The image below is from 5. This is the Crew Skills UI. From here you will get access to all the Gathering Skills and Mission Skills you have. Grade 11 was added with the Update 6. It also added new points to the crew skills cap, as I explained above. Now the new cap is To continue your progress with each crew skill after you reach a cap, you need to stop by the crew skill vendor and purchase a new token to unlock the next points — up to Currently there are 11 Grades available with 1 being the lowest level for gathering crafting materials and Grade 11 is the highest one, used to craft maximum level entry-level EndGame gear, consumables and more.
They are split into two major categories based on what purpose they serve: Collecting Skills Materials and Crafting Skills. Crafting is an essential part of the game. Through it you can get a nice set of gear for your character, boost it with a good stim or stock up on all kinds of bombs, grenades and other consumables.
With the right training, you and your crew will be able to scavenge for raw materials, slice computer systems, and track down valuable artifacts. The resources and information you gather can be sold on the open market for a profit, or your crew can use them to craft useful and valuable items. If you like, you can select Gathering skills for all three of the Crew Skill slots available to your team. Mission skills are a unique addition to the Crew Skills system.
With these skills, you send companions from your crew across the galaxy on various missions to recover information, hunt down loot, or complete other goals to bring you rewards. You can choose from a variety of mission skills — is your crew into conducting research? Participating in diplomatic missions? Trading in illicit goods? There are many options, each with their own set of benefits and rewards. Some can even earn you light or dark side points. If you select Light Side from the Dark vs Light alignment toggle panel you will only earn Light Side points from the respective Missions you send your companions to.
Same goes for Dark — all your missions will then bring you Dark Side points. Any number of your Crew Skills can be a Mission skill, so get ready to put your team to work! Depending on how you choose to specialize, your crew will be able to construct armor, weapons, implants, or other types of useful items and gear.
You can use these items yourself or put them up on the open market for profit. Being able to craft your own Augments, will save you a lot of resources and money. Especially if you are aiming to be a progression player or already are. The simple rules state that you are allowed to have up to three crew skills in total if you are a Subscriber. An easy way to unlock the third one for free is if you use a Referral Link.
Crafting Skills should be combined with certain Gathering and Mission Skills that compliment them. This crew skill revolves around producing medical supplies, serums that enhance performance, bioimplants, etc. Also, if you have Biochem as your chosen skill, you can craft health-restoring medpacs, single-use injections boosting the physical abilities, as well as biological implants enhancing combat efficiency.
However, Biochem is a kind of skill that can be useful for all classes. This skill allows you to put together armor for droid, earpieces, grenades, armoring, mods, and various gadgets. This equipment vastly enhances your combat strength thanks to numerous modifications and augments. The item that deserves a special attention is the earpiece. It's a movie-like gadget worn near the ear, that provides you with an audio-visual feedback of your surroundings. Its utility is invaluable.
Cybertech goes well for all classes, and each character can benefit from it. The best gathering profession to take with it will be the Scavenging. For your cybergadgets you will need lots of metal and synthetic materials. If you expect to see here your granny with an awl, you may be disappointed. In SWTOR Synthweaving is a different type of weaving, which involves creating light armors and augments from crystals, chemicals, and artifact fragments. This is the Force-users counterpart of the Armormech.
You can purchase premade solutions and materials from vendors, but most of the time you should make effort to be self-sufficient. Naturally, the best gathering skill to pair up with Synthweaving is Archaeology. Or the hands of your companion. These crew skills involve sending your companions into certain regions of the Galaxy to interact with natives, and be it solve situations or come back with a profit.
It's an activity revolving around diplomatic missions - deescalating conflicts, solving problems, and conducting negotiations. Sending your crew members on diplomatic mission can get you light side or dark side points. Also, on top of that, you are eligible to receive medical supplies, medpacs, adrenals, stimulants, and companion gifts. Due to potential materials obtained from these missions, Biochem can be a useful crafting skill to go with Diplomacy. Ah, who wouldn't want to be a spy, even if it was only a video game?
Investigation is all about discovering, researching, analyzing, and decoding the intel. As you send your companions on investigation missions, you can get researched compounds, artifact weapons, blaster barrels, schematics, and companion gifts in return. Armstech is probably the skill that benefits the most from the Investigation, so it's wise to pair them up. Although all crafting crew skills have opportunities to make something out of various schematics.
This mission skill is pretty much self-explanatory. This crew skill gives your crew members the ability to follow the clues for them to recover precious items. These missions can yield Custom lightsaber schematics, rare gemstones that are used to build prototype and artifact enhancement, color crystals, hilts, and generators.
On top of that, you can receive lockboxes that contain items, credits, or companion gifts. The best rewards for Treasure Hunting are tied to lightsabers, which makes Artifice the best crafting skill to match it with.
Smuggler class is what comes up to mind right here, but this crew skill is not class-bound. Actually, it's quite useful for all classes, as companions sent on the Underworld Trading mission can bring back luxury fabrics, underworld metals useful for prototype and artifact armory, earpieces, grenades, upgrades, and modifications. Just like in the rest of mission skills, you can obtain a crew companion gift. Armormech, Cybertech, and Synthweaving crafters will benefit the most from this one.
It all depends on few factors, like your advancement into the storyline, purpose of playing, and personal preferences. The first reason is that you will not be able to create the equipment worth enough, and whatever you make with Biochem, Armormech, Artifice, or others, you will have replaced soon enough.
Investing time, crew skill slot, and materials into it is pointless. Once you replace one of your gathering, thus money-making, skills with a crafting skill, you lose income and you gain a money sink.
If you are not nearing the endgame, stick to the gathering ones. The table turns in the endgame, where you need all the power you can get. Here is where your choice depends solely on your purpose. Armormech gives you access to the best armor for non-Force users, Artifice is the lightsaber manufacturing skill, Biochem gives medpacs and injectors, etc.
Also, if you are planning to remain a farmer, there is no force in the Galaxy to make you pick an unwanted crew skill. Thus, if you want to become a provider without having to look for commercial outlet, you can provide for us at Sellers and Friends. All in all, your selection should be well-thought.
You can unlearn a crew skill, but you will have to level up the new one from scratch. There you go. All you need to know about SWTOR crew skills - which one should you choose, which not, and which one will the most useful in the endgame.
Remember, that crafted gear comes with slightly lower price than the one bought on GTN, and way less effort if you take grinding into account. Stay with us if you liked our guide, as we have much more cool content for our buyers.
If your memory is as unreliable as mine, gathering crafting materials in SWTOR can become time consuming and even a bit tedious. As a note, while I will not be mention it in this guide, you can, of course, purchase all crafting materials on the Galactic Trade Network.
Though this depends on availability and your funds. Preferred accounts have two and subscribers have three. Crew Skills can be unlocked in the Cartel Market, by subscribing for one month. I think, using a referral code from an existing subscriber unlocks one too. Gathering Crew Skills trainers are all located in a room identified by this sign:. Update 6. So I will make a distinction between grades 1 to 10 and grade 11 materials.
Archaeology, Bioanalysis and Scavenging mostly yield Premium quality materials. Slicing mostly yields Prototype and Artifact materials or credit lockboxes. While Crafting Supplements do not necessarily fall under the Gathering Skills umbrella they are essential to crafting.
I will succinctly cover before we get into the thick of it! Crafting Supplements are used to craft assembly components, bonded attachments and cell grafts. These are then used to craft more advanced items like pieces of armor, weapons, dyes or war supplies. They have their own category in the Crafting Materials Inventory.
You can also find them in various chests located all over the galaxy. But these are often guarded by enemy NPCs. They usually contain grade 11 materials but can sometimes hold lower-grade materials.
You can also purchase gifts to improve companion influence from them. He can upgrade your Jawa Scraps to a higher quality — at a price. There are several ways you can obtain Jawa Scraps. The easiest and most efficient way is by deconstructing pieces of equipment. The exchange rate for materials with the Jawa Peddlers is related to the materials grade. The price of one piece of material equals its grade except for grade 11 materials;.
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