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So, Crew skills are essentially useless now

STAR WARS: The Old Republic > English > Crew Skills
So, Crew skills are essentially useless now

WanderSturm's Avatar


WanderSturm
07.19.2021 , 05:24 AM | #1
Came back after a long hiatus. First thought was working on upgrading the gear on my characters. When I play MMOs, I have several alts, and they all take up at least one each of the crafting specialties, so I have everything covered. I use these to keep all my characters as up to date as possible on gear. When I left, I was able to craft Mods, Enhancements, Armoring and other incidentals ( i.e. hilts, barrels...) for ANY of my characters. Now I can only build them specifically for the character that has the crew skill, meaning that crew skills are class and specialty specific for ONLY the character you are running at the time. You can't build for the other classes and specialties, unless they use similar stats.
OR AM I MISSING something that doesn't attempt to force me into spending ungodly amounts on the Marketplace.
The Hand of Chaos

Mubrak's Avatar


Mubrak
07.19.2021 , 12:36 PM | #2
Sounds like you've been away for quite a bit. Class specific stats were removed in 4.0. In fact, by now, they've been gone for longer than they have existed. That Superior Versatile Armoring 80 with Mastery is useful for all classes.

The problem isn't that crafted mods are useless or class specific (in fact, even crafted armorings are useful now that the set bonus is on the armor shell) the issue is that the same stuff also drops from any content eventually, and once a player has one char at 306, they can share that gear with alts and are done grinding item rating. So after a tedious process of reverse engineering RNG there is a very limited market for that 306 mod you finally learned to craft.

Even for personal use and lower item ratings you're likely to get better gear from loot drops quicker than you can farm the flashpoint mats to craft your own mods.

That said, as a returning crafter, if you can craft old armors, especially from reverse engineering old PVP gear back in the day, you might quite literally have the license to print money. Uniforms, trenchcoats, republic superhero masks, a lot of old gear is no longer available, (or only as cartel market items).
Let us turn off that gaudy flashing icon over every vendor's head.
Let us sort our companion list and hide or kick out the unwanted ones!

SteveTheCynic's Avatar


SteveTheCynic
07.20.2021 , 08:01 AM | #3
Quote: Originally Posted by WanderSturm View Post
Now I can only build them specifically for the character that has the crew skill,
What makes you say that?
Something you find difficult is a lesson on how to play better, not a punishment for playing badly.
To go to Belsavis, you must go to Belsavis.
Latest patch notes at http://www.swtor.com/patchnotes

phalczen's Avatar


phalczen
07.27.2021 , 02:20 AM | #4
Quote: Originally Posted by WanderSturm View Post
When I left, I was able to craft Mods, Enhancements, Armoring and other incidentals ( i.e. hilts, barrels...) for ANY of my characters. Now I can only build them specifically for the character that has the crew skill, meaning that crew skills are class and specialty specific for ONLY the character you are running at the time. You can't build for the other classes and specialties, unless they use similar stats.
OR AM I MISSING something that doesn't attempt to force me into spending ungodly amounts on the Marketplace.
I haven't seen you reply to the thread to acknowledge you found what everyone was talking about. You can absolutely still make item modifications for all your alts. You can build for the other classes because aim, cunning, willpower, strength all got converted to Mastery for 3.0. High endurance, low mastery Resistive armorings (for any tank of any advanced class) are made by Armormechs, and Versatile armorings (high mastery, low endurance, for dps and heals) are made by Synthweavers. Mods are made by Cybertechs. Enhancements used to be Artifcers but are now Cybertech instead. I believe those changes were made in 4.0, maybe earlier, but if you have all the crafting classes then you should still be ok. Barrels of course get crafted by Armstechs and hilts and color crystals by Artificers, just as they always were.

Augments now depend on the level as well as the type. Newer versions of Absorb and Alacrity are made by Armormechs. Versatile, Accuracy, and Shield are made by Armstechs. Critical are made by Synthweavers. The old looted, low-level schematics will be in an archive category in your crew skill schematic window, and you can still make them, but from 4.0 onward I believe you learned them from the trainers, with only a few (now obsolete) exceptions.

The pieces you make should all be tradeable/sellable, assuming they are not bugged in some way. They should say "Bind on Legacy on Equip" for the newest ones (requiring level 71+) and "Bind on Equip" for the lower level ones.
If you would like to hear more of my thoughts, consider joining our guilds on Satele Shan, "Shock and Jawa" of the Republic and "Full Metal Jawa" of the Empire. Thank you for reading!