Calling All SW:TOR Crafters!

Josh

enrapture

Re: Calling All SW:TOR Crafters!

December 09 2011
Quote by enrapture
Also, from what I've read so far, speeder training (mount) costs 40k, the speeder itself, 8k, add the cost of skill training and gearing up...it just makes more sense to take slicing to lvl 50, to bring in the credits. After 50, reskill and powerlvl your chosen crafting very quickly.

Anyways thats what I plan to do, the crafting mat swap thing sounds awesome and could work with with my plans too. :)


Now I'm doing a 180 from my pro-Slicing theory. Everyone will be doing it and there will be alot of demand for limited nodes. The mob based gathering skills, like Bioanalysis & Scavenging won't have this limitation. Perhaps the masses will be all doing slicing and providing them with mats & crafted goods is the way to greater profits.

The other skills all have their pro's and cons. Biochem and cybertech are great coz they can make consumables. Cybertech even has a speeder recipe. So perhaps it might work out better to go that route and sell alot on the GTN. I'm undecided and my head hurts thinking about it.
Rolando Castillo

Virgo59

Re: Calling All SW:TOR Crafters!

December 10 2011
I've tried crafting in just about every MMO I've ever played but for some reason I could never get "into" it. I think the biggest complaint from me was that I could never make a decent wage from selling my items -- they always seemed to be inferior to the items you get from doing quests.

That being said, I nonetheless will give SWTOR's crafting a go. My main alt will be a Smuggler Scoundrel taking the "pure" healer route (Sawbones) so I'll be concentrating on Biochem. My main goal is to create healing salves, but since I only dabbled in crafting in the 2 weekend betas I was invited to I'm not sure if there would be a demand for it. I would prefer not to waste time making things no one would need, so any input from players with more Biochem experience would be appreciated. Thanks!
Rolando Castillo

Virgo59

Re: Calling All SW:TOR Crafters!

December 10 2011
Quote by Aldente

The money for Biochemists will most likely come primarily from stims and adrenals. Raiders and PvPers will gobble them up, and they'll keep needing more. It's like being a dealer.


I can see the headlines now: "I WAS A STIM DEALER FOR THE REPUBLIC"

I love it, Aldente, I love it.

Looks like KoS is going to have it's own Stim Pusher, then.

(meetings in dark alleys on Coruscant optional)
Edited December 10 2011 by Virgo59
Josh

enrapture

Re: Calling All SW:TOR Crafters!

December 10 2011
Quote by Aldente

I'm with you. It's hard to judge. I've been thinking I'd focus on Armormech (and probably Synthweaving) because you gain a lot just by being able to craft gear for your companions especially if you have alts, but I don't think it will be as lucrative as Biochem because of the comsumables. And I keep coming back to Cybertech too. Ugh.


Yeah hard call when the game isn't out and they keep updating info. I'm just thinking out loud here, feel free to interject/correct me :)

So, as it stands:
Barrel slot by Armstech. Armoring slot by Cybertech. Hilt slot by Artifice. Mod slot by Cybertech. Enhancement slot by Artifice. Augment slot obtained from Slicing missions.

Synthweaving and Armormech have access to the same inventory slots but only for 2 classes each, unless its the orange custom gear. So, like if you were trooper but wanted to wear a force user's robe, the custom gear is the way to go (I think lol). Don't really see these two as hugely profitable.

Armstech is limited to lvl 48, apparently. So not really profitable end game either.

Artifice makes lightsaber mods and colour crystals. I think the colour crystals would be the money earner here, especially if you could make an indemand colour.

Biochem have exclusive access to 2 implant slots and like Aldente said before, Biochem would be a real earner for end game, however I'm guessing you'd have to wait for everyone to get to end game and raiding for it to really kick off. Maybe if they are organised enough to be raiding, the guilds would be organised to have their own biochem person??

Cybertech has exclusive access to the earpiece slot and ship upgrades and droid armors. Cybertech also makes 2 different speeders and 3 different grenades. The grenades were useful in pvp apparently. Cybertech also makes the armor mods. Seems very profitable!

Of the mission skills, treasure hunting and underworld trading seem the most profitable. The latter not only providing mats but the orange custom recipes. GTN here I come!

Or what about like in other games, just go 3 gathering skills, and make your money from selling mats. Always demand for those.

But maybe its safer to stick with slicing for guaranteed credits? Ack!

One last thing, to add to your mind melt. Augment slots are from crit crafted gear only. Crits are more easily obtained by companions with the specializations or a high skill level.

So much to consider.
Liastnir

Liastnir

Re: Calling All SW:TOR Crafters!

December 10 2011
I enjoyed slicing during Beta and will probably stick to Cybertech unless we get a ton of them. I'm a hardcore crafter, typically, and I have to feel like I'm making unique contributions to a group to have fun. I like the idea of making ship upgrades.
Patrick

Van

Re: Calling All SW:TOR Crafters!

December 10 2011
I was going to go armstech but after ready what Enrapture wrote up I think I'm sold on cybertech. Anything to help my ship will be awesome!

Cybertech has exclusive access to the earpiece slot and ship upgrades and droid armors. Cybertech also makes 2 different speeders and 3 different grenades. The grenades were useful in pvp apparently. Cybertech also makes the armor mods. Seems very profitable!
Unknown Person liked this
Angel

Angelsilhouette

Re: Calling All SW:TOR Crafters!

December 11 2011
Quote by Van
I was going to go armstech but after ready what Enrapture wrote up I think I'm sold on cybertech. Anything to help my ship will be awesome!

Cybertech has exclusive access to the earpiece slot and ship upgrades and droid armors. Cybertech also makes 2 different speeders and 3 different grenades. The grenades were useful in pvp apparently. Cybertech also makes the armor mods. Seems very profitable!


Meh, I was considering PvP for some of the nicer looking armours, but then (second to last build) they decided to make the armours all lv 45-50 only. Maybe one day when I've maxed all of my toons and am bored, but there's no impetus to PvP otherwise.
Nic

nniicc

Re: Calling All SW:TOR Crafters!

December 11 2011
Quote by Aldente
I thought I'd reach out to the folks who are planning to make crafting an important part of their SW:TOR experience. A few questions for you guys:

  • What questions do you have about crafting in SW:TOR?
  • What crew skills most interest you?
  • Do you consider yourself a "hardcore" crafter or more of a dabbler?
  • Are you interested in offering your crafted items or gathered materials to other guild members?
  • What resources would you like to see on our web site to support crafters?




I like crafting because it's the only way to create something yourself in game (we can't even put up a nice cupboard in our ships). It's cool to be able to create good stuff yourself. I always regret having to replace crafted stuff with quest loot. Its also cool when people actually spend in-game money on something you've made.

If i have to choose between hardcore or dabbler... i'd say the last one. I don't need a guide for the perfect way of leveling my crafting skills. I don't mind making mistakes and learning from them. But, i can use some advice: the do's and don'ts of crafting in SWTOR would be nice. Things like: make lot's of winter barley at tier 1 farming, you will need it for tier 5 cooking. This example is from LOTRO, i don't know how it translates to SWTORs crafting system. Perhaps like this: start with crafting as soon as you can because the resource nodes for lower level crafting are at the lower level planets, if you start later on you will have to pay for missions and resource nodes are free.

Of course i'm interested in sharing my crafted stuff with fellow guildies. That's what where in a guild for. I'll be happy to create stuff for other people when i can.

I currently play LOTRO. Crafting is a money drain. Selling raw materials on the auction hall (LOTRO's version of the GTN) nets you more money than selling crafted stuff. Most stuff you need to craft for the required xp doesn't sell at all or at the very best for less than the raw materials required. Do you expect crafting to be a money drain in SWTOR?

Is this schema still correct? I remember reading some patch notes about moving stuff from one skill to another after seeing this schema for the first time. I can't remember what the changes where. This schema seems to be conflicting with the info on torhead.

Was slicing still a get rich quick scheme in the last beta? I remember reading about people telling that if you don't pick slicing you'll be poor and if you pick slicing you'll be rich.

I have three toons in mind: my first will be a Sith Inquisitor Assassin, my second an Imperial Agent and my third a Republic Trooper. In this forum post they explain how the cosmetic system in SWTOR works. Basically if you want to choose your outfit you need to get orange items and add blue/purple mods to them. The mods come from crafting. Rather than wearing whatever questgivers throw my way, i want to try out this modding system. For my Inquisitor i will need Synthweaving, Archaeology and Underworld Trading. For my Agent and Trooper i will need Armormech, Scavenging and Underword Trading. Correct?

Last question... does anyone else think that this input box where we 'craft' our forum posts is to small? :dry:
Edited December 11 2011 by nniicc
Nic

nniicc

Re: Calling All SW:TOR Crafters!

December 12 2011
Quote by Aldente

Synthweaving (with Archeology and Underworld Trading) is able to create armor for force users (including your Inquisitor), and there are schematics for fully moddable (orange) gear. Armormech (with Scavenging and Underworld Trading) does the same for tech users like your Agent and Trooper. The mods themselves can also be obtained by the same sorts of sources or through crew skills: Armstech (barrels), Artifice (hilts, enhancements, color crystals), Cybertech (armoring, mods), Slicing (aguments).

So, if i want to keep the outfits i like up to date while i level, i don't need to pick Synthweaving/Armormech. I need to pick Cybertech to craft the necessary blue/purple mods?

Quote by Aldente
One other consideration is that you wouldn't necessarily have to pick up Underworld Trading on both your Agent and Inquisitor. One could run the missions to supply mats to both.

If one toons gathering skill needs to support two toons crafting skills, can you still gather resources/run missions for lower level resources? I remember someone mentioning this as being a problem somewhere during Beta.

Quote by Aldente

As long as you're using the "Reply", "Quote", or "Reply Topic" features, you should see an "Enlarge" feature to the left of the message box.

I never noticed that. Thank you!
X Centric

Xcentric

Re: Calling All SW:TOR Crafters!

December 12 2011
i'm intrigued by crafting, though I seem to get frustrated with it and end up just doing resource gathering. My concern is that it won't actually be useful and will just be a time and money sink.

That said, I'm curious and plan to do it.

one of the things that bug me is not really making stuff that anyone has use for. If I do crafting for guildies that is obviously good.

Crafting ship gear and speeders sounds awesome. but if it will be more annoying and costly to make it myself, then why bother, ya know.

Ohh... question...
Is the best stuff bind-on-pickup? if so that could be a big incentive.

Anyway, I like helping peeps, so happy to join the fun, but, I hesitate to jump in because a) I may find out quickly I don't enjoy it or (b) i may not end up being in SWTOR for a very long time (given mmo's poor track record of keeping me more than 6 months or so). I'd feel bad if I started out helping and then just abandoned it.
Kevin McHutchison

SorenStarkiller

Re: Calling All SW:TOR Crafters!

December 12 2011
I feel much the same way. I want to learn to craft lightsaber crystals but so far it has given me no reward, although I only got to level 20. I can't wait to see what the upper echelons of the crafting specs can lead to. I feel as though they put a lot of thought into this game due to a tendancy of their players to lose interest after a while and move on, so they have some great suprises still in store for us later on.

I can't wait to play this week! Happy crafting!
X Centric

Xcentric

Re: Calling All SW:TOR Crafters!

December 14 2011
ugh. planning this is hard. Feedback on the below appreciated...

I'm probably gonna have 3 active toons:

Smuggler with cybertech, scavenging, and slicing

Jedi guardian with synthweaving, archaeology and underworld trading (which will also be helping the smuggler's cybertech)

and

Jedi sage with either
artifice / archaeology / treasure hunting
OR
biochem / bioanalysis / diplomacy

I like the idea of doing artifice more, but biochem seems VERY useful (and possibly lucrative).

thoughts?

Thanks!
Terry Walker

Tewa

Re: Calling All SW:TOR Crafters!

December 14 2011
I am a hardcore crafter. I don't know much about the system in TOR yet. Previously, I made level 10 and found the craft trainers, but I didn't have time to actually explore them.

I'm enough of a craft hound that I'm sure crafting will drive my use of alt characters. Sometimes, I have one character be a harvester and the others be producers. I'll probably make my smuggler into a harvester, since that combination seems like a reasonable alliance of interests.
X Centric

Xcentric

Re: Calling All SW:TOR Crafters!

December 14 2011
Quote by Xcentric
ugh. planning this is hard. Feedback on the below appreciated...

I'm probably gonna have 3 active toons:

Smuggler with cybertech, scavenging, and slicing

Jedi guardian with synthweaving, archaeology and underworld trading (which will also be helping the smuggler's cybertech)

and

Jedi sage with either
artifice / archaeology / treasure hunting
OR
biochem / bioanalysis / diplomacy

I like the idea of doing artifice more, but biochem seems VERY useful (and possibly lucrative).

thoughts?

Thanks!


another way of thinking about it, if I was gonna keep cybertech but dump either artifice, synthweaving or biochem, which would you recommend dumping?
Paul Schumacher

memory68

Re: Calling All SW:TOR Crafters!

December 14 2011
well my Sage will be going Artiface/Archy/Treasure hunting. I was doing pretty good in the beta and enjoyed it a lot. even got a bunch of Blue/Purple crafting recipes with reverse engineering.
X Centric

Xcentric

Re: Calling All SW:TOR Crafters!

December 14 2011
Quote by Tewa
I am a hardcore crafter. I don't know much about the system in TOR yet. Previously, I made level 10 and found the craft trainers, but I didn't have time to actually explore them.

I'm enough of a craft hound that I'm sure crafting will drive my use of alt characters. Sometimes, I have one character be a harvester and the others be producers. I'll probably make my smuggler into a harvester, since that combination seems like a reasonable alliance of interests.


The only down side is that the top level items are apparently bind on pickup, so only the crafter can benefit from it, which makes it more attractive to me to have 1 actual craft skill per character.
Alex

Adventmonkey

Re: Calling All SW:TOR Crafters!

December 14 2011
I cant decide for my sage:( Which one creates powerful mods for armor, Artifice? Cybertech? or both ?
Seannewboy

Seannewboy

Re: Calling All SW:TOR Crafters!

December 14 2011
Can you do anything with the system before you get companions?
Angel

Angelsilhouette

Re: Calling All SW:TOR Crafters!

December 14 2011
Quote by Seannewboy
Can you do anything with the system before you get companions?


Gather materials