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Crew Skills Compendium
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12-03-2011, 01:53 AM
(This post was last modified: 01-04-2012 03:30 AM by bluekieran.)
Post: #1
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Crew Skills Compendium
Crew Skills Compendium
Crew Skills are the SWTOR crafting system - and they let your companions handle the work while you're busy adventuring. There are three types: Gathering Skills get you basic resources, Crafting Skills turn resources into finished items, and Mission Skills bring in rare resources and other benefits, but only at the cost of credits. You can have three skills total, only one of which can be a crafting skill, and you can train them at level one if desired (although you normally wouldn't pick them up until you leave your starting planet at about level 10). Table of Contents I. Gathering Skills II. Crafting Skills II.g. Dependencies diagram III. Mission Skills IV. Companions IV.a. Trooper IV.b. Smugger IV.c. Jedi Knight IV.d. Jedi Consular IV.e. Bounty Hunter IV.f. Sith Warrior IV.g. Sith Inquisitor IV.h. Imperial Agent V. Reverse Engineering I. Gathering Skills You can gather in two ways - by right-clicking on resource nodes as you wander around (those you can gather will show up on your-mini-map and glow), or by spending credits to send your crew on gathering missions. Gathering skills also have a secondary use - in flashpoints and operations, you can sometimes use a gathering skill to find an easier way to your goal, for instance by slicing open a computer-locked door that allows you to bypass several groups of enemies. I.a. Archaeology [missions]
I.b. Bioanalysis [missions]
I.c. Scavenging [missions]
I.d. Slicing [missions]
II. Crafting Skills Crafting Skills allow you to create items for yourself and your companions (or to sell to others on the market) including weapons, armour, mods and consumables. [Each of?] your companions can have up to five items queued up to craft at one time. You can only train ONE crafting skill (unlike gathering/mission). There are also profession-exclusive bind-on-pickup items which mean that the choice of skill will provide some gameplay bonus. Crafting schematics can be gained as loot, through the Investigation mission skill, and improved schematics are gained through Reverse Engineering. If you de-train and later re-train a skill, you should retain old schematics [unconfirmed]. Crafting the BoP exclusive items requires rare BoP resources that drop in Operations and Hardmode flashpoints: Biometric Crystal Alloy, Alien Data Cube, Self-Perpetuating Power Cell and Rakata Energy Node. II.a. Armormech[schematics]
II.b. Armstech[schematics]
II.c. Artifice [schematics]
II.d. Biochem [schematics]
II.e. Cybertech [schematics]
II.f. Synthweaving [schematics]
II.g. Diagram Credit to an unknown source for the original version of this diagram. It shows the crew skill dependencies as I understand them at the moment: ![]() An alternative diagram with more info can be found here, but the one above is the one I'll be keeping updated. III. Mission Skills Mission skills allow you to send your crew on missions to gather rare resources and other benefits. It's inadvisable to get more than one mission skill unless you're swimming in credits for some reason, as they're expensive to level up and use. III.a. Diplomacy [missions]
III.b. Investigation [missions]
III.c. Treasure Hunting [missions]
III.d. Underworld Trading [missions]
IV. Companions Different companions provide different bonuses to crew skills. Tables below show only the skills relevant to the class - the omitted skills don't have any bonuses anyway. There are two types of bonuses: efficiency, which is a % improvement on the time taken to complete an item/mission, and critical chance. Crit will be most relevant when crafting items which your character wears: armor, weapons, implants etc., as it's these that will be crafted as "exceptional" on a crit, giving them a bonus modification slot for an Augment (which you get from slicing missions). IV.a. Trooper
IV.b. Smugger
IV.c. Jedi Knight
IV.d. Jedi Consular
IV.e. Bounty Hunter
IV.f. Sith Warrior
IV.g. Sith Inquisitor
IV.h. Imperial Agent
VI. Reverse Engineering [NB: There is a much more detailed guide to Reverse Engineering HERE]. Reverse Engineering is the SWTOR equivalent of WoW disenchanting; it provides very few materials, but it is the way prototype and artifact schematics are discovered. By reverse-engineering premium-quality items (this destroys them), you have a chance of discovering the prototype schematic; RE-ing the prototype items gives a chance of discovering the artifact recipe. Your chance to get the next level of schematic appears to depend on your (crafting) level vs. the schematic level. At least for armor and weapons, there are three possible blue schematics (critical, redoubt and overkill). Suggested here: There are 5 chance rates of researching new schematics: Very Low (4%), Low (8%), Medium (10%), High (16%) and Very High (20%) |
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12-03-2011, 02:31 AM
Post: #2
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RE: Crew Skills Compendium
This is still somewhat of a work in progress. Suggestions, corrections and criticism welcome.
[Crew Skills Compendium] Kal <Anima Morta> @ Trask Ulgo (EU) |
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12-03-2011, 04:07 AM
Post: #3
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RE: Crew Skills Compendium
(12-03-2011 02:31 AM)bluekieran Wrote: This is still somewhat of a work in progress. Suggestions, corrections and criticism welcome. Even as a work in progress it's very well done. Slicing BTW can also result in Protoype and Artifact missions, for Slicing and other Crew Skills. Xen of Onslaught | Server: Veela |
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12-03-2011, 04:38 AM
(This post was last modified: 12-03-2011 04:38 AM by Fenris.)
Post: #4
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RE: Crew Skills Compendium
Superb work!
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12-03-2011, 05:06 AM
Post: #5
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RE: Crew Skills Compendium
III.b. Investigation [missions]
Provides artifice-quality schematics for all crafting skills, rare Armstech materials, and companion gifts. Artifact quality. |
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12-03-2011, 05:14 AM
(This post was last modified: 12-03-2011 05:20 AM by Xyrm.)
Post: #6
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RE: Crew Skills Compendium
Section IIb mentions Treasure Hunting as a mission skill for Armstech, but it provides nothing directly of use for Armstech. Investigation, like you mention later is what's needed in this section.
"...peace was atrophy. Only through conflict could potential be realized." -Darth Malgus
Xyrm Magus | Mecenary (Arsenal) | <Impervious> | Darth Bandon (USE-PvE) |
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12-03-2011, 07:20 AM
(This post was last modified: 12-03-2011 07:21 AM by JunoVC.)
Post: #7
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RE: Crew Skills Compendium
Latest patch notes have now split up Underworld Trading missions for rare Metal/Cloth so it will be easier to gather what you are looking for.
ie. separate missions. Oh and great work, ty |
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12-03-2011, 11:48 AM
Post: #8
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RE: Crew Skills Compendium
nice work. most of the other guides aren't even updated with the mission skill changes.
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12-03-2011, 11:29 PM
Post: #9
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RE: Crew Skills Compendium
This is neat. Thanks alot.
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12-05-2011, 01:58 AM
Post: #10
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RE: Crew Skills Compendium
Thanks for all the input guys, I've incorporated the corrections etc.
I've also gathered a little raw data on reverse-engineering this weekend: it's up at http://twisted.org.uk/content/reverse-engineering.csv if anyone fancies trying to figure out the algorithm. Really need a lot more data, though. [Crew Skills Compendium] Kal <Anima Morta> @ Trask Ulgo (EU) |
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