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KaleTogras

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  1. Seconded. Not that I was ever particularly happy to see Huttball, but at least there were some good matches when everything worked as planned. Now? Jesus Christ, it's like a PowerPoint presentation at times.
  2. Since my last review, did a bit more crafting, got a feel for the system, and I must say...I kinda like the system as it currently stands. Full disclosure, I never crafted a damn thing before 6.0, and the high prices of even basic augs and kits finally drove me to it. Once there, I discovered that, under certain circumstances, you can make crafting a challenging and time-consuming, but worthwhile activity in-game. I have some tips for others like me, who are intimidated by the terrible reviews of the new system, but are either bored or desperate enough to try it for the first time: - Define your goals: do you want to, say, produce purple augs/ gold enhancements to sell and make a profit? Or do you just want to save yourself from having to vomit millions to strangers on GTN for blue augs, kits and stims? These can dramatically change your crafting experince - for instance, the first route will necessitate high rank comps, huge warchests of mats, conquest rewards, multiple toons etc. The second might be blitzed in a week or so with low-to-mid-level toons, some gathering and a few lucky crits on a couple of toons. It is up to you to see what you want from the system. - Consult online guides: this might sound trite, but the best way to level crafting time and cost-effectively is to have a plan. For ranks 1 - 600 any old guide will do, and for 600, focus of green and blue bonded/assembled components. You can find a bunch of good guides on either Swtorista or Vulkk. - Choose the right skills for you: for me, in 6.0 the skills in order of importance are: Biochem (purple stims and medpacks); Synthweaving (blue and purple crit and redoubt augs); Armormech (blue and purple alac and absorb augs); and Armsmech (blue and purple accuracy augs). If you do not want to do all four, I recommend having two craftng alts: one with Biochem, Diplomacy and Bioanalysis and the other with Synthweaving, Underworld Trading and Archeology. Your main should have slicing - Missions are a decent way to get mats, Ember, or credits from GTN, - Focus on gathering skills in the first/second week: If starting from scratch, spend a week leveling your gathering skills, then accumulating mats from Onderon and Mek-sha, while running missions for, for instance, UT. FREE TIP: You do not need to level up your gathering skills to 700 to start getting rank 11 mats! Once you hit 600, you will start getting them, so that can save you the 500k fee. 600 - 700 are only there for missions if you do not want to spend time doing the grunt work yourself, but farming nodes is faster and cheaper. - Build up a credit bank for crafting in the first/second week: unless you are already well off, you need to start prepping for the sticker shock. Crafting in 6.0 ain't cheap - leveling a skill past rank 600 will set you back 500k, boosting influence with your companions to speed up crafting and increase crit chances will set you back millions, and even individual missions are pricey. Luckily, crafting/gathering mats sell low, but relatively reliably. Take bundles of e.g. about 1k green slicing/archeology mats, break them down into smaller stacks, and you can start making just north of a million per sale. Green mats are plentiful and easy to harvest provided you have the nodes to yourself, so this will allow you to at least be cost neutral. - Get those Jawa scraps! Unassembled components/scraps etc. are useless for rank 11 crafting, but are a great way to get ranks 1 - 10 mats for free! Run normal content, disassemble gear and collect nodes while underleveled and you will have everything you need to start crafting. Build up a treasure chest of around 3 - 4k green (and optionally 1 - 2k blue) scraps to get those sweet 1 - 600 ranks done. - Be in the right guild: Having a supportive guild can be beneficial in many ways - their guild bank might be flush with low-level crafting mats they can give you free-of-charge; they might have passive Critical Crafting and Mission bonuses, and the active Professional training one; and they might be big enough to invade and complete large weekly conquests so you can get mats for crafting purple/ gold items. - Ignore crafting amplifiers: these might seem like a prudent investment, but their benefits are either marginal (mission efficiency), or outright do not work (crafting crit chance). At any rate, you will have blown millions on irrelevant stat boosters, which could have been used for leveling your comps to achieve the result better. - Set up your companions: a rank 50 companion, with appropriate passive and active guild and legacy bonuses will crit when crafting about 50% of the time (based on a sample of about 100 purple augs). If you are desperate for money, level up no more than 1 comp per toon to rank 40-50 for purple items you can take your time with and keep the others at 20 - 30 for lower value blues and bulk crafting. - Most of all, be patient and have fun! It takes a special kind of lunatic to do crafting in 6.0, but if you can get in the groove and have a specific goal in mind (e.g. saving 50 million by criting on 20 purple augs for instance), then you will find crafting to be a relatively fair and responsive system. Good luck!
  3. That seems good, I am now doing Diplomacy/ Biochem to make my toon self-sufficient on stims and medpacks. Financially, I find that selling slicing missions and gathered mats more than covers the costs of crafting, and if you want to sell purple augs/ gold stims in bulk, i am sure you can do a lot more than just stay afloat. Best of luck to you, the new crafting system is a bit poo, but there is still some enjoyment to be had .
  4. In my limited experience with crafting Augments so far (let's face it, as of 6.0.2, augs are the only things worth crafting), you already have a similar distinction in place: - Blue augs require no Solid Matrices, are reasonably cheap and easy to make and will carry you through both lvl 70 and 75 content. They are not subject to Re: RNG. As an added bonus, you can sell them; - Purple augs are the current end game, with a huge time and resource investment, though in the grand scheme of things, carry relatively minor stat improvements over their blue counterparts. They are coveted by min-maxers, and, given the time and cost necessary to craft them, are justifiably expensive. Can also be sold; If you want to make the argument that purple/gold gear should be cheaper, or RE chances better, I am right there with you brother. But with blue craftables being a thing, there is nothing stopping even entry level crafters from decking themselves out with end-game viable stuff, or selling them as they see fit.
  5. Welcome back! For scavenging and bioanalysis, go to Mek-Sha. For slicing and archeology, Onderon. Rank 11 missions have decent drop rates of mission materials (Underworld Trading is particularly prized by me as I focus on armormech and synthweaving). Which crew skills are you focusing on?
  6. A few quick observations from someone who never crafted anything in the game, but has been getting into crafting Biochem, Armormech and Synthweaving stuff for the past week and a half: 1) The easy financial advantage is gone - when I started crafting ten days ago, augmentation kits were about 600k and Artifact-level augs around 8 million. Even a stack of 10 Aug Component MK-11s was about 500k. Investing in crafting seemed like easy money. The prices have since collapsed. So, making money is only really possible with extensive gathering, crew missions and criticals on high-level gear. Keep that in mind if you want to jump on the band wagon. 2) The RE chances are very RNG - breaking down five Critical Augments and four Alacrity Augments produced no purple schematic. Then again, a guildy got his on the first go. Keep your rabbit's foot close. 3) Blue gear is the way to go - If you are a casual crafter with shallow pockets, most blue items are now dirt cheap, mat-wise. Honestly, getting into crafting to get cheap blue augs, kits and stims might be the best value for your time since 6.0.2, but if you want to go top-tier… 4) Purples are hell - the mat requirements for purples have barely changed since October, making them a logistical, financial and temporal nightmare for a casual crafter, requiring tons of artifact-level bonded comps and CQ mats worth millions. The ONLY reason you might opt to go down this road is if you are reasonably confident you can crit 50% of the time and you REALLY hate giving the resulting duplicates for free to the likes of Dosya . I will probably keep at it for no other reason than that I am bored of all other content, but if you want to keep crafting as a side-activity and do not care about being a Parsely troll, feel free to stop at blue-level stuff. Enjoy and good luck! UPDATE: Queuing 20 purple Critical augments got me 31 augs as a result, a net saving of a week's worth of CQ mats, or about 60 million! While getting to that stage is still incredibly arduous, if you have the money and time to go all in on crafting, it does pay off eventually.
  7. Really? Aw man...wish I knew that before I sank a mil into amp rerolls. Thank for the response though, saved me from sinking another 5 mil!
  8. When a "Critical X" amplifier gives you, for instance, +8 to Armormech, what exactly does this mean? Is this a flat rate percentage increase? Did I get an 8% boost to comp crit? Or is it added to some baseline crit number I can't find? Thanks!!
  9. You mean something like the Galactic Star Fighter that is already in the game? Or did you mean like a more free roaming space gameplay, like Elite Dangerous? That would admittedly be extremely cool... Agreed on the combat being bland. Blame the Hero Engine for that.
  10. Whoops, made a mistake - most of the cost of Augmentation Kits is down to components that you cannot get from scrap. So the monetary value of scrap is actually FAR, FAR LESS than the 46k per day number I cited. Jesus Christ...
  11. After a month and a half of play I got all the tacticals and gear sets I would need, leaving only augments and kits to take care of. During that time, I accumulated about 70k scrap pieces, 35k parts and 13k jawa junk. Seemed like a nice haul! I ran down to the scrap peddlers and, for all that bounty, I could get...around 350 rank 11 greens, 175 blues and 65 purples. Crafting a single Augmentation Kit MK-11 requires 40 blues and 5 Assembled components (each of which requires 20 blues and 11 greens). So, in total, if I were to convert my scraps directly for crafting mats, without converting Scrap to Parts or spending money to buy them, I could craft...almost 3 Kits. Not quite, but almost. 3 kits...for a month and a half of play! What are these 3 kits worth on GTN now-a-days? Around 2.1kk. in strictly monetary terms, if I spent 7 minutes doing two short heroic missions for 46k credits every day for 45 days, I would have had the equivalent value of 35k droid parts I made in the month and a half. Once you factor in the costs of actually learning schematics and getting to higher crafting ranks, the value of scrap devolves down to Iranian rial levels! At this point, keeping scrap is LITERALLY not worth the space in my 5-bay Legacy hold! BW...I love you guys, but c'mon! The scrap prices need to go down to at least 70 scrap per mat of equivalent rarity (50 would be ideal, if still a bit pricey). You do not need to wait until 6.8 to do this, you can do it as early as the December crafting patch. Thanks.
  12. Hey there people. Has anyone crunched the numbers on an alac. vs. crit. build for a Carnage Mara? Wondering if it worth it to go alac., or if I can just go 1.4 + full crit (as this will make it easier to switch specs with current gear)? Thanks!
  13. Of course not. But you should do 1 million Red Reapers and maybe one hundred or so Hammer Stations for class-specific tacticals . That's how I ended up with BiS gear sets and tacticals for every class in a month.
  14. * I'd like to preface this by saying that I am enjoying the new expansion, and for whatever negatives I might list, there will hopefully be a future fix to fully realize the expansion's promise. ALSO, THERE BE SPOILERS HERE! * 6.0 came in with a lot of promise - the first proper expansion since SoR, it was meant to shake up the status quo with a new gearing system, new group content, a new story, even a new UI. Such a tall order would always be tough to fill, and 6.0 turned out to be both a good first step in the right direction, and a bit of an overambitious mess. Let's begin with: OVERALL SCORE - 6.5/10 While my score average is lower than a 6.5 by a full point, I had to add one on top because, well, I am enjoying a lot about the expansion, in spite of its obvious problems. I DO feel excited about the return to the campy Imp vs Rep storyline after the overwrought family melodrama nonsense of KOTET. I DO feel really good about the gearing system going forward. I DO love that BW is making new group content, even when it is underwhelming. And, most of all, I DO love the fact that the team seems to be listening more than ever and is taking community complaints on board. I continue to be happy that I got into the game and am looking forward to the new systems continuing to evolve and get better. May the Grind be with you, see you in Red Reaper .
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