Author Topic: For those of you playing SWTOR I got a question....
NonOffensiveName 
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Subject: For those of you playing SWTOR I got a question....
I just got my Sith up to level 10 and got his AC. Which crew skills should I take with my companion? Ive done alittle research and synthweaving seems sorta like tailoring since you can make robes and stuff for your character to wear, but the other crew skills are kind of a mystery. Any suggestions?

And no Im not asking Sith about it :P

 

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Elaok 
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Subject: For those of you playing SWTOR I got a question....
do more research on what you want to do...


or just go slicing and gathering skills

 

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Tai-Daishar_MT 
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Subject: For those of you playing SWTOR I got a question....
For a force wielding class, I like Artifice. You can make nearly all of your lightsaber mods, an armor mod, focus/shields, and at max level lightsabers themselves. You get moddable gear easily enough to make Synthweaving less desirable imo. If you do take artifice, archaeology and treasure hunting are the complimentary skills.

 

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Talehon69 
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Subject: For those of you playing SWTOR I got a question....
Tai-Daishar_MT posted:
For a force wielding class, I like Artifice. You can make nearly all of your lightsaber mods, an armor mod, focus/shields, and at max level lightsabers themselves. You get moddable gear easily enough to make Synthweaving less desirable imo. If you do take artifice, archaeology and treasure hunting are the complimentary skills.


in the same regard, you get mods for your moddable gear through commendations on every planet. If you plan on doing end-game at all, go BioChem/BioAnalysis and then whatever for the third. Diplomacy goes with Bio, if you want to make blue/purple medkits/stims/implants while leveling.

 

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Sith_Mauler 
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Subject: For those of you playing SWTOR I got a question....
I took slicing, bio-an and bio-chem.

and my my other toon I have cybertech, salvage and slicing.

everyone I have talked to or read on the forums say crafting skills for armor and weapons are kinda useless because when you get to end game commendation and pvp gear outclasses any crafted gear that is in the game right now.

the unusable stuff I make for skill ups usually get vendored because nobody will buys it or it sells at a loss.

also gear gets upgraded way to fast in this game.
greens get replaced about ever other quest you complete, blues last 3-5 levels and orange upgradable lasts about 10 levels with upgrades.

the only crafted gear I buy off GTN is if its stupid cheap like only a couple thousand credits for a purple or blue then I buy it, otherwise I dont.


Talehon69 posted:
Diplomacy goes with Bio, if you want to make blue/purple medkits/stims/implants while leveling.


there is a incoming nerf to bio-chem that makes all purple items 400 skill to use, right now its on the test server.

 

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Talehon69 
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Subject: For those of you playing SWTOR I got a question....
They're talking about the Rakata crafted stuff, which require 400 BioChem to make and are BoP. The fix is so you can't just make them, and drop BioChem and pick up another tradeskill and keep the reusables. It's not a nerf, it's just a fix.

 

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Fenlenus 
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Subject: For those of you playing SWTOR I got a question....
I took Armstech and it's pretty much useless. I literally never used anything I made, ever. Biochem is pretty amazing right now, but the armor crafting skills are good as well. You can craft 2-3 pieces of Rakata gear (belt, bracers, and maybe something else) and if you crit when you craft it gets an augment slot so it's better than what you get raiding.

buuuuuuuut, bioanalysis can craft implants just the same and crit those for augment slots so...biochem > * imo

 

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Liquid741 
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Subject: For those of you playing SWTOR I got a question....
i took biochem/dipo/slicing...the nerf that is incoming to biochem will still make the skill great. synth/artifice is a waste imo at the moment till given some love...its great till endgame, but then all types of options open up.

JK Sent. here btw.

 

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NonOffensiveName 
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Subject: For those of you playing SWTOR I got a question....
Sith_Mauler posted:
I took slicing, bio-an and bio-chem. and my my other toon I have cybertech, salvage and slicing. everyone I have talked to or read on the forums say crafting skills for armor and weapons are kinda useless because when you get to end game commendation and pvp gear outclasses any crafted gear that is in the game right now. the unusable stuff I make for skill ups usually get vendored because nobody will buys it or it sells at a loss. also gear gets upgraded way to fast in this game. greens get replaced about ever other quest you complete, blues last 3-5 levels and orange upgradable lasts about 10 levels with upgrades. the only crafted gear I buy off GTN is if its stupid cheap like only a couple thousand credits for a purple or blue then I buy it, otherwise I dont.
Talehon69 posted:
Diplomacy goes with Bio, if you want to make blue/purple medkits/stims/implants while leveling.
there is a incoming nerf to bio-chem that makes all purple items 400 skill to use, right now its on the test server.
grin thanks for the info Sith..I was just kidding about asking you about SWTOR.  Granted you do complain a bit but I think you know what youre talking about most of the time.  I do the same thing with WoW sometimes.  I seem like I hate the game with how much I complain about it.  The only reason I complain so much about it is because I like/am addicted to it too much to not care and i want to see things corrected that I feel are incorrect. lol Maybe you are the same way or maybe not.  Just sayin. *olive branch*

 

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Fozzie_Bear 
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Subject: For those of you playing SWTOR I got a question....
dont bother with crew skills, they are a cash sink you dont NEED right now. focus on your speeder. its 48k for the ride and the training which is easily attainable without trouble so long as you dont trip yourself up sinking credits into the GTN or things like crew skills.

some will tell you that you can make it back but then it comes down to saturation and your crewskill. me, I save the money till later

 

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Aethelgrin 
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Subject: For those of you playing SWTOR I got a question....
Fozzie_Bear posted:
dont bother with crew skills, they are a cash sink you dont NEED right now. focus on your speeder. its 48k for the ride and the training which is easily attainable without trouble so long as you dont trip yourself up sinking credits into the GTN or things like crew skills.

some will tell you that you can make it back but then it comes down to saturation and your crewskill. me, I save the money till later


This guy is correct. Crafting isn't all that good for leveling, you replace your gear easily enough anyway. If you want to do it, just go with whatever you think seems fun. I did Artifice on my Sith Assassin while leveling, was fun but absolutely owned my funds up.

If you want to be "pro", Biochem and Cybertech seems to be the current flavor. I'd go for Biochem if I started one now, even with the incoming nerf. Re-usable Stim and Medpac that's pretty much the best in game? Yeah I wouldn't mind.

 

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Gilligan.USCG 
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Subject: For those of you playing SWTOR I got a question....
They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.

 

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_Gimpzilla_ 
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Subject: For those of you playing SWTOR I got a question....
You can make a good amount of extra cash from Slicing the boxes on the ground as you level. If you want to do a serious tradeskill, you can always start at 50 once you have all your other major costs out of the way.

 

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Aethelgrin 
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Subject: For those of you playing SWTOR I got a question....
Gilligan.USCG posted:
They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.


I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.

 

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Gilligan.USCG 
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Subject: For those of you playing SWTOR I got a question....
Aethelgrin posted:
Gilligan.USCG posted:
They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.


I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.

Just the biochem medpacks or all medpacks? If it's all, that's not really a nerf to biochem...

 

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Aethelgrin 
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Subject: For those of you playing SWTOR I got a question....
Gilligan.USCG posted:
Aethelgrin posted:
Gilligan.USCG posted:
They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.


I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.

Just the biochem medpacks or all medpacks? If it's all, that's not really a nerf to biochem...


All medpacs, but I doubt non-Biochem players are using regular medpacs all that much in PvP.

 

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Gilligan.USCG 
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Subject: For those of you playing SWTOR I got a question....
Aethelgrin posted:
Gilligan.USCG posted:
Aethelgrin posted:
[quote=Gilligan.USCG]They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.


I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.

Just the biochem medpacks or all medpacks? If it's all, that's not really a nerf to biochem...


All medpacs, but I doubt non-Biochem players are using regular medpacs all that much in PvP.[/quote]
So that's not really a Biochem nerf, then.

 

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Aethelgrin 
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Subject: For those of you playing SWTOR I got a question....
Gilligan.USCG posted:
Aethelgrin posted:
Gilligan.USCG posted:
[quote=Aethelgrin][quote=Gilligan.USCG]They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.


I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.

Just the biochem medpacks or all medpacks? If it's all, that's not really a nerf to biochem...


All medpacs, but I doubt non-Biochem players are using regular medpacs all that much in PvP.[/quote]
So that's not really a Biochem nerf, then.[/quote]

Call it what you want.

Biochem

The Exotech Medpac is now named “Exotech Med Unit.” Its overall healing has been reduced and is now in line with similar level medpacs, and it temporarily increases the maximum health of its targets.
The amount healed by Rakata Medpacs has been reduced. This item now additionally increases maximum health briefly.

That's pretty much a straight nerf though.

 

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Sith_Mauler 
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Subject: For those of you playing SWTOR I got a question....
Aethelgrin posted:
Gilligan.USCG posted:
Aethelgrin posted:
[quote=Gilligan.USCG][quote=Aethelgrin][quote=Gilligan.USCG]They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.


I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.

Just the biochem medpacks or all medpacks? If it's all, that's not really a nerf to biochem...


All medpacs, but I doubt non-Biochem players are using regular medpacs all that much in PvP.[/quote]
So that's not really a Biochem nerf, then.[/quote]

Call it what you want.

Biochem

The Exotech Medpac is now named “Exotech Med Unit.” Its overall healing has been reduced and is now in line with similar level medpacs, and it temporarily increases the maximum health of its targets.
The amount healed by Rakata Medpacs has been reduced. This item now additionally increases maximum health briefly.

That's pretty much a straight nerf though.
[/quote]

i am on the fence about going to 400 skill now because blue health packs you can create before 400 skill heal just as much as the nerfed epic healing kits. I still may go all the way but just not as fast.

at least that is the info being reported from the test server.

and for me on my merc and scoundrel they are just basically my last resort 9/11 type heals.

so by the time I have to use a heal pack I am going to die anyways the majority of the time.

on my vanguard I am going to train 3 gathering skills and just make gobs of cash selling on gtn.


 

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