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Swtor Crew Skill Slot Unlock

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Just to unlock the ability to go from crafting level 600, the previous expansion's crafting level limit, to 700, the current crafting level limit, will cost you 500,000 credits per skill. So if you have a crafting skill and two gathering skills, it will cost you 1.5 million credits – and you pay that before you can even craft any of the new. Schecter blackjack atx solo 6 white.

  • The implants can be reverse engineered to eventually get 306 versions in the same way as other crew skills. It costs 500,000 Credits to unlock the ability to craft in the 600-700 tier, and the unlock can be bought from the Biochem Trainer. Check back at the trainer at Biochem 620, 640 and 680 for new schematics.
  • Mission Skills are part of Crew Skills consist of four sub professions. These skills are used to send your Companion characters on on various missions to recover information, hunt down loot, or complete other goals to bring you rewards: The Mission Skills are: Diplomacy Investigation Treasure Hunting Underworld Trading When you use a mission skill, you'll select a companion, choose a mission.
  • A skill can be unlearned by clicking the 'X' button beneath the skill bar in your Crew Skills window. As your crew members improve their skills, the required time to complete lower level tasks.
  • The good news is that if you're a preferred player, you can use a friend's referral link to get a free crew skill slot, which will bring your total up to 3, just like a subscriber. Free-to-play players are stuck at one until they subscribe though. Crafting & Gathering Crew Skills. There are three types of crew skills.

Crafting at level 75 can be very rewarding, but the path to endgame best-in-slot gear can be pretty confusing. In this video, we'll be going over the basics of how to get the schematics to craft the best gear available in the game for level 75 characters, which crew skills can craft what, and the types of materials it takes to craft high-level items.

Contents

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  • How to Craft 306 Gear

New to crafting?

If you haven't tried crafting at all yet, you'll want to check out my other video guide called How to Craft in SWTOR, and if you need a really thorough breakdown, I've got a guide called 'How to craft a lightsaber' that gives you a step-by-step on how to craft items – the guide you are reading now is more for high-level crafters.

Crafting Endgame Gear

Skill

The first thing you'll need to know is that crafting for level 75 is EXPENSIVE. Just to unlock the ability to go from crafting level 600, the previous expansion's crafting level limit, to 700, the current crafting level limit, will cost you 500,000 credits per skill. So if you have a crafting skill and two gathering skills, it will cost you 1.5 million credits – and you pay that before you can even craft any of the new stuff introduced to the expansion!

One of the very cool things that offsets that cost, is that in this expansion, any player can learn to craft the best items in the game – they do not need to do a specific type of content like – like operations or warzones – to get the schematics to craft endgame gear. Instead, the first tier of schematics will come directly from the crew skills trainer, and then you can reverse engineer items to get the higher item-rating tiers, all the way up to item-rating 306, the best item-rating available at the launch of Onslaught. The catch is that reach the highest tier requires many expensive materials, and the reverse engineer chance – the chance to learn a higher tier schematic when you destroy an item, can be as low as 10-20%. At the launch of Onslaught, crafting was prohibitively expensive and the reverse engineering chances were too low, but there was a patch a month later that made crafting more accessible.

Much like the previous expansions, instead of directly crafting an item you will first craft components, which can then be crafted in to the item you want. New basic schematics become available from the crafting trainer at crafting levels 620, 640 and 680 for most crafting skills, so keep checking back with the trainer, especially for the higher component schematics. If you're chasing after a specific item you want to reverse engineer, you can save money by crafting and reverse engineering that item while you are level crafting – or you can simply craft components for the quickest route.

There has been a big change when it comes to materials and crafted components – basic level 75 crafting materials now have three different tiers, green blue and purple. The lowest level items require green components, and the highest take purple components. As for rarer crafting components, Most items need the Processed Isotope Stabilizer material to craft, a common blue material that drops commonly. You can get these pretty cheaply from other players on the GTN. Purple and gold items, the higherend tiered items, take Processed Isotope Stabilizers, plus a rare material called Solid Resource Matrix which is a conquest reward, and Legendary Ember, which have a small chance to drop from rich crafting missions, and a high chance to drop from the special one-time wealthy crafting missions from datapads for any gathering skill. They also seem to have a chance of dropping when you disassembling item-rating 300+ gear and grade 11 slicing lockboxes.

Which Crew Skill Should you choose at Level 75

Now let's talk about who can craft what:

  • Synthweavers can craft the DPS Versatile Armoring, non-moddifiable Armor, and the Critical Augment and Redoubt Augment
  • Armormechs can craft the tanking Resistive Armoring, non-moddifiable Armor like Synthweavers, and the Alacrity Augment and Absorb Augment
  • Cybertechs can craft all Mods and Enhancements, as well as Earpieces, but no augments
  • Artificers can craft Hilts, Relics and non-moddifiable Lightsabers and Offhands
  • Armstechs can craft Barrels and the Versatile Augment, Shield Augment, Accuracy Augment , and non-moddifiable Blaster Weapons
  • Biochemists can craft Implants, Stims, Adrenals and Medpacs, including re-useables

How to Craft 306 Gear

Let's take a look at an example of the path to crafting an item-rating 306 gold Versatile Armoring, the best armoring a DPS character can equip that's available in the game – better known as best-in-slot. To craft this item, you would first start with the green version, which is available from the trainer as soon as you pay the unlock cost to start crafting for this expansion at 600 Synthweaving. You'll craft a green Versatile Armoring 77 schematic that was available from the trainer, then reverse engineer it. To get the better version of this item, you have a 20% chance of learning the schematic when you reverse engineer the green version – so you'll probably need to craft and reverse engineer about 5: less if you're lucky, more if you're unlucky. If you get lucky and successfully reverse engineer the green version, you'll get the schematic to craft the blue item-rating 278 version. You'll once again craft the blue version and reverse engineer it to hopefully get the next tier, and it has the same 20% chance. If you get lucky, and manage to reverse engineer the blue version, you'll learn a purple version, which is item-rating 286. The purple version and up will require materials that are way more expensive including the higher-tier blue components, and the expensive Solid Resource Matrix. From there, you'll keep crafting and reverse-engineering the purple version, until you successfully unlock the next purple version, which is item-rating 292 – but you only have a 10% chance from learning this schematic from the previous purple version. Next, same thing, craft and reverse engineer that second purple one until you successfully reverse-engineer it and learn a gold version – which also only has a 10% reverse engineer chance. Once you can craft a gold version, the material cost goes up again – and you'll need an additional crafting material called Legendary Embers. Lastly, you'll craft those gold versions, reverse-engineer them, and hopefully learn the final schematic, the item-rating 306 gold version that has a 10% reverse engineer chance. Math-wise, for the 10% reverse engineer chances, you'd need to craft about 10: less if you're lucky, more if you are unlucky. Realistically, it is up to random chance – it took me 28 tries of reverse engineering gold items to learn the final gold schematic!

Versatile Armoring Example

ItemCraftingItem RatingStatsMaterials
Versatile Armoring 77600 Synthweaving, Synthweaving Trainer274
  • +333 Mastery
  • +288 Endurance
Processed Isotope Stabilizer x5
Premium Lustrous Synth Bonded Attachment x2
Premium Syntex Synth Bonded Cloth x1
Versatile Armoring 74620 Synthweaving, 20% Reverse Engineer chance from Versatile Armoring 77278
  • +348 Mastery
  • +301 Endurance
Processed Isotope Stabilizer x20
Premium Lustrous Synth Bonded Attachment x5
Premium Syntex Synth Bonded Cloth x3
Advanced Versatile Armoring 74650 Synthweaving, 10% Reverse Engineer chance from Versatile Armoring 74286
  • +348 Mastery
  • +301 Endurance
Prototype Syntex Synth Bonded Cloth x1
Processed Isotope Stabilizer x30
Solid Resource Matrix x8
Prototype Lustrous Synth Bonded Attachment x2
Advanced Versatile Armoring 77660 Synthweaving, 10% Reverse Engineer chance from Advanced Versatile Armoring 74292
  • +406 Mastery
  • +352 Endurance
Prototype Syntex Synth Bonded Cloth x3
Processed Isotope Stabilizer x30
Solid Resource Matrix x12
Prototype Lustrous Synth Bonded Attachment x5
Superior Versatile Armoring 77680 Synthweaving, 10% Reverse Engineer chance from Advanced Versatile Armoring 77300
  • +384 Endurance
  • +442 Mastery
Artifact Syntex Synth Bonded Cloth x1
Processed Isotope Stabilizer x40
Solid Resource Matrix x12
Prototype Lustrous Synth Bonded Attachment x2
Legendary Ember x5
Superior Versatile Armoring 80700 Synthweaving, 10% Reverse Engineer chance from Superior Versatile Armoring 77306
  • +409 Endurance
  • +471 Mastery
Artifact Syntex Synth Bonded Cloth x3
Processed Isotope Stabilizer x40
Solid Resource Matrix x12
Prototype Lustrous Synth Bonded Attachment x5
Legendary Ember x5

Should you bother crafting item-rating 306 gear?

If you are a frequent player, you should be aware that reaching item-rating 306 can be fairly quick especially if you are doing certain activities, and you can use your first set of 306 gear to gear up your alt characters faster. For most players, the long path to item-rating 306 will not be worth it. I believe the crafting path was introduced specifically for these types of players:

  • Players who wish to gear solely through crafting (it's possible!)
  • Players who enjoy being able to make the best of the best as a challenge
  • Players who want to mitigate RNG and are willing to invest time in to it, possible longer than RNG might take
  • Players who are crafting to sell to other players on the GTN, and the players buying it have high amounts of credits to avoid the normal gearing path
  • And lastly players who want to gear up new level 75 players or friends in item-rating 306 gear.

Not sure what crew skill to pick? Choose Biochem!

If you want to craft for level 75 but aren't sure what to craft, take Biochem! Biochems, once they reach crafting-level 700, can use the stims, adrenals and medpacs at the end of the crafting path for those items which is re-useable. The best part is you don't even need to go through the reverse-engineering path yourself – another biochemists who knows the gold schematic can craft you the item, sell or give it to you, then you have a stim, medpac, or adrenal that has unlimited uses

Slot

Crafting Amplifiers

Another new thing that was introduced to crafting in the Onslaught expansion is amplifiers. If you don't know what Amplifiers are, please go check out my other video, 'What are Amplifiers in SWTOR'. Amplifiers are a random-chance-fueled bonus that can exist on many types of armor and modifications, and crafting-related bonuses can exist on Mods, Armor shells, relics, implants and earpieces. Mods can give you crafting critical success chance, or a higher chance to succeed on gathering missions, while Armor shells, relics, implants and earpieces can improve your time efficiency for crafting or gathering. One thing that helped me a lot for crafting was to create a 'set' just for crafting. I wanted to work on Synthweaving, so I grabbed a ton of inexpensive mods from the moddable blue armor from the Adaptive Gear Vendor in the Supplies section of the fleet, since I knew those mods had amplifiers on them by default. Then I rerolled until I got a Synthweaving bonus, then put the mod in to my new empty 'crafting' set. For the armor shells, I used adaptive legacy-bound armor, which can be bought cheaply from the and can be shared between your characters since it is legacy-bound. If you craft across multiple characters, you can save a lot of money by constructing sets for each of your different crafting skills at once – I bought empty shells for each of my crafting professions, then while re-rolling amplifiers, anytime I got a +9 or +10 I put it in to that crew skill's set until it was full. If the reroll cost gets too high, you can always buy another mod to start at the minimum again! The sets make it so you are more likely to get 'double' items when you craft – so anytime you craft components, you might get extra ones which will save you the cost of materials, or anytime you craft modifications, you might get an extra one which will save you costs when reverse-engineering, especially the later tiers. So when I said earlier I reverse-engineered 28 gold items, I only paid the crafting materials for about 20 of those, since I got lucky and often go doubles for 'free' through the crit chance for both my components and my armorings.

Crafting List of Items

This is a pretty short guide for endgame crafting, but to research crafting in Onslaught I've made a HUGE list of the crafting paths, exactly what you can craft, the reverse engineer chances for each item, and what materials each item costs. The link will be in the description of this video.

Slot

That's it! Now go forth and craft!

The Crew Skills system allows players to take advantage of the valuable resources, high-tech schematics, and intriguing opportunities the galaxy has to offer without having to break away from their storyline. Players can assign their crew of companions to gather resources, craft useful and valuable items, and even to undertake their own missions, providing the player and the rest of the crew a variety of benefits and rewards.

Starships allow players to relay orders to companions while exploring the galaxy and progressing through your storyline. Based on their opinion of you, the better they'll perform across the board.

Most Crew Skills missions are drawn from a random pool for the player to choose from, and that pool refreshes from time to time. However, some missions are unlocked by rare objects found in the world. These missions are one-off, but tend to offer more substantial rewards. Companions can fail on missions, which means that the player will lose their initial capital investment (i.e. credits and time spent). It is up to the player to decide if they wants to play it safe with their companion missions, or go for higher risk, higher reward missions.

Currently, items craft from and drop to the player's inventory. This may change based on feedback over time. In fact, one of the key benefits of the missions system is to find rare crafting materials that aren't 'drops' elsewhere in the world, usually used for making very high quality items.

The Crew Skills trainers are located on Coruscant for Galactic Republic players and Dromund Kaas for Sith Empire players, as well as the Republic and Imperial Fleets. Each trainer will give the player a description of the Crew Skill they teach (through a codex entry), along with the benefits they provide, so the player knows which Crew Skills may be most beneficial to their play style. Player class does not restrict the skills available for training.

Players will be able to select three Crew Skills from among these main categories:

  • 6Companion bonuses

Gathering skills[edit | edit source]

As you explore planets in the galaxy, you'll discover a variety of exotic resources and valuable pieces of information. With the right training, you and your crew will be able to scavenge for raw materials, slice computer systems, and track down valuable artifacts. The resources and information you gather can be sold on the open market for a profit, or your crew can use them to craft useful and valuable items.

If you like, you can select Gathering skills for all three of the Crew Skill slots available to your team.

Gathering Skills include:

  • Archaeology – the ability to seek out imbued items like Lightsaber crystals and ancient artifacts and is best combined with Artifice or Synthweaving.
  • Bioanalysis – the practice of collecting genetic material from creatures and plants and is best combined with Biochem.
  • Scavenging – the art of recovering useful materials and parts from old or damaged technology, and the items get from Scavenging are very useful for Armormech , Cybertech and Armstech.
  • Slicing – a skill in accessing secured computer systems and lockboxes to acquire valuable data and rare schematics. And is by far the best money making skill and can be used with Cybertech.

Crafting skills[edit | edit source]

Whether your team gathers resources or you acquire them through other means, they'll be the cornerstone of crafting. Depending on how you choose to specialize, your crew will be able to construct armor, weapons, implants, or other types of useful items and gear. You can use these items yourself or put them up on the open market forprofit.

You'll receive Crew Skill reports even while you're away from the ship, and if one of your companions returns with the schematics for a valuable item, you can assign someone else to start crafting the item right away on the ship's workstation without having to return to the ship! Crafting skills are very specialized disciplines; for your three Crew Skills slots, you'll be able to select one Crafting skill for your crew to master.

Items you craft will have the ability to be reverse engineered. Reverse engineering is a great way to lower your crafting costs. You are refunded a fraction of the items you used, and you have a random chance to learn a better schematic of the item you reverse engineered.

Crafting Skills include:

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  • 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 Force qualities

Swtor Crew Skills 5.0

Swtor Crew Skill Slot Unlock

Mission skills[edit | edit source]

Mission skills are a unique addition to the Crew Skills system. With these skills, you send companions from your crew across the galaxy on various missions to recover information, hunt down loot, or complete other goals to bring you rewards. When you use a mission skill, you'll select a companion, choose a mission from an ever-changing pool, and send that companion out after the prize.

You can choose from a variety of mission skills – is your crew into conducting research? Participating in diplomatic missions? Trading in illicit goods? There are many options, each with their own set of benefits and rewards. Some can even earn you light or dark side points.

As with the other skills, your companions complete these missions on their own time and bring the rewards back when they're done. Any number of your Crew Skills can be a Mission skill, so get ready to put your team to work!

Swtor Crew Skills Combos

Mission Skills include:

  • 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

Dependencies[edit | edit source]

Slot

The first thing you'll need to know is that crafting for level 75 is EXPENSIVE. Just to unlock the ability to go from crafting level 600, the previous expansion's crafting level limit, to 700, the current crafting level limit, will cost you 500,000 credits per skill. So if you have a crafting skill and two gathering skills, it will cost you 1.5 million credits – and you pay that before you can even craft any of the new stuff introduced to the expansion!

One of the very cool things that offsets that cost, is that in this expansion, any player can learn to craft the best items in the game – they do not need to do a specific type of content like – like operations or warzones – to get the schematics to craft endgame gear. Instead, the first tier of schematics will come directly from the crew skills trainer, and then you can reverse engineer items to get the higher item-rating tiers, all the way up to item-rating 306, the best item-rating available at the launch of Onslaught. The catch is that reach the highest tier requires many expensive materials, and the reverse engineer chance – the chance to learn a higher tier schematic when you destroy an item, can be as low as 10-20%. At the launch of Onslaught, crafting was prohibitively expensive and the reverse engineering chances were too low, but there was a patch a month later that made crafting more accessible.

Much like the previous expansions, instead of directly crafting an item you will first craft components, which can then be crafted in to the item you want. New basic schematics become available from the crafting trainer at crafting levels 620, 640 and 680 for most crafting skills, so keep checking back with the trainer, especially for the higher component schematics. If you're chasing after a specific item you want to reverse engineer, you can save money by crafting and reverse engineering that item while you are level crafting – or you can simply craft components for the quickest route.

There has been a big change when it comes to materials and crafted components – basic level 75 crafting materials now have three different tiers, green blue and purple. The lowest level items require green components, and the highest take purple components. As for rarer crafting components, Most items need the Processed Isotope Stabilizer material to craft, a common blue material that drops commonly. You can get these pretty cheaply from other players on the GTN. Purple and gold items, the higherend tiered items, take Processed Isotope Stabilizers, plus a rare material called Solid Resource Matrix which is a conquest reward, and Legendary Ember, which have a small chance to drop from rich crafting missions, and a high chance to drop from the special one-time wealthy crafting missions from datapads for any gathering skill. They also seem to have a chance of dropping when you disassembling item-rating 300+ gear and grade 11 slicing lockboxes.

Which Crew Skill Should you choose at Level 75

Now let's talk about who can craft what:

  • Synthweavers can craft the DPS Versatile Armoring, non-moddifiable Armor, and the Critical Augment and Redoubt Augment
  • Armormechs can craft the tanking Resistive Armoring, non-moddifiable Armor like Synthweavers, and the Alacrity Augment and Absorb Augment
  • Cybertechs can craft all Mods and Enhancements, as well as Earpieces, but no augments
  • Artificers can craft Hilts, Relics and non-moddifiable Lightsabers and Offhands
  • Armstechs can craft Barrels and the Versatile Augment, Shield Augment, Accuracy Augment , and non-moddifiable Blaster Weapons
  • Biochemists can craft Implants, Stims, Adrenals and Medpacs, including re-useables

How to Craft 306 Gear

Let's take a look at an example of the path to crafting an item-rating 306 gold Versatile Armoring, the best armoring a DPS character can equip that's available in the game – better known as best-in-slot. To craft this item, you would first start with the green version, which is available from the trainer as soon as you pay the unlock cost to start crafting for this expansion at 600 Synthweaving. You'll craft a green Versatile Armoring 77 schematic that was available from the trainer, then reverse engineer it. To get the better version of this item, you have a 20% chance of learning the schematic when you reverse engineer the green version – so you'll probably need to craft and reverse engineer about 5: less if you're lucky, more if you're unlucky. If you get lucky and successfully reverse engineer the green version, you'll get the schematic to craft the blue item-rating 278 version. You'll once again craft the blue version and reverse engineer it to hopefully get the next tier, and it has the same 20% chance. If you get lucky, and manage to reverse engineer the blue version, you'll learn a purple version, which is item-rating 286. The purple version and up will require materials that are way more expensive including the higher-tier blue components, and the expensive Solid Resource Matrix. From there, you'll keep crafting and reverse-engineering the purple version, until you successfully unlock the next purple version, which is item-rating 292 – but you only have a 10% chance from learning this schematic from the previous purple version. Next, same thing, craft and reverse engineer that second purple one until you successfully reverse-engineer it and learn a gold version – which also only has a 10% reverse engineer chance. Once you can craft a gold version, the material cost goes up again – and you'll need an additional crafting material called Legendary Embers. Lastly, you'll craft those gold versions, reverse-engineer them, and hopefully learn the final schematic, the item-rating 306 gold version that has a 10% reverse engineer chance. Math-wise, for the 10% reverse engineer chances, you'd need to craft about 10: less if you're lucky, more if you are unlucky. Realistically, it is up to random chance – it took me 28 tries of reverse engineering gold items to learn the final gold schematic!

Versatile Armoring Example

ItemCraftingItem RatingStatsMaterials
Versatile Armoring 77600 Synthweaving, Synthweaving Trainer274
  • +333 Mastery
  • +288 Endurance
Processed Isotope Stabilizer x5
Premium Lustrous Synth Bonded Attachment x2
Premium Syntex Synth Bonded Cloth x1
Versatile Armoring 74620 Synthweaving, 20% Reverse Engineer chance from Versatile Armoring 77278
  • +348 Mastery
  • +301 Endurance
Processed Isotope Stabilizer x20
Premium Lustrous Synth Bonded Attachment x5
Premium Syntex Synth Bonded Cloth x3
Advanced Versatile Armoring 74650 Synthweaving, 10% Reverse Engineer chance from Versatile Armoring 74286
  • +348 Mastery
  • +301 Endurance
Prototype Syntex Synth Bonded Cloth x1
Processed Isotope Stabilizer x30
Solid Resource Matrix x8
Prototype Lustrous Synth Bonded Attachment x2
Advanced Versatile Armoring 77660 Synthweaving, 10% Reverse Engineer chance from Advanced Versatile Armoring 74292
  • +406 Mastery
  • +352 Endurance
Prototype Syntex Synth Bonded Cloth x3
Processed Isotope Stabilizer x30
Solid Resource Matrix x12
Prototype Lustrous Synth Bonded Attachment x5
Superior Versatile Armoring 77680 Synthweaving, 10% Reverse Engineer chance from Advanced Versatile Armoring 77300
  • +384 Endurance
  • +442 Mastery
Artifact Syntex Synth Bonded Cloth x1
Processed Isotope Stabilizer x40
Solid Resource Matrix x12
Prototype Lustrous Synth Bonded Attachment x2
Legendary Ember x5
Superior Versatile Armoring 80700 Synthweaving, 10% Reverse Engineer chance from Superior Versatile Armoring 77306
  • +409 Endurance
  • +471 Mastery
Artifact Syntex Synth Bonded Cloth x3
Processed Isotope Stabilizer x40
Solid Resource Matrix x12
Prototype Lustrous Synth Bonded Attachment x5
Legendary Ember x5

Should you bother crafting item-rating 306 gear?

If you are a frequent player, you should be aware that reaching item-rating 306 can be fairly quick especially if you are doing certain activities, and you can use your first set of 306 gear to gear up your alt characters faster. For most players, the long path to item-rating 306 will not be worth it. I believe the crafting path was introduced specifically for these types of players:

  • Players who wish to gear solely through crafting (it's possible!)
  • Players who enjoy being able to make the best of the best as a challenge
  • Players who want to mitigate RNG and are willing to invest time in to it, possible longer than RNG might take
  • Players who are crafting to sell to other players on the GTN, and the players buying it have high amounts of credits to avoid the normal gearing path
  • And lastly players who want to gear up new level 75 players or friends in item-rating 306 gear.

Not sure what crew skill to pick? Choose Biochem!

If you want to craft for level 75 but aren't sure what to craft, take Biochem! Biochems, once they reach crafting-level 700, can use the stims, adrenals and medpacs at the end of the crafting path for those items which is re-useable. The best part is you don't even need to go through the reverse-engineering path yourself – another biochemists who knows the gold schematic can craft you the item, sell or give it to you, then you have a stim, medpac, or adrenal that has unlimited uses

Crafting Amplifiers

Another new thing that was introduced to crafting in the Onslaught expansion is amplifiers. If you don't know what Amplifiers are, please go check out my other video, 'What are Amplifiers in SWTOR'. Amplifiers are a random-chance-fueled bonus that can exist on many types of armor and modifications, and crafting-related bonuses can exist on Mods, Armor shells, relics, implants and earpieces. Mods can give you crafting critical success chance, or a higher chance to succeed on gathering missions, while Armor shells, relics, implants and earpieces can improve your time efficiency for crafting or gathering. One thing that helped me a lot for crafting was to create a 'set' just for crafting. I wanted to work on Synthweaving, so I grabbed a ton of inexpensive mods from the moddable blue armor from the Adaptive Gear Vendor in the Supplies section of the fleet, since I knew those mods had amplifiers on them by default. Then I rerolled until I got a Synthweaving bonus, then put the mod in to my new empty 'crafting' set. For the armor shells, I used adaptive legacy-bound armor, which can be bought cheaply from the and can be shared between your characters since it is legacy-bound. If you craft across multiple characters, you can save a lot of money by constructing sets for each of your different crafting skills at once – I bought empty shells for each of my crafting professions, then while re-rolling amplifiers, anytime I got a +9 or +10 I put it in to that crew skill's set until it was full. If the reroll cost gets too high, you can always buy another mod to start at the minimum again! The sets make it so you are more likely to get 'double' items when you craft – so anytime you craft components, you might get extra ones which will save you the cost of materials, or anytime you craft modifications, you might get an extra one which will save you costs when reverse-engineering, especially the later tiers. So when I said earlier I reverse-engineered 28 gold items, I only paid the crafting materials for about 20 of those, since I got lucky and often go doubles for 'free' through the crit chance for both my components and my armorings.

Crafting List of Items

This is a pretty short guide for endgame crafting, but to research crafting in Onslaught I've made a HUGE list of the crafting paths, exactly what you can craft, the reverse engineer chances for each item, and what materials each item costs. The link will be in the description of this video.

That's it! Now go forth and craft!

The Crew Skills system allows players to take advantage of the valuable resources, high-tech schematics, and intriguing opportunities the galaxy has to offer without having to break away from their storyline. Players can assign their crew of companions to gather resources, craft useful and valuable items, and even to undertake their own missions, providing the player and the rest of the crew a variety of benefits and rewards.

Starships allow players to relay orders to companions while exploring the galaxy and progressing through your storyline. Based on their opinion of you, the better they'll perform across the board.

Most Crew Skills missions are drawn from a random pool for the player to choose from, and that pool refreshes from time to time. However, some missions are unlocked by rare objects found in the world. These missions are one-off, but tend to offer more substantial rewards. Companions can fail on missions, which means that the player will lose their initial capital investment (i.e. credits and time spent). It is up to the player to decide if they wants to play it safe with their companion missions, or go for higher risk, higher reward missions.

Currently, items craft from and drop to the player's inventory. This may change based on feedback over time. In fact, one of the key benefits of the missions system is to find rare crafting materials that aren't 'drops' elsewhere in the world, usually used for making very high quality items.

The Crew Skills trainers are located on Coruscant for Galactic Republic players and Dromund Kaas for Sith Empire players, as well as the Republic and Imperial Fleets. Each trainer will give the player a description of the Crew Skill they teach (through a codex entry), along with the benefits they provide, so the player knows which Crew Skills may be most beneficial to their play style. Player class does not restrict the skills available for training.

Players will be able to select three Crew Skills from among these main categories:

  • 6Companion bonuses

Gathering skills[edit | edit source]

As you explore planets in the galaxy, you'll discover a variety of exotic resources and valuable pieces of information. With the right training, you and your crew will be able to scavenge for raw materials, slice computer systems, and track down valuable artifacts. The resources and information you gather can be sold on the open market for a profit, or your crew can use them to craft useful and valuable items.

If you like, you can select Gathering skills for all three of the Crew Skill slots available to your team.

Gathering Skills include:

  • Archaeology – the ability to seek out imbued items like Lightsaber crystals and ancient artifacts and is best combined with Artifice or Synthweaving.
  • Bioanalysis – the practice of collecting genetic material from creatures and plants and is best combined with Biochem.
  • Scavenging – the art of recovering useful materials and parts from old or damaged technology, and the items get from Scavenging are very useful for Armormech , Cybertech and Armstech.
  • Slicing – a skill in accessing secured computer systems and lockboxes to acquire valuable data and rare schematics. And is by far the best money making skill and can be used with Cybertech.

Crafting skills[edit | edit source]

Whether your team gathers resources or you acquire them through other means, they'll be the cornerstone of crafting. Depending on how you choose to specialize, your crew will be able to construct armor, weapons, implants, or other types of useful items and gear. You can use these items yourself or put them up on the open market forprofit.

You'll receive Crew Skill reports even while you're away from the ship, and if one of your companions returns with the schematics for a valuable item, you can assign someone else to start crafting the item right away on the ship's workstation without having to return to the ship! Crafting skills are very specialized disciplines; for your three Crew Skills slots, you'll be able to select one Crafting skill for your crew to master.

Items you craft will have the ability to be reverse engineered. Reverse engineering is a great way to lower your crafting costs. You are refunded a fraction of the items you used, and you have a random chance to learn a better schematic of the item you reverse engineered.

Crafting Skills include:

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  • 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 Force qualities

Swtor Crew Skills 5.0

Mission skills[edit | edit source]

Mission skills are a unique addition to the Crew Skills system. With these skills, you send companions from your crew across the galaxy on various missions to recover information, hunt down loot, or complete other goals to bring you rewards. When you use a mission skill, you'll select a companion, choose a mission from an ever-changing pool, and send that companion out after the prize.

You can choose from a variety of mission skills – is your crew into conducting research? Participating in diplomatic missions? Trading in illicit goods? There are many options, each with their own set of benefits and rewards. Some can even earn you light or dark side points.

As with the other skills, your companions complete these missions on their own time and bring the rewards back when they're done. Any number of your Crew Skills can be a Mission skill, so get ready to put your team to work!

Swtor Crew Skills Combos

Mission Skills include:

  • 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

Dependencies[edit | edit source]

The following chart shows the various dependencies of the available crew skills. Gathering and Mission skills are on the top of the chart, while the Crafting skills are on the bottom.

Grades[edit | edit source]

All crafting is organized into 11 grades. This is to help clarify the different crafting tiers, allowing crafters the ability to easily determine what crafting materials they need for what items. Companion crew skill increases after each mission or crafting. All existing items and missions fit into these grades and match the equivalent crafting grade. Below is a detailed breakdown:

  • Grade 1: Level 10-16: 0-80
  • Grade 2: Level 16-24: 80-160
  • Grade 3: Level 24-32: 160-240
  • Grade 4: Level 32-40: 240-300
  • Grade 5: Level 40-56: 300-350
  • Grade 6: Level 46-51: 350-400
  • Grade 7: Level 51-55: 400-450
  • Grade 8: Level 55-60: 450-500
  • Grade 9: Level 60-65: 500-550
  • Grade 10: Level 65-70: 550-600
  • Grade 11: Level 70-75: 600-700

Companion bonuses[edit | edit source]

Companion crew skill bonuses are based on the amount of influence the player has with that companion. Each rank of influence increases the time efficiency and critical rate for crew skill tasks.

  • Efficiency bonuses reduce the amount of time needed to complete a task by 1% by bonus point.
  • Critical bonuses enhance the chance of a critical result at the task. A critical in a gathering or mission task yields more and/or better results. A critical crating yields in either 2 items being crafted instead of one (for consumables crafts), the crafted item having an open Augment slot in addition of his normal stats (for equipment craft) or a 'Mastercraft' item mod, an Artifact-Class item mod with even better stats than the regular version (for Item Mod craft).

Influence[edit | edit source]

Crew Skills Trainer Swtor

RankEfficiencyCritical
11.5%0.5%
23.0%1.0%
34.5%1.5%
46.0%2.0%
57.5%2.5%
69.0%3.0%
710.5%3.5%
812.0%4.0%
913.5%4.5%
1015.0%5.0%
Retrieved from 'https://swtor.gamepedia.com/Crew_Skill?oldid=877462'




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