meds always useful), cybertech is somewhat useful thanks to the reusable grenades (particularly the stun grenade) + ship mods. Other professions seem to get the shaft.

Ill be honest and say i dont know much about other equiptment skills than armstech so my experience stems from that.

Im currently at 400 armstech, during leveling the only thing i made was barrels. No snipers, no pistols etc. While it was lovely during leveling this made me realise: "why the hell do i want to spend time and effort creating weapons when i can focus on getting good barrels and simply upgrade the orange weapon i have or find?".

Simply put: armstech was, until i hit skill 400, useful for one thing only: Barrels. You go through content too fast to be able to dabble into something else (and frankly barrells is too good not to craft while leveling).

Now for the end game: I have fearful feelings armstech will be utterly redudant at this stage. The orange gear is worse than a upgraded old blaster with the lvl 49 epic barrell. The same goes to the "blue" gear. And the barrel itself is about 100-200 points of damage (according to torhead so take it with a pinch of salt) lower than Hardmode FP or operation gear.

Wether armstech is saved by the RE discovered stage 2 epic recipies remains to be seen. (and something im checking out atm) Also there is no recipies datamined (pinch of salt again!) for armstech, while i saw loads for cybertech/biochem (which are actually useful).
If there is no raid/hardmode FP recipies for armstech and if the stage 2 RE schematics of blasters are worse than FP HM/raid gear (of course crafting maths for these gotta be raided for ) then armstech is utterly useless. (And obviously ill go bio right away :P).

That said, my fear is simply "how useful is EQUIPTMENT based crafting skills (armstech, armortech, synth, artifice.) " at lvl 50?

Take a look at cybertech and you wonder "why didnt they distribute the mods crafting over several skills rather than so many in one?". Cybertechs benefit from underworld trading which can discover orange schematics, not direct benefit but a indirect one.

Again, crafting seems poorly thought through, extremely poorly balanced.
2 skills stands above the rest, with 1 being the obvious raider choice. (pvp'rs will probably take cybertech for the grenades :P).

Biochemistry, as the OP said, seems nicely done and having looked at datamined recipies it gets better. I wouldnt want this nerfed/changed. im happy with this skill (even if i dont ahve it) since it works well.
Sadly the same cant be said about other skills and i sincerely hope i prove myself wrong when exploring crafting the comming week. If not, ill give bioware an earfull.

Ugh long post, but im glad its out of my system :P

VioletZero's Avatar


VioletZero
12.31.2011 , 12:18 AM | #7
While Cybertech does indeed put itself above most of the other crafting professions as having SOME sort of benefit to it, I still feel that it is on the underpowered side.

It's not worth the time and effort it takes to get to 400/400.
I'm a thinker. I could break it down. I'm a shooter. A drastic baby.

Randomness's Avatar


Randomness
12.31.2011 , 12:40 AM | #8
Wait, cybertech DOES get reusable grenades?

I'd about given up hope upon not being able to RE the basic ones (despite them saying "right click to RE")

Edit: Upon research, it looks like the reusables... are level 50 only? How does that make sense? (As in, shouldn't there be lower level ones - the same as biochem?)

Aryndelin's Avatar


Aryndelin
12.31.2011 , 01:15 AM | #9
Quote: Originally Posted by VioletZero View Post
While Cybertech does indeed put itself above most of the other crafting professions as having SOME sort of benefit to it, I still feel that it is on the underpowered side.

It's not worth the time and effort it takes to get to 400/400.
well i said "it put itself above others but below biochem" since it does have some uses at lvl 50. Granted it doesnt compare to biochem

ill also correct myself, barrell lvl 49 epic gives: 336-448 damage range, the epic sniper i saw gives about 505 top if i recall right. Thats not that bad (granted stats on epic was alot higher). Again ill give armstech a good try and check out RE recipies and such and report back.

Angelsix's Avatar


Angelsix
12.31.2011 , 01:21 AM | #10
OK, so if Biochem is the best profession, what is best to go with it? Bioanalysis, to keep finding stuff while questing? Diplomacy, to get stuff, a bit expensively to Biochem with (including needed purple materials)? Slicing, to get stuff to sell?