Sticky: Crew Skills - Make & Trade

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Sticky: Crew Skills - Make & Trade

Postby Clem » January 4th, 2012, 5:55 pm

Last updated: Jan 28, 2012

The purpose of this thread is for us to list our characters and their crew skills, so that we can help each other out with ingredients or final products. As folks update the thread, I'll update the top post to reflect current levels.

Clem
Artiface (400) - Shields, enhancements, lightsaber hits, and power crystals
Archeology (338) - Artifacts, crystals, some other ingredients
Treasure hunting (371) - gems, companion gifts, lockboxes

Clemelia
Armstech (120) - anything that shoots or stabs
Scavenging (130) -
Investigation (33) -

Domo
Cybertech (311) - Mods, Armor, Droid parts, Ear Pieces, Starship Parts
Scavenging (302) -
Underworld Trading (204) -

Darmin
Biochem (92) - Medpacks and Stims
Bioanalysis (106) -
Deplomacy (44) -

Dominu
Synthweaving (11) -
Archeology (7) -
Slicing (23) -

Etáin (Republic)
Artiface (29) -
Archeology (29) -
Treasure Hunting (44) -


Darman
Biochem (92) -
Bioanalysis (104) -
Diplomacy (23) -

Shuter
Synthweaving: creating light armor
Underworld Trading: yields heavy armor materials, spices and companion gifts
Investigation: yields prototypes for all crafting professions, medium armor materials and companion gifts

Dertah
Slicing (380ish) - lockboxes, items that unlock new crew missions, augments.

Sjammer
Biochem (53)
Archaeology (98)
Bio analysis (109)

Fuzzebizkitz
BioChem (204) -
BioAnalysis (226) -
Diplomacy (140) -
Last edited by Clem on January 28th, 2012, 11:55 am, edited 8 times in total.
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Re: Crew Skills - Make & Trade

Postby miketheknife » January 4th, 2012, 6:02 pm

Clem you may THINK you know the location of the lockbox....OK no derailing here


SHUTER
Synthweaving: creating light armor
Underworld Trading: yields heavy armor materials, spices and companion gifts
Investigation: yields prototypes for all crafting professions, medium armor materials and companion gifts

currently need: rubat crystals

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Last edited by miketheknife on January 4th, 2012, 6:35 pm, edited 1 time in total.
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Re: Crew Skills - Make & Trade

Postby stinky613 » January 4th, 2012, 6:14 pm

Dertah
Slicing (380ish) - lockboxes, items that unlock new crew missions, augments. I have no use for augments and can get them at any level up to and including lv 50, so let me know if you want some augments and what lv you'd like them.

My other two skills are so neglected they aren't really worth mentioning as I may change them on a whim.
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Crew Skills - Make & Trade

Postby Jammer » January 4th, 2012, 7:55 pm

Sjammer

Biochem 3

Archaeology 39

Bio analysis 52
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Crew Skills - Make & Trade

Postby stinky613 » January 4th, 2012, 9:48 pm

I hear those bio skills make good money on the so-called galactic trade market
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Crew Skills - Make & Trade

Postby Jammer » January 4th, 2012, 10:27 pm

Stinky mentioned this to me tonight but not sure anybody knows. Before logging off go to a rest zone and send your companion on a mission. They will do it while you are gone.
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Re: Crew Skills - Make & Trade

Postby fuzz_e_bizkitz » January 5th, 2012, 9:41 am

BioChem - On the rise
BioAnalysis- On the rise
Diplomacy- On the rise

Also don't forget to reverse engineer stuff you craft. I got two prototype recipes in a matter of seconds that made a pretty big difference to the original.
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Re: Crew Skills - Make & Trade

Postby Jammer » January 5th, 2012, 9:49 am

I still am so lost with this stuff but I am an idiot. At this point I just scan stuff in but still really don't understand the purpose.
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Re: Crew Skills - Make & Trade

Postby miketheknife » January 5th, 2012, 9:51 am

Jammer wrote:I still am so lost with this stuff but I am an idiot. At this point I just scan stuff in but still really don't understand the purpose.



Well somehow you managed to get to level 52. I haven't passed 16 in any of my skills and I keep sending my companion out constantly.
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Re: Crew Skills - Make & Trade

Postby Jammer » January 5th, 2012, 9:55 am

Yeah but that is just from scanning stuff as I walk by and sending them out on missions. I don't know what all the green goo I have collected is good for though.
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Re: Crew Skills - Make & Trade

Postby miketheknife » January 5th, 2012, 9:58 am

So it's just a passive skill? That must be awesome. Both of my skills require a)me taking the time to send my companion and b)a monetary contribution

I seriously picked the wrong skills. Although maybe if they're tougher to level up then the rewards are greater?
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Re: Crew Skills - Make & Trade

Postby fuzz_e_bizkitz » January 5th, 2012, 10:01 am

Jammer wrote:Yeah but that is just from scanning stuff as I walk by and sending them out on missions. I don't know what all the green goo I have collected is good for though.


When you open your crew window click on Biochem instead of the others and it should list your recipes. Have your guy make them reverse engineer them repeat. Not sure how many different recipes you can get from reverse engineering. I think just one and if you fail you at least get some of the mats back.
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Re: Crew Skills - Make & Trade

Postby rabb » January 5th, 2012, 10:25 am

based on the charts posted, I picked the wrong skills...so tonight I will need to change one and pick the other (I didn't know I could pick 2)
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Re: Crew Skills - Make & Trade

Postby Clem » January 5th, 2012, 10:47 am

If you do a skill that has a name in gray, whether in your crew skills window of if you are scanning something out in the wild, you will get the resource but not any points. If you craft something that has a name in gray, you will get the resource, but not the points. To raise your skill, you want to do tasks that are green, yellow, or orange.

Make shit, then reverse engineer. You will get some of the components back and you may get yourself a more powerful schematic.
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Re: Crew Skills - Make & Trade

Postby fuzz_e_bizkitz » January 5th, 2012, 11:18 am

Clem wrote:You will get some of the components back and you may get yourself a more powerful schematic.


I know it pretty low level but I just got the shchematic for Reusable Compact Medpac. 825-1000 hp and not consumed on use, pretty cool IMO. Had to reverse engineer the prototype compact medpac I learned from reverse engineering the compact medpac. Usually I go online and find out the fastest way to grind out crafting but this system is much more fun and I'd rather discover some of this on my own.

Update it even let me reverse engineer the reusable one but no luck, need more alien blood to make another to try again. Once I hit the ceiling on this thing I will try and make some to send out to you guys. Best medpac I have seen for the teens levels.
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