what are the best crew skills to get for making armor?
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Mar 19, 2013 5:51 pm GMT
what are the best crew skills for making armor? I am mostly interested in heavy armor. but i am fairly new to mmos and I dont know very much about crafting in here. Also I have been using archaeology with my jedi and how do I get better lightsaber crystals to craft? All I keep getting right now is crystals that just give me +2 endurance.
Mar 19, 2013 6:02 pm GMT
Synthweaving makes armor that gives Strength and Willpower, Armormech makes armor with Aim and Cunning. If you're playing a Jedi, you probably would rather have Synthweaving, if you take either one. Another consideration would be Cybertech, though, which makes two of the three modifications used in most customizable armor, and does so for
all class types. This makes it easier to gear your companions as well as yourself. Artifice (which it sounds like you have) is somewhat similar, making enhancements, hilts, color crystals, and offhand shields/generators that are mostly used by Force-using classes, but not entirely so.
As far as getting better schematics and results go, the only trick is to keep using them. Every 20-40 points in your crafting skill, you'll be able to purchase new schematics from your respective vendor. You can also find rare schematics as enemy drops (or sold on the GTN). Finally, you can upgrade the ones you have to a slightly higher quality of the same level by Reverse Engineering items you've built.
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Mar 19, 2013 6:06 pm GMT
To the first part of your post, armors for non-Force Users is made by Armormechs, while Force-user armors are made by Synthweavers. Since you specified heavy armor, you'll be wanting to go Armormech. To support that, you'll probably want Scavenging, though I'm not sure offhand what is best for the third option. Perhaps Underworld Trading.
As for the second part of your question, you need to gain points in the crafting skill you've chosen. This is done by crafting any recipes in your repertoire. So long as the recipe isn't greyed out in your list
(indicating its below your current crafting level), you will gain points for everything you craft. Check back with your Crew Skill Trainer every so often to purchase higher level recipes as you progress. Also, there are recipes that you can buy from the GTN that otherwise won't be available from your trainer.
Edit because ninja'd. And I forgot RE'ing. XD
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http://i.imgur.com/pdoYu.pngMar 19, 2013 10:02 pm GMT
Given the easy availability of orange armors to customize (social gear covers a lot of slots, even if it is ugly), I'd strongly recommend Cyber. You can use commendations to buy stuff to fill in the slots where you can't make things (hilts/barrels/mods). You will have to buy crystals from other players, but none of them gives a huge bonus anyway so you're not missing out on much if you don't upgrade them constantly.
Cyber also gives you a couple of other oddities like grenades and earpieces that shouldn't be sneezed at. As has been pointed out, it also makes gear for everyone, so if you have alts or companions you don't need to level a new crafting skill.
I took artifice to 400 on my first character to 50 and crafted maybe 3 or 4 things on my way to 50 that I actually used. It was a waste of time, though it was sort of enjoyable as its own little challenge.
Mar 19, 2013 10:58 pm GMT
Ok I have raised my skill a bit now but I still haven't been able to buy any new skills from the trainers. My artifice is at 46 and my archaeology is at 39 but everytime I go to those trainers it says there is nothing new for you to learn. When can you start buying new skills from them? Does my overall level matter? I am currently level 19.
Mar 20, 2013 1:39 am GMT
Despite your interest, I'd recommend against any crafting skills unless you plan on crafting after Lv50.
Except for reusable med-packs and stims, there is nothing you can create using crafting skills before the end-game, that isn't available in an easier and better version from vendors.
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Mar 20, 2013 7:33 am GMT
New schematics usually become available every 20 levels, on crafting skills only. So, at 20, 40, 60, and so on, all the way up to 400.
Archaeology is not a crafting skill, so you've done all the training you'll ever need on that.
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Mar 20, 2013 6:12 pm GMT
but even in my artifice skill when I talk to that trainer it says there are no new skills that he can teach me and he hasn't taught me any and I am around level 43 with it. Every time I talk to him it just shows different items I can buy and no schematics.
Mar 25, 2013 4:33 pm GMT
Deaths_Blade posted...Except for reusable med-packs and stims, there is nothing you can create using crafting skills before the end-game, that isn't available in an easier and better version from vendors.
I wouldn't say that is true for all crafting skills.
I was able to keep my Cybertech up to date and be able to outfit my main, companions and alts with level appropriate mods for adaptive gear.
I know others can do the same with the commendation from each planet but usually by the time I've obtain enough commendation to buy those items with commendation, my character would have already outlevel the gear of that planet while my mods from Cybertech were always up to date.
I know the game is simple enough that some out-dated mods won't break your character but what I was getting from Cybertech were better than the mods available from the commendation vendors.
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Mar 25, 2013 5:29 pm GMT
Deaths_Blade posted...Except for reusable med-packs and stims, there is nothing you can create using crafting skills before the end-game, that isn't available in an easier and better version from vendors.
I agree with Adam on Cybertech being useful...more useful, really. I find re-usable medpacks and stims considerably to be of very little value. My one Biochemist crafted greens and I always had to make
more than I needed, just to level the skill up enough to unlock the next tier.
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