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Crew Skills Compendium
12-22-2011, 09:31 PM
Post: #131
RE: Crew Skills Compendium
Slaign has put up a very detailed runthrough on reverse engineering on SWTOR.com
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12-23-2011, 01:16 PM (This post was last modified: 12-23-2011 01:20 PM by Nico.)
Post: #132
RE: Crew Skills Compendium
Can someone explain how the reverse engineering for Biochem works? I have 400/400 in Biochem/Bioanalysis but just the most common recipes from the crafting trainer. So, I'm a Bounty Hunter, I want to get the best Stimpack available for me (Reflex Stimpack, Aim/Power). What do I do? Just reverse engineer the stimpacks I got that are the highest level at the moment for me? And hope for a better recipe? Or have I got it all wrong how this works?

How do I get the reusable one? Havent got that one, just the "Prototype" version which last 2 hours instead of 1.
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12-23-2011, 01:30 PM
Post: #133
RE: Crew Skills Compendium
For Biochem (and a couple others), if you reverse engineer a green recipe version, you have a chance to gain the blue recipe version. If you RE a blue recipe version, you have a chance to get the epic. Thus to get the epic of something, craft and RE the green version until you get the blue recipe, then craft and RE the blue version until you get the epic.

Even Angels must kill from time to time...
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12-30-2011, 12:33 PM
Post: #134
RE: Crew Skills Compendium
Does Reverse Engineering have a skill requirement for all items? For example, can I RE a high level mod with 1 Artifice?

Risky <Nocturnal> - Darkness Assassin - Infinity Gate
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12-30-2011, 07:35 PM
Post: #135
RE: Crew Skills Compendium
(12-30-2011 12:33 PM)Risky Wrote:  Does Reverse Engineering have a skill requirement for all items? For example, can I RE a high level mod with 1 Artifice?

Bit puzzled by this myself so far, as my armormech can't RE everything I send her, even though some of it is of a level she can make and wear; as such, I have no idea where the restriction lies.

[Crew Skills Compendium]
Kal <Anima Morta> @ Trask Ulgo (EU)
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12-30-2011, 07:55 PM
Post: #136
RE: Crew Skills Compendium
Does anybody know if the biochem implants can be reverse engineered into something better? Or, what critting on one of them will do? I assumed REing them would do something, but I have come up empty after dozens of tries. I am starting to think I am wasting time and resources, hehe.
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12-30-2011, 09:47 PM
Post: #137
RE: Crew Skills Compendium
(12-30-2011 07:55 PM)monkeyswinkle Wrote:  Does anybody know if the biochem implants can be reverse engineered into something better? Or, what critting on one of them will do? I assumed REing them would do something, but I have come up empty after dozens of tries. I am starting to think I am wasting time and resources, hehe.

They RE into a Blue Implant with typically something like Crit, or Defence or something else on them.

and a Crit while crafting, gives them an Aug slot.

I have recently (about a few hours ago) RE'ed the Level 29 one, and it went from

cunning, endurance and Power to
gaining Crit, Then to
Gaining Presence.

Hope that helps, it would appear that unlike the potions, the implants are non-linear, and that there are multiple "blues" per green, and multiple purples per blue.

I also remember reading somewhere that your RE chance is effected by your skill (the higher your relative skill, the more chance of learning an upgrade.) which makes sense, but I don't know if its true or not having not crunched the numbers.
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12-31-2011, 12:22 AM
Post: #138
RE: Crew Skills Compendium
As an avid crafted I'd like to thank you for this.

Also it makes me so mad Jaesa Wilsaam is going to be away a lot doing my gathering and crafting. I was really looking forward to using her as my companion and romance option!!

/Grrrr
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12-31-2011, 01:54 AM
Post: #139
RE: Crew Skills Compendium
I don't think I'd stop using Jaesa as a companion just because of the archeology bonus, that doesn't matter much while leveling the skills. To be honest, a crit of more mats or a stat bonus on an item that will be replaced within a few days of leveling isn't going to be huge.

If you go Dark, Jaesa loves all of the options you choose, you'll actually come out ahead in the long run having her as your companion. Your affection will be through the roof and you'll be able to do the end Level 6 crafts and gathering missions faster with a higher crit chance, and lets be honest, that's where those crits really do matter more. Critting on a bunch of green items that you're going to throw away or just RE and never see again while leveling your skill isn't worth the loss of those affection points you'll gain. You'll actually save more time than you would working on affection up after you level with companion gifts.

Sith Warriors get a lot of companions earlier than some of the other classes, overall it's not going to impede your crafting progress. I'd use Jaesa and make her a better end-game crafter.
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12-31-2011, 03:27 AM
Post: #140
RE: Crew Skills Compendium
First, I wasn't aware Affection had an effect on gathering/mission times/crits. So thanks for that info.

Second, you're right. I shouldn't give two craps about crits until I max it and am working on my end-game gear. Thanks for the perspective.
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