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Which crafting skill should I choose? - The Academy

Trying to decide which crafting skills you should pick in SWTOR? This video covers what types of items each crafting skill can craft, the pros and cons of each, and some tips and suggestions.

🔗 Full Written Version of this guide
https://swtorista.com/articles/which-crafting-skill-should-i-choose-in-swtor/

🔗 Video About How to Craft:
https://www.youtube.com/watch?v=1FlCmEq3sNI

🔗 Referral Code for a free crafting skill if you are preferred and subbed in the past (see description for troubleshooting)
https://www.youtube.com/watch?v=JM03JZh67gI

Endgame Crafting

If you’re crafting on a high level character, you may choose to craft for endgame rather than for fun. Endgame crafting is crafting purely for statistics - to raise your character’s stats, like your power or endurance, so you can perform better in combat. This includes crafting armorings, mods, enhancements, hilts, barrels, relics, earpieces, implants and augments. Knowing which crafting skills to take for endgame requires you to be familiar with what pieces of endgame gear each crew skill can craft, and which types of stats your specific type of character needs. For example, a healer needs an entirely different set of gear than a tank.

🔗 Video About Gearing & Stats
(just stop when it starts getting into gear rating and where to get gear, it is outdated)
https://www.youtube.com/watch?v=532OUMui2Oc

🔗 Bant/Vicadin’s Optimal Stats Guide
http://www.swtor.com/community/showthread.php?t=918622

🔗 Which Crafting Skills can craft what for Endgame Armor
https://www.reddit.com/r/swtor/comments/77bhji/does_anyone_know_of_any_guides_for_who_can_craft/dokjyu7/

Artifice

The first crafting skill you can choose is Artifice. Artificers can craft a variety of things, and the one they’re most well known for are color crystals that can change the color of your lightsaber’s blade, or the color of the bolts that come out of your blasters. Artificers are also the only crafters that can craft dyes - there’s over fourty craftable dyes, plus some special ones from reputation. Artificers can also craft lightsabers and double-bladed lightsabers, relics, shields generators and focuses. Artifice’s complementary skills are Archaeology and Treasure Hunting.

Synthweaving

If you’re looking to craft armor for your force user, try out Synthweaving. Synthweaving lets you craft armor for any type of Jedi or Sith.. you could technically even wear them on your non-force user, as all new crafted armors are adaptive and can be worn on characters that use light, medium or heavy armor. Synthweaving’s complementary skills are Archaeology and Underworld Trading.

Armormech

If you’d like to make armor for a non-force using character, pick Armormech. Armormech can craft armor that looks good on Troopers, Smugglers, Bounty Hunters and Imperial Agents. Armormech’s complementary skills are Underworld Trading and Scavenging.

Armstech

If you want to be able to craft blasters for your non-force-using characters, Armstech is the way to go. Unfortunately, most of the default craftable weapons, from lightsabers to blasters, are not moddable... And there’s no slot in the outfit designer for weapons. So be aware that a lot of the weapons you can craft might look cool, but they won’t be great for your high-level character. Because of this, I don’t really recommend picking up Armstech. If you do end up picking Armstech, its complementary skills are Investigation and Scavenging.

Cybertech

Cybertech is the odd one out when it comes to cool things you can craft, as they can’t make weapons or armor. Instead, they can create a motley of items including ship parts, grenades, and even a few speeders. Cybertech’s complementary skills are Scavenging and Underworld Trading.

Biochem

The last crafting skill is Biochem, and like Cybertech, it’s a bit odd. Biochemists craft medpacs, stims and adrenals - all of which can mean the difference between life and death in tricky combat situations, like heroics, operations or flashpoints. At the time of making this video, Biochem crafters can also use special re-usable medpacs, stims and adrenals. These schematics are earned from the Umbara flashpoint and require Biochem level 600 to craft AND to use. Because of these schematics, biochem is sometimes known as the most “useful” skill, since the items crafted by all the other skills can technically just be bought from the GTN, without requiring that actual crafting skill to use them. Biochem’s complementary skills are Bioanalysis and Diplomacy.

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23 октября 2017 г. 23:27:21
00:11:05
Яндекс.Метрика