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Best Combo of Skills


AngelousWang's Avatar


AngelousWang
12.13.2011 , 07:16 AM | #1
There is no point taking any other combo, you will just gimp yourself.

Biochem/Bioanalysis/Diplomacy
= This creates reusable med packs, reusable stim packs and implants. This makes it pretty much the single best combo for Tanks as it basically gives you infinite consumables (though they have long cooldowns) and Implants give the best status bonuses for Endurance and Armour Rating.

Artifice/Archeology/Treasure Hunting
= This creates Colour Crystals, Hilt Mods, Enchantment Mods, Force Generators, Shield Generators, Power Generators and blank Lightsabers This make it fantastic for Force DPSers as they can create 3/4 of their need mods for weapons. Their off hand weapons. Plus Enchantment Mods go in both weapons and armour. At max skill you can create some rare Lightsabers if you can get the rare schematics for them.

Armstech/Scavenging/Investigation = This create all blasters, all melee weapons (that arn't lightsabers) and Barrel Mods. This is great for non-force DPSers as they can create their own weapons, 1/4 Mods they need and weapons for their companions.

Synthweaving/Archeology/Underworld Trading = This creates armours for all force users. You can create un-modable green and blue gear for force users. However you can only create the shells of (the best) modable armour, they do not come with any free mods (anymore). - This is best taken if you are part fo guild and have easy access to a supply of Mods, becuase you don't want to be stuck in un-modable gear and the shells are useless without Mods (though you can always stick them on the AH for others to buy and Mod themselves).

Armormech/Scavenging/Underworld Trading = Same as Synthweaving/Archeology/Underworld Trading, but for all non-force users instead.

Cybertech/Scavenging/Underworld Trading = This creates Armour Mods, Modification Mods, Re-usable Grenades, Driod Companion Gear, Ear pieces and fast travel items (teleporters/speeders). = This is great as Armour Mods and Modification Mods (which go in both weapons and armour), infinite Grenades, Ear pieces that provide good status boosts and at max skill speeders that sell for allot, if you can get the rare schematics for them.

Slicing/Investigation/Treasure Hunting = This is the best for non-crafters.

Slicing = This provides extra credits in the field as it allows you to hack safes that are scattered about enemy bases/camps.

Slicing+Treasure Hunting Missions = Both provide lots of lockboxes and normally always put out more credits than you spend on them. Lockboxes contain random equipment.

Slicing+Investigation Missions = Both provide rare schematics for other crew skills that cannot be gotten any other way, so you can stick these on the AH for large amounts. And they also provide Augmentation Mods which are a rare type of super Mod that can used on virtually any piece of equipment.
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Drogaan's Avatar


Drogaan
12.13.2011 , 07:31 AM | #2
Thanks a lot for the list. Helped me make up my mind.
Drogaan

"Aren't you a little short for a stormtrooper?" - Leia, "A New Hope"

Zentaos's Avatar


Zentaos
12.13.2011 , 07:34 AM | #3
Thanks for the effort...it helps to solidfy what I was going to do!
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Dokkodo's Avatar


Dokkodo
12.13.2011 , 07:35 AM | #4
I'm going with the skills that pay the bills.
.

Thamelas's Avatar


Thamelas
12.13.2011 , 07:44 AM | #5
Quote: Originally Posted by Dokkodo View Post
I'm going with the skills that pay the bills.
If it was anything like beta, maybe money will not be a problem.
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Tomsyn's Avatar


Tomsyn
12.13.2011 , 08:25 AM | #6
Quote: Originally Posted by AngelousWang View Post
Slicing+Investigation Missions = Both provide rare schematics for other crew skills that cannot be gotten any other way, so you can stick these on the AH for large amounts. And they also provide Augmentation Mods which are a rare type of super Mod that can used on virtually any piece of equipment.
Good post. This last part though. Should note that these mods are used on CRAFTED gear that you get an "exceptional" result from. Only then will it open up ONE slot on your crafted gear for those augs.
Try not! Do! Or do not. There is no try.

TheMadjai's Avatar


TheMadjai
12.13.2011 , 08:30 AM | #7
I still have this on bookmark from before the forums went dark. This is a pretty good resource.

http://sithwarrior.com/forums/Thread...lls-Compendium

Trishot's Avatar


Trishot
12.13.2011 , 08:38 AM | #8
Quote: Originally Posted by Thamelas View Post
If it was anything like beta, maybe money will not be a problem.
Really? Repair bills where quite steep in beta. 10 k credits after a couple of wipes in hammer station round lvl 20 (we had no healer, silly us)

Boissi's Avatar


Boissi
12.13.2011 , 08:41 AM | #9
Is there no point in taking Slicing instead of Underworld Trading if you're going for cybertech? I know you also get cyber schematics from Slicing, and I kind of like the idea of having slicing for flashpoints and for all the extra money, but if Underworld Trading is really important for Cybertech... then I guess I'm stuck with that. Anyone with experience have anything to say?

maxjam's Avatar


maxjam
12.13.2011 , 08:43 AM | #10
EDIT : read OP incorrectly lol
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