Sticky: Crew Skills - Make & Trade

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Crew Skills - Make & Trade

Postby Jammer » January 5th, 2012, 11:25 am

My head hurts trying to understand this. Lol
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Re: Crew Skills - Make & Trade

Postby fuzz_e_bizkitz » January 5th, 2012, 12:15 pm

Jammer wrote:My head hurts trying to understand this. Lol


Read this: http://www.betacake.net/2011/11/15/star-wars-the-old-republic-biochem-info/

Evidently my reusable medpac only works for people with biochem as their skill. So I guess I wont send any out.
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Re: Crew Skills - Make & Trade

Postby Clem » January 5th, 2012, 1:17 pm

Jammer wrote:My head hurts trying to understand this. Lol


Mine did initially too, then it just clicked for me. You'll get it eventually, though maybe a slower, given that you're Polish.
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Re: Crew Skills - Make & Trade

Postby Jammer » January 5th, 2012, 1:33 pm

Clem wrote:
Jammer wrote:My head hurts trying to understand this. Lol


Mine did initially too, then it just clicked for me. You'll get it eventually, though maybe a slower, given that you're Polish.


But a conservative so isn't that a wash?
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Crew Skills - Make & Trade

Postby stinky613 » January 5th, 2012, 2:01 pm

Fyi, I did a re-spec on my sorcerer to change to a healing build because I found myself worthless in pvp. So if anyone needs a healer... yeah...

If anyone wants to change their skill trees ('k' key) you can go to the imperial fleet to the guy across from the guild registrar. First re-spec is free but the prices quickly increase for subsequent re-specs.
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Re: Crew Skills - Make & Trade

Postby Jammer » January 5th, 2012, 6:37 pm

Ok I am learning a little bit here. Had my companion running off and making med packs and stim packs for me today.
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Re: Crew Skills - Make & Trade

Postby Clem » January 5th, 2012, 7:49 pm

Just to keep everything where we can see it with the the conversation going on in this thread, I've put everyone's info in the first post. I'll do my best to keep it up to date.
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Re: Crew Skills - Make & Trade

Postby miketheknife » January 5th, 2012, 8:49 pm

I was waiting for that, now we can REALLY take this bitch off the rails
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Re: Crew Skills - Make & Trade

Postby Clem » January 5th, 2012, 9:00 pm

miketheknife wrote:I was waiting for that, now we can REALLY take this bitch off the rails


This changes EVERYTHING.
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Re: Crew Skills - Make & Trade

Postby rabb » January 5th, 2012, 10:35 pm

I can update my levels later because I just unlearned some shit and am trying to do this right

Armormech, Scavenging and Underworld Trading
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Crew Skills - Make & Trade

Postby stinky613 » January 6th, 2012, 10:21 am

I switched to synthweaving, archeology, and underworld trading
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Re: Crew Skills - Make & Trade

Postby Jammer » January 6th, 2012, 10:23 am

I have to seriously take a look at my skills but each time I get in the game I just want to keep going with missions. I am happy that my person is making med pack for me so will at least be keeping that.
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Re: Crew Skills - Make & Trade

Postby Clem » January 6th, 2012, 1:05 pm

I spent a pretty good chunk of yestereday working up my Artiface skills. Once I get that to 400, I'm debating changing one or both of my other crew skills. It seems that most of the Artiface ingredients I need can either be purchased from a vendor or the Galactic Trade Market, so there might be more value to me in crew skills other than archeology and treasure hunting.

For now, though, I've burned through all of my credits and need to knock out a few missions so that I can afford to keep crafting.
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Crew Skills - Make & Trade

Postby stinky613 » January 6th, 2012, 1:06 pm

You'll get more companions. You should get a new one very soon; when you get your ship.
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Crew Skills - Make & Trade

Postby stinky613 » January 6th, 2012, 1:07 pm

Yeah I'm pretty much broke from leveling three new skills to 125
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