Sticky: Crew Skills - Make & Trade

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Re: Crew Skills - Make & Trade

Postby rabb » January 6th, 2012, 1:10 pm

so is it smarter for me (level 13) to work on leveling crew skills or saving credits for other shit at this point?
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Re: Crew Skills - Make & Trade

Postby Clem » January 6th, 2012, 1:25 pm

rabb wrote:so is it smarter for me (level 13) to work on leveling crew skills or saving credits for other shit at this point?


As I see it, the purpose of crew skill is to be able to build shit so that you don't have to buy shit and so that you can trade shit with other folks (guild members). There's a cost in terms of both credits and time to do this. For me, it's worth it, but I always geeked out crafting badass equipment in the Elder Scrolls game.

At level 13, I'd just always be sending your non-active companion(s) out on errands for your crew skills. At that point, they are pretty cheap to do. At some point, you're going to want to buy a speeder (which unlocks around level 25) and that's going to set you back a chunk of change.
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Crew Skills - Make & Trade

Postby stinky613 » January 6th, 2012, 1:36 pm

Speeder + necessary license = 65,000 credits, I think... But they really increase your productivity. There's a lot of nothing to traverse on Tatooine. Wish I hadn't blown my money on Gathering crew missions.
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Re: Crew Skills - Make & Trade

Postby Clem » January 6th, 2012, 1:42 pm

stinky613 wrote:Speeder + necessary license = 65,000 credits, I think... But they really increase your productivity. There's a lot of nothing to traverse on Tatooine. Wish I hadn't blown my money on Gathering crew missions.


so you went top of the line, eh? I bought a cheap speeder, so my "all in" was only 48K.
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Crew Skills - Make & Trade

Postby stinky613 » January 6th, 2012, 1:42 pm

It's advisable to choose commendations over equipment unless the equipment makes a really big bump in stats. Then spend them on equipment that's either purple (really good) or orange (upgradable).
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Crew Skills - Make & Trade

Postby stinky613 » January 6th, 2012, 1:44 pm

I didn't get one because every time I hit 38k or so I'd level and have to spend half on upgrading powers. That and I was flushing all my credits down the toilet doing slicing. I guess I remembered wrong if you got one for 8k, Clem
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Re: Crew Skills - Make & Trade

Postby Jammer » January 6th, 2012, 1:53 pm

Stinky would also have more money if he didn't mail me 7,000 of it!
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Crew Skills - Make & Trade

Postby stinky613 » January 6th, 2012, 2:20 pm

You wouldn't stop dying!


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Re: Crew Skills - Make & Trade

Postby miketheknife » January 13th, 2012, 5:11 pm

jammer, thank you for the crystals!!!!

I am leveling up my investigation, if you guys need materials let me know. I also just found an armorsmith schematic if anyone wants it? Rabb or Clem?
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Re: Sticky: Crew Skills - Make & Trade

Postby Clem » January 27th, 2012, 3:35 pm

If anyone plays this weekend, post your updated crew skills and I'll put them in the first post.
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Re: Sticky: Crew Skills - Make & Trade

Postby fuzz_e_bizkitz » January 27th, 2012, 8:26 pm

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Sticky: Crew Skills - Make & Trade

Postby Jammer » January 27th, 2012, 10:49 pm

Lonely in here tonight.

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Sticky: Crew Skills - Make & Trade

Postby stinky613 » February 9th, 2012, 2:06 pm

It appears that it is more difficult to get an upgraded schematic from reverse engineering an item that is far below your crafting skill (I.e. Grey items in your crafting menu)


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Sticky: Crew Skills - Make & Trade

Postby stinky613 » February 14th, 2012, 10:13 pm

If anyone is running through medpacs too quickly I can produce infinitely reusable via Biochem. They require annoyingly rare "medical supplies" (Diplomacy), but as far as I can tell they never bind so you can always pass it down to a lower level character once it outlives its usefulness. So far I can only do lv 24 and below (<2500HP) medpacs but I'm working my way up.
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