Post by clamus on Oct 15, 2013 14:09:50 GMT
Crafting....
Crafting comes in two flavors: for fun and for profit. Profit is also subjective because it can be profitable to be able to make your own high end gear or because it saves you time and money as you level.
There are three types of Professions: Crafting, Gathering and Mission.
Crafting Professions
Armormech - Craft your own Tech User Armor in either Medium or Heavy varieties. Tech users are Bounty Hunters/Troopers and Imperial Agents/Scoundrels. You can craft green quality, blue quality and artifact/custom quality gear. Green and Blue Quality gear is a waste of time and money because most people have Orange Shells that they upgrade throughout that character's time. The end game benefit that Armormech provides is the following: Augments and Augment Kits. Armormechs make Aim, Cunning, Shield and Absorption Augments that are critical to the Raiders among us. They also produce Augment Kits which can turn a nice tidy profit.
Armstech - Craft your own Barrels for Tech Users, Blaster Pistols and Blaster Rifles. Again, you can create three quality levels, Green, Blue and Artifact (Purple.) The weapons have little use as no one wants them. You can craft Orange weapon shells as well and those are pretty cool. The end game benefit is making Barrels, Augments and Augment Kits. The Augments you can make are Overkill (Power), Critical, Surge and Accuracy. You can also make Augment Kits. Barrels are the interesting point because if you raid and you reverse engineer a grade 69 or 72 Barrel, you can make a nice sum of credits for those. Beyond leveling though, it has limited appeal.
Biochem - Take weeds and make your very own stuff! This is one of two viable end game professions. You can make stims and adrenals, which are VERY handy as you level and downright mandatory for raids. You can also make MedPacks that are reusable! Saves you a ton of money and time. You can also make implants, a nice steady source of income while leveling. Again, like all other professions there are three levels of quality, Green (crap), Blue (Semi Crap to OK) and Purple (AWESOME!) To get the Purple quality of stuff, you have to reverse engineer the Blue quality of stuff. And in the case of Implants you go from Green to get one of three Blues, Critical, Overkill or Redoubt. Each of the 3 Blue Quality ones yield 5 unique Purple Implant possibilities for a total of 15. These sell well for lower level toons. The Reusable Stims and Adrenals give you a great edge in any group content.
Synthweaving - Its like Armormech except for creating armor for Force Usres, Sith Warriors/Jedi Knights and Sith Inquisitors/Jedi Counselors. Same strictures from one applies to the other. The Augments that Synthweaving makes are Strength, Willpower, Command (Presence), Alacrity and Redoubt (Defense.) You can also make Augment Kits.
Cybertech - REALLY handy while leveling that also has some end game viability. It makes Armorings, Mods, Ship Parts, Earpieces and GRENADES!!!! Things that go BOOM!!!!! Like Armstech, if you reverse engineer Raid Quality Armorings and Mods then you can turn a VERY nice profit. Like Biochem, it does not make Augments or Augment Kits. Earpieces are just like implants that you can RE greens into one of three blue types then RE those into one of 15 Unique Purple types. The End Game possibilities are in making and REing Earpieces, Mods and Armorings.
Artifice - Good while leveling for Force Users. Makes Lightsaber Parts in the form of Hilts and Color Crystals. Also makes Enhancements, Relics and Force Weapons. End game viability comes from the crafting and reverse engineering end game relics and enhancements. No Augments come from this profession.
Gathering Skills
Bioanalysis - He Who Gathers Weeds and Bacterium! Needed for Biochem.
Archeology - He Who Gathers Rock Looking Things and Other Old Stuff. Needed for Synthweaving and Artifice.
Scavenging - He Who Skims Through Refuse to Collect Metal Scraps!!! Needed for Armormech, Armstech and Cybertech.
Slicing - He Who Breaks Into Encrypted Technology!!! Needed for Augment Parts for all professions that can make Augments. Also finds you recipes for all the Crafting Skills.
Mission Skills - The below skills require you to send your companions out to complete these missions to gather the materials desired.
Underworld Trading - Gathers the Blue and Purple Quality Materials to complete Armormech, Synthweaving and Cybertech's high end schematics.
Treasure Hunting - Gathers the Blue and Purple Quality Materials to complete Artifice.
Investigation - Gathers Blue and Purple Materials needed to complete the high end schematics for Armstech.
Diplomacy - Gathers Blue and Purple Materials needed to complete high end recipes for Biochem.
Hope this helps
Crafting comes in two flavors: for fun and for profit. Profit is also subjective because it can be profitable to be able to make your own high end gear or because it saves you time and money as you level.
There are three types of Professions: Crafting, Gathering and Mission.
Crafting Professions
Armormech - Craft your own Tech User Armor in either Medium or Heavy varieties. Tech users are Bounty Hunters/Troopers and Imperial Agents/Scoundrels. You can craft green quality, blue quality and artifact/custom quality gear. Green and Blue Quality gear is a waste of time and money because most people have Orange Shells that they upgrade throughout that character's time. The end game benefit that Armormech provides is the following: Augments and Augment Kits. Armormechs make Aim, Cunning, Shield and Absorption Augments that are critical to the Raiders among us. They also produce Augment Kits which can turn a nice tidy profit.
Armstech - Craft your own Barrels for Tech Users, Blaster Pistols and Blaster Rifles. Again, you can create three quality levels, Green, Blue and Artifact (Purple.) The weapons have little use as no one wants them. You can craft Orange weapon shells as well and those are pretty cool. The end game benefit is making Barrels, Augments and Augment Kits. The Augments you can make are Overkill (Power), Critical, Surge and Accuracy. You can also make Augment Kits. Barrels are the interesting point because if you raid and you reverse engineer a grade 69 or 72 Barrel, you can make a nice sum of credits for those. Beyond leveling though, it has limited appeal.
Biochem - Take weeds and make your very own stuff! This is one of two viable end game professions. You can make stims and adrenals, which are VERY handy as you level and downright mandatory for raids. You can also make MedPacks that are reusable! Saves you a ton of money and time. You can also make implants, a nice steady source of income while leveling. Again, like all other professions there are three levels of quality, Green (crap), Blue (Semi Crap to OK) and Purple (AWESOME!) To get the Purple quality of stuff, you have to reverse engineer the Blue quality of stuff. And in the case of Implants you go from Green to get one of three Blues, Critical, Overkill or Redoubt. Each of the 3 Blue Quality ones yield 5 unique Purple Implant possibilities for a total of 15. These sell well for lower level toons. The Reusable Stims and Adrenals give you a great edge in any group content.
Synthweaving - Its like Armormech except for creating armor for Force Usres, Sith Warriors/Jedi Knights and Sith Inquisitors/Jedi Counselors. Same strictures from one applies to the other. The Augments that Synthweaving makes are Strength, Willpower, Command (Presence), Alacrity and Redoubt (Defense.) You can also make Augment Kits.
Cybertech - REALLY handy while leveling that also has some end game viability. It makes Armorings, Mods, Ship Parts, Earpieces and GRENADES!!!! Things that go BOOM!!!!! Like Armstech, if you reverse engineer Raid Quality Armorings and Mods then you can turn a VERY nice profit. Like Biochem, it does not make Augments or Augment Kits. Earpieces are just like implants that you can RE greens into one of three blue types then RE those into one of 15 Unique Purple types. The End Game possibilities are in making and REing Earpieces, Mods and Armorings.
Artifice - Good while leveling for Force Users. Makes Lightsaber Parts in the form of Hilts and Color Crystals. Also makes Enhancements, Relics and Force Weapons. End game viability comes from the crafting and reverse engineering end game relics and enhancements. No Augments come from this profession.
Gathering Skills
Bioanalysis - He Who Gathers Weeds and Bacterium! Needed for Biochem.
Archeology - He Who Gathers Rock Looking Things and Other Old Stuff. Needed for Synthweaving and Artifice.
Scavenging - He Who Skims Through Refuse to Collect Metal Scraps!!! Needed for Armormech, Armstech and Cybertech.
Slicing - He Who Breaks Into Encrypted Technology!!! Needed for Augment Parts for all professions that can make Augments. Also finds you recipes for all the Crafting Skills.
Mission Skills - The below skills require you to send your companions out to complete these missions to gather the materials desired.
Underworld Trading - Gathers the Blue and Purple Quality Materials to complete Armormech, Synthweaving and Cybertech's high end schematics.
Treasure Hunting - Gathers the Blue and Purple Quality Materials to complete Artifice.
Investigation - Gathers Blue and Purple Materials needed to complete the high end schematics for Armstech.
Diplomacy - Gathers Blue and Purple Materials needed to complete high end recipes for Biochem.
Hope this helps