AP Crafting (Crew skill / Tradeskills) / Who can make what

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Chrisax
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Chrisax »

Addition: let's organize our tradeskills to try to be as independent as possible and save a lot of money to AP members while having the best items! :)

Side note: it's good to see you working again for AP, Fuze. =D> :twisted:

Chrisax: archeology, but will likely change the two others. Need a few days.
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

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Dirben
Biotech, Bioanalysis, Diplomacy
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noobas
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by noobas »

Jackydee:
Bioanalysis, biochem, Diplomacy

Currently at 160ish in biochem, and I can build some real nice stims/heal packs etc. What I'm planning is goign all the way to 400, build a stash of the top-of-the-line medpacs and stims, and then either train out of it, or if I have another alt that I can use to retrain keep it.

But, I figure there is probably some good money in being able to build a top notch heal stim

http://www.torhead.com/item/1wf28nO/rakata-medpac

omgwtfbbqhello.

So I might not retrain after I hit 400.

The problem is though is that smugglers companions excel in underword trading and stuff like that so it's more beneficial to be having them getting nice armour pieces and materials. So I'd really like to get a nice stash of meds and stuff and then retrain armortech.

I ALSO figure theres a huge market for top rated mods, mainly because you can completely bypass what type of armour youre building IF you can build awesome orange/purple mods/enhancements etc.

So, I'm going to look into building mods and I think I'll go balls to the wall on modding crew skills on noobastank.

So: Noobastank will be:

Cybertech, treasurehunting, underworld trading

gursh durnit, I really should have gone biochem/dip/bioan on noobas, and cyb/TH/UT on smuggler. WTF!.
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Aphoc313 »

Aphoc, new guy :)

Armortech, scavenging and underworld trading
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Hyde
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Hyde »

Added mine, they're all lowb level of course. Probably will do Slicing on Beefheart for a bit for cash and then swap to Armstech (since I'll have the needed gathering skills already) or Biomech later on.
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Chrisax
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Chrisax »

So I took Archeology / Treasurehunting / Artifice

The reason is I found it's quite hard to find modification items of high quality, so Artifice could be interesting.

Honestly, not sure.

Also, the way tradeskills bonuses ahve been allocated to companions appear greatly illogical to me.
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Lasarina »

I have like Chris Archeology / Treasurehunting / Artifice.
Both archeology and artifice are about 200 and treasurehunting is 150ish.
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Croke »

Croke has Slicing (385+) Underworld Trading (320+) and Cybertech (just started)
Crocom has Archeology Treasurehunting and Artifice all around 100 atm.
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Lasarina »

Ya, ofc Fuze sry my bad!
Ingame name is Manarn :)
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Jacksknife »

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Cybertech, scaveging and underworld trading
all at about 100 atm
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Chrisax
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Chrisax »

Note: ding Archeology 400. So I can gather any archeological resource.
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Bredin
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Bredin »

grats!
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Graytrader »

I decided to try armormech,scavenging and underworld trading on smuggler.
Will try these for a bit may change.
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by noobas »

So, the biggggggggg issue, that I've realized is, it doesn't matter if you have 400 skill or not. What matters, is what schems you have.

Now, check this out, I've been scoping the GMS a fair bit, and, what I've found is that there are people who are engaged with crafting, and, there are those who pay lip service.

The people who are engaged are the ones who are offering up purples, for a premium, (they cost a fair bit to develop).

The people who aren't engaged are offering up greens, (commodity) at commodity price, and, generally don't sell because they can be found on a mob - and really aren't upgrades from what you already have.

So, I was scoping GMS, and I found a few items made by this person Lara. Now, I won't lie to you all, but this chick knows what shes doing. She's cornered the market on Technostaffs or something (needed by consular's companions I heard), but not for sale anywhere else. And she's got every purple schem from 10 to 50.

Enter the blasters. I'm lookign for blasters, and I pick up a pair of 33 purple blasters. they are such a massive upgrade from what I was using before, the 15k I spent on em was WELL worth it.

So, I send her tells every day for a week until I find her on line. If someone knows how to do it, she will. So I say I want some QL 39-40 blasters. No worries, just need some resinite, I hunt down some resinite, send it off to her, and she's building me a helluva fine purple blaster (rating 104. booyah @ 40)

I'm buying for 20k but she will sell in GMS for 40k each.

So, the big money is finding a niche, then putting up the big investment upfront to get the schems, then building the units and selling at a price people can afford.

Here's my observations so far:

1. PVP armour easily available at 20/40/50 leaving a HUGE dearth of easily obtainable awesome gear around late 20's early 30's.
2. there are many places to farm the parts for 30's gear.
3. It doesn't require nearly as much credits to farm as for 50's gear.
4. People in theri 30's have lots of money, mainly, because they bought a speeder at 25, and won't have another big investment until 40.

So, I'm going to start working on blue implants, and, if purples are possible, I'll try for those too. But, smuggler is staying biochem for now.
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Bredin
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Re: AP Crafting (Crew skill / Tradeskills) / Who can make what

Post by Bredin »

noobas wrote: So, I'm going to start working on blue implants, and, if purples are possible, I'll try for those too.
purple implants seem to require biochem to wear, so a bit nerfed for selling

[edit] this is wrong, the implants are not tagged with biochem req
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