Hands of Justice

What we have played => Star Wars: The Old Republic => Topic started by: Kurtt on November 29, 2011, 12:24:08 PM

Title: Crew Skills
Post by: Kurtt on November 29, 2011, 12:24:08 PM
Just thought I'd stick a quick post up to discuss what crew skills we'll be taking at launch.

I'll be rolling with Artifice, Archaeology and Treasure Hunting. So, if you need mods or high end Lightsabers, I'll be your man.

Yyan is going Synthweaving as far as I know. 
Title: Re: Crew Skills
Post by: Caradir on November 29, 2011, 12:27:04 PM
My smuggler is going Armstech i think ;)

so scavenging and Treasure hunting.
Title: Re: Crew Skills
Post by: Caradir on November 29, 2011, 12:31:24 PM
this may help ;)

(http://handsofjustice.co.uk/forum/gallery/2_29_11_11_1_30_38.jpg)
Title: Re: Crew Skills
Post by: Chug on November 29, 2011, 12:52:36 PM
In beta I went Cybertech/Scav/UT. Enjoyed Cybertech, crated weapon/armor modifications aswell as upgrades/gear for droid companions. Interestingly, the item rating level actually increases with the modifications you put in them. I had a rating 28 blaster pistol ,and fully upgraded it with blue mods i made/bought and it ended up lv 50. You can also get some mods which add extra bonuses, like raw weapon dmg etc. I can see it being potentially lucrative, as I think most people will go for gear or weapon crafting.
Title: Re: Crew Skills
Post by: Caradir on November 29, 2011, 01:08:51 PM
In beta I went Cybertech/Scav/UT. Enjoyed Cybertech, crated weapon/armor modifications aswell as upgrades/gear for droid companions. Interestingly, the item rating level actually increases with the modifications you put in them. I had a rating 28 blaster pistol ,and fully upgraded it with blue mods i made/bought and it ended up lv 50. You can also get some mods which add extra bonuses, like raw weapon dmg etc. I can see it being potentially lucrative, as I think most people will go for gear or weapon crafting.

i also noticed whilst doing artifice that the "hilt" mod determines the level needed to equip the saber and the level of the other mods that could then be applied.

So if you like the look of your starting saber it is completely possible to continually evolve it.
Title: Re: Crew Skills
Post by: Kurtt on November 29, 2011, 01:54:33 PM
In beta I went Cybertech/Scav/UT. Enjoyed Cybertech, crated weapon/armor modifications aswell as upgrades/gear for droid companions. Interestingly, the item rating level actually increases with the modifications you put in them. I had a rating 28 blaster pistol ,and fully upgraded it with blue mods i made/bought and it ended up lv 50. You can also get some mods which add extra bonuses, like raw weapon dmg etc. I can see it being potentially lucrative, as I think most people will go for gear or weapon crafting.

i also noticed whilst doing artifice that the "hilt" mod determines the level needed to equip the saber and the level of the other mods that could then be applied.

So if you like the look of your starting saber it is completely possible to continually evolve it.

Yeah, I noticed that. Got a really nice Lightsaber for 16 Coruscant commendations, with a nice hilt model, and a slightly different activation/deactivation sound. I'll likely make that my regular saber and continue to upgrade it.
Title: Re: Crew Skills
Post by: Keggi on November 30, 2011, 06:43:55 PM
im going synthweaving on my consular any idea on any of the others that will work well with it ?
Title: Re: Crew Skills
Post by: Caradir on November 30, 2011, 06:47:32 PM
im going synthweaving on my consular any idea on any of the others that will work well with it ?

see my post above with piccy ;)

or

Archaeology for gathering

diplomacy for light armour

investigation for medium
Title: Re: Crew Skills
Post by: Keggi on November 30, 2011, 06:51:04 PM
im going synthweaving on my consular any idea on any of the others that will work well with it ?

see my post above with piccy ;)

or

Archaeology for gathering

diplomacy for light armour

investigation for medium

i really do need to open my eyes more :D
Title: Re: Crew Skills
Post by: Mangala on November 30, 2011, 06:58:52 PM
Still think Treasure Hunting works okay with Synthweaving, was getting me mats I needed just fine enough even for the synth heavy stuff.
Title: Re: Crew Skills
Post by: Caradir on November 30, 2011, 07:00:21 PM
Still think Treasure Hunting works okay with Synthweaving, was getting me mats I needed just fine enough even for the synth heavy stuff.

Synthweaving doesnt make heavy armours

Armourcraft makes medium/heavy armour for non force users.
Title: Re: Crew Skills
Post by: Mangala on November 30, 2011, 07:20:06 PM
Still think Treasure Hunting works okay with Synthweaving, was getting me mats I needed just fine enough even for the synth heavy stuff.

Synthweaving doesnt make heavy armours

Armourcraft makes medium/heavy armour for non force users.

I assure you it was making heavy armour for my Sith Warrior. Which can and does use heavy armour.  Which was a surprise to me as Id seen things that didnt suggest it could not create that level of armour, in the lead up to the weekend too.

I know an sw is a forceuser, but the armour a synth does for them is great.
Title: Re: Crew Skills
Post by: Kurtt on November 30, 2011, 09:28:31 PM
Pretty sure Synthweaving does make heavy armour, with Str and End on it.

Armourtech makes heavy armour with Aim/End for Troopers and BHs.
Title: Re: Crew Skills
Post by: Caradir on November 30, 2011, 09:41:43 PM
Pretty sure Synthweaving does make heavy armour, with Str and End on it.

Armourtech makes heavy armour with Aim/End for Troopers and BHs.

Thats what it is i took the wrong crafting skill on my Knight due to my misinterpretations ;)
Title: Re: Crew Skills
Post by: Caradir on December 04, 2011, 12:05:59 AM
mucked about on Biochem and OMFG

Reverse Engineered med pack up to purple and it says

"This marvel of biochemical engineering is not consumed on use"

single med pack 90 sec cooldown reusable mofo

not tried making one yet as materials are rare (purple quality alien blood) but im assuming its not bind and as such passable between alts :D
Title: Re: Crew Skills
Post by: Warcold on February 04, 2012, 11:36:17 PM
Could you sticky this thread Jon? I like that overview that Garry posted.
Title: Re: Crew Skills
Post by: Mangala on February 04, 2012, 11:55:45 PM
Done.
Title: Re: Crew Skills
Post by: Caradir on February 05, 2012, 01:50:56 AM
please
dont sticky my shit

people lovr yo shit on my cornflakes
Title: Re: Crew Skills
Post by: Goatboy on February 06, 2012, 02:22:55 AM
(http://d.static.memegenerator.net/cache/instances/500x/13/13775/14105811.jpg)