The Furious Angels
FA Discussion => Non-VR Games => Topic started by: Kirun on December 03, 2011, 08:56:36 am
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I know there is a crafting guide and while it was a big help, there were a few other questions I had that I didn't see covered that maybe some of the perma-testers can shed some light on..
I had orginally planned on going synthweaving, but my min/maxer nature is starting to take over and is telling me it's probably best to go with 2 gathering skills and slicing until 50. I'm assuming this is probably correct?
Reverse-engineering: I know you can RE things that are similar to your craft. Can you RE mods yet or is that still a no? Also, can you RE a recipe that you "discover" and discover yet another RE specific recipe? For instance, say I RE a green item I can make that gives me a blue recipe. If I then RE that blue recipe, will it give me a chance to "discover" a purple one, or do the purple recipes come from REing the blues that the trainer teaches you to craft?
Third: This is my min/maxing nature talking again, but if you take a production crafting skill, I assume it's better to sell(to a merchant) rather than RE the stuff you craft? At least initially and from a credit making standpoint, that is. I know that RE only gives you a few materials back, plus the chance to "discover" blue recipes. However, obviously those recipes are going to be worthless, because other than months down the road when people are considering twinking, will those ever really be sold for any decent amount of credits, right? Nobody is going to spend a significant amount of money on a level 1-49 blue, correct?
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From a group standpoint, you want your crafting recipe list to be as complete as possible. The idea is that months from now when you are level 50, we might still be getting new players or players that are catching up, and as a guild, it's great to have a set of level 10, 25, etc. purples to craft them as they ding those levels. Certainly as Synthweaving, we're looking for uniform pieces, so the quicker you get through your recipe list, the quicker we can see if there's anything there that's usable.
In this most recent build I never had a credit crisis, so my plan is to focus on crafting the whole way rather than credits, since it's a time-based mechanic anyway, so I can only grind it so quickly at the top.
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I know there is a crafting guide and while it was a big help, there were a few other questions I had that I didn't see covered that maybe some of the perma-testers can shed some light on..
I had orginally planned on going synthweaving, but my min/maxer nature is starting to take over and is telling me it's probably best to go with 2 gathering skills and slicing until 50. I'm assuming this is probably correct?
No if you arnt interested in crafting at all go with treasure hunting, Investigation, slicing/underworld trading as this will give you a lot of the crit items crafters need which you can sell on the AH. If you are interested in crafting pick your crafting skills form the start as crafting is a time based ting where the best stuff can take hours to craft.
Reverse-engineering: I know you can RE things that are similar to your craft. Can you RE mods yet or is that still a no? Also, can you RE a recipe that you "discover" and discover yet another RE specific recipe? For instance, say I RE a green item I can make that gives me a blue recipe. If I then RE that blue recipe, will it give me a chance to "discover" a purple one, or do the purple recipes come from REing the blues that the trainer teaches you to craft?
In a word yes! You can RE a green to get a blue and then RE that blue to get a purple. Not sure if you can RE the purple to get a gold but if you can the % chance must be really small. Also you can RE certain mods provided you have the correct crafting class for that mod.
Third: This is my min/maxing nature talking again, but if you take a production crafting skill, I assume it's better to sell(to a merchant) rather than RE the stuff you craft? At least initially and from a credit making standpoint, that is. I know that RE only gives you a few materials back, plus the chance to "discover" blue recipes. However, obviously those recipes are going to be worthless, because other than months down the road when people are considering twinking, will those ever really be sold for any decent amount of credits, right? Nobody is going to spend a significant amount of money on a level 1-49 blue, correct?
actually the reverse in other MMO's i tended to make the most cash on the low-md level items as people are to lazy to do stuff while they are leveling up so its best to have a full range of crit items also it will help you should you wish to level an alt.
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RE didn't work for me in this last beta. I wasn't sure what the deal was with that.
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It should work for all items now. Gonna start a crafting list soon...
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Ive actually been considering this a bit too, so Id like an input from the people that have a bit more experience with the game
As far as Ive understood it you can have 3 professions right?
Im planning on getting a crafting skill from the start but is it worth it to get 2 gathering skills while lvl'ing and then maybe consider changing one of them to a mission skill once hitting max lvl, does that seem like a profitable idea?
my concerns are if missions skills is as time based as crafting skills or if you need your mission skill for your crafting skill - in that case my plan would be not so smart
(was planning on biochem as crafting)
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There is a mission skill and a gathering skill that corresponds to each crew skill, i.e. Armormech = Underworld Trading + Scavenging.
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I have a crafting how to guide in the process but for now i stumbled on this site which is a general overview and also noted some interesting things i missed
http://www.starwarsmmolevelingguide.com/crafting-guide/#crew-skills-introduction