Hands of Justice

What we have played => Star Wars: The Old Republic => Topic started by: Caradir on November 09, 2011, 07:53:07 AM

Title: Crafting
Post by: Caradir on November 09, 2011, 07:53:07 AM
Having been thinking about crafting recently, ive realised that we may need some planning as a guild to help supply each other craftables.

MAIN INFO (http://www.swtor.com/info/systems/crew-skills)

so 3 skills per character from

Gathers (for collecting stuffs):

Archaeology – the ability to seek out imbued items like Lightsaber crystals and ancient artifacts

Bioanalysis – the practice of collecting genetic material from creatures and plants

Scavenging – the art of recovering useful materials and parts from old or damaged technology

Slicing – a skill in accessing secured computer systems and lockboxes to acquire valuable data and rare schematics

Crafts (for making stuff):

Armormech – the ability to work with hard metals and electronic shielding to construct all types of personal armor

Armstech – the skill of constructing blasters, blaster rifles and upgrades

Artifice – the delicate work of constructing Jedi and Sith artifacts

Biochem –the engineering of performance-enhancing chemical serums and biological implants

Cybertech – the technical expertise to construct gadgets and components for Droids and high-tech armors

Synthweaving – the art of creating lighter outfits and armors that are imbued with supernatural qualities


Mission skills (send those pesky crew members out to get stuffs)

Diplomacy – the art of conducting and managing negotiations

Investigation – the skill of examining evidence and following clues to discover valuable secrets

Treasure Hunting – the ability to track down and recover valuable items by investigating a series of clues

Underworld Trading – expertise in the trading of illegal goods and services


So selecting 3 of those for your team may be hard, so heres more info.

Interdependence

Armormech uses materials from Scavenging, Investigation, and Underworld Trading.

Armstech uses materials from Scavenging and Treasure Hunting.

Artifice uses materials from Archaeology, Treasure Hunting, and Underworld Trading.

Biochem uses materials from Bioanalysis and Underworld Trading.

Cybertech uses materials from Scavenging, Slicing, Treasure Hunting, and Underworld Trading.

Synthweaving uses materials from Archaeology, Diplomacy, Investigation, and Underworld Trading.

SO from that you can tell that 1 crafting skill per toon is all youll reasonably be able to do well. (and underworld trading seems to be the daddy of mission skills)


What can i craft?

Cybertech - This skill specializes in Droid upgrades, but can also craft earpieces. They also make modifications for certain items: Harnesses, Overlays, Underlays, Circuitry, Gadgets and Generators.

Armstech - This skill specializes in creating weapons like the Assault Cannon, Blaster Pistol, Blaster Rifle and Sniper Rifle. It also allows a player to craft weapon modifications: Barrels, Scopes and Triggers.

Synthweaving - This skill specializes in creating armor, allowing a player to craft light, medium and heavy variations. There were no other item categories listed, so you can probably assume that the skill will not be able to craft modifications, instead leaving that to other skills like Cybertech.

Artifice - This skill specializes in creating modifications for items, including lightsabers - something Jedi will covet during their journeys. The item categories the Artifice skill can craft are: Circuitry, Emitter Matrix, Focus Crystal, Focus Lens, Gadget, Harness, Overlay, Underlay and Resonance Crystal.

Biochem - Allows the creation of performance-enhancing serums and various implants. You can consider this the 'potion maker' of The Old Republic.

crits? and rarity?

Yes, both are affected by the "affection" level with your companions.
This can change based on action during dialogues, interactions with them, and the giving of gifts (vendored)

Higher affection gives better chance at finding rarer schematics/materials on mission.

Title: Re: Crafting
Post by: Kurtt on November 09, 2011, 08:17:47 AM
I was leaning toward Sythweaving, but now mod slots are back in, I may have to go with Artifice.

Probably add Archeology and potentially Slicing to that list.

This will be for my Jedi Knight main.
Title: Re: Crafting
Post by: Caradir on November 09, 2011, 08:27:19 AM
I was leaning toward Sythweaving, but now mod slots are back in, I may have to go with Artifice.

Probably add Archeology and potentially Slicing to that list.

This will be for my Jedi Knight main.

remember that companions are slanted towards certain skills and give bonuses to them. Thast what ill be using to decide i think, or may just go with what i like ;)
Title: Re: Crafting
Post by: Mangala on November 09, 2011, 09:05:50 AM
Not sure what crafting - if at all - I will focus on. Probably something to do with armours and weapons for non jedi.

I kinda believe that a top notch mission specialist such as my duder will be should be able to alter/add to his own weapons and armour over time, displaying some self sufficiency in that regards, and obviously some tips picked up from armour/weapon builders back in the world etc. But Bioware obviously believe differently about this, and went with this interesting crew system, which could turn out okay, if they do it right - ie dont allow us to buy recipes or even learn them as our crew levels, make them discoveries costing actual items that need reverse engineering and breaking down in parts etc, with alot of interdependency on other crafter skills to get some of these parts/items.

(sorry to derail, but as crafting in mmos gets easier due to spastics everywhere, I get slightly a tad high horsey)
Title: Re: Crafting
Post by: Caradir on November 09, 2011, 09:45:15 AM
Not sure what crafting - if at all - I will focus on. Probably something to do with armours and weapons for non jedi.

I kinda believe that a top notch mission specialist such as my duder will be should be able to alter/add to his own weapons and armour over time, displaying some self sufficiency in that regards, and obviously some tips picked up from armour/weapon builders back in the world etc. But Bioware obviously believe differently about this, and went with this interesting crew system, which could turn out okay, if they do it right - ie dont allow us to buy recipes or even learn them as our crew levels, make them discoveries costing actual items that need reverse engineering and breaking down in parts etc, with alot of interdependency on other crafter skills to get some of these parts/items.

(sorry to derail, but as crafting in mmos gets easier due to spastics everywhere, I get slightly a tad high horsey)

i agree with you ;)

recipes should be hard work, make crafting tricksy