Swtor How To Get More Crew Skill Slots
Gemstones are crafting materials obtained through the mission crew skill treasure hunting. These materials are used in artifice schematics. Fire Node - Grade 1 Wind Crystal - Grade 1 Marilite - Grade 2 Chrysopaz - Grade 2 Tatooine Flamegem - Grade 3 Krayt Dragon Pearl - Grade 3 Sunblaze - Grade 4 Ice-Jewel - Grade 4 Prismatic Crystal - Grade 5 Nova Crystal - Grade 5 Lorrdian Gemstone - Grade 6. The Crew Skills system in Star Wars: The Old Republic consist of three types of skills, each with multiple focus areas: Gathering and Crafting skills are more closely related, the discoveries found during gathering tasks often being used in crafting tasks. Free to play players will have 1 crew slot, preferred players will have 2, and subscribers have all 3. You may choose to use your skill. Get up to speed with tips, tricks, videos and written guides about SWTOR for beginners and level 75 players with Swtorista! Whether you're a brand new player or a seasoned veteran, there's thousands of ways to play the game. A skill can be unlearned by clicking the 'X' button beneath the skill bar in your Crew Skills window. As your crew members improve their skills, the required time to complete lower level tasks.
- Swtor How To Get More Crew Skill Slots Free Play
- Swtor How To Get More Crew Skill Slots Free
- Swtor How To Get More Crew Skill Slots To Play
So i think you only needed to use 1 unlock to get your 3rd slot. What crew skills do you have now, and what skill are you trying to learn? Each character can only learn 1 crafting skill, so if you already have Armstech you won't be able to get Biochem too (for example). Try training another gathering skill (slicing, arch, scav, bioanalysis).
The Crew Skills system allows players to take advantage of the valuable resources, high-tech schematics, and intriguing opportunities the galaxy has to offer without having to break away from their storyline. Players can assign their crew of companions to gather resources, craft useful and valuable items, and even to undertake their own missions, providing the player and the rest of the crew a variety of benefits and rewards.
Starships allow players to relay orders to companions while exploring the galaxy and progressing through your storyline. Based on their opinion of you, the better they'll perform across the board.
Most Crew Skills missions are drawn from a random pool for the player to choose from, and that pool refreshes from time to time. However, some missions are unlocked by rare objects found in the world. These missions are one-off, but tend to offer more substantial rewards. Companions can fail on missions, which means that the player will lose their initial capital investment (i.e. credits and time spent). It is up to the player to decide if they wants to play it safe with their companion missions, or go for higher risk, higher reward missions.
Currently, items craft from and drop to the player's inventory. This may change based on feedback over time. In fact, one of the key benefits of the missions system is to find rare crafting materials that aren't 'drops' elsewhere in the world, usually used for making very high quality items.
The Crew Skills trainers are located on Coruscant for Galactic Republic players and Dromund Kaas for Sith Empire players, as well as the Republic and Imperial Fleets. Each trainer will give the player a description of the Crew Skill they teach (through a codex entry), along with the benefits they provide, so the player knows which Crew Skills may be most beneficial to their play style. Player class does not restrict the skills available for training.
Players will be able to select three Crew Skills from among these main categories:
- 6Companion bonuses
Gathering skills[edit edit source]
As you explore planets in the galaxy, you’ll discover a variety of exotic resources and valuable pieces of information. With the right training, you and your crew will be able to scavenge for raw materials, slice computer systems, and track down valuable artifacts. The resources and information you gather can be sold on the open market for a profit, or your crew can use them to craft useful and valuable items.
If you like, you can select Gathering skills for all three of the Crew Skill slots available to your team.
Gathering Skills include:
- Archaeology – the ability to seek out imbued items like Lightsaber crystals and ancient artifacts and is best combined with Artifice or Synthweaving.
- Bioanalysis – the practice of collecting genetic material from creatures and plants and is best combined with Biochem.
- Scavenging – the art of recovering useful materials and parts from old or damaged technology, and the items get from Scavenging are very useful for Armormech , Cybertech and Armstech.
- Slicing – a skill in accessing secured computer systems and lockboxes to acquire valuable data and rare schematics. And is by far the best money making skill and can be used with Cybertech.
Crafting skills[edit edit source]
Whether your team gathers resources or you acquire them through other means, they’ll be the cornerstone of crafting. Depending on how you choose to specialize, your crew will be able to construct armor, weapons, implants, or other types of useful items and gear. You can use these items yourself or put them up on the open market forprofit.
You’ll receive Crew Skill reports even while you’re away from the ship, and if one of your companions returns with the schematics for a valuable item, you can assign someone else to start crafting the item right away on the ship’s workstation without having to return to the ship! Crafting skills are very specialized disciplines; for your three Crew Skills slots, you’ll be able to select one Crafting skill for your crew to master.
Items you craft will have the ability to be reverse engineered. Reverse engineering is a great way to lower your crafting costs. You are refunded a fraction of the items you used, and you have a random chance to learn a better schematic of the item you reverse engineered.
Crafting Skills include:
- Armormech – the ability to work with hard metals and electronic shielding to construct all types of personal armor
- Armstech – the skill of constructing blasters, blaster rifles and upgrades
- Artifice – the delicate work of constructing Jedi and Sith artifacts
- Biochem – the engineering of performance-enhancing chemical serums and biological implants
- Cybertech – the technical expertise to construct gadgets and components for Droids and high-tech armors
- Synthweaving – the art of creating lighter outfits and armors that are imbued with Force qualities
Mission skills[edit edit source]
Mission skills are a unique addition to the Crew Skills system. With these skills, you send companions from your crew across the galaxy on various missions to recover information, hunt down loot, or complete other goals to bring you rewards. When you use a mission skill, you’ll select a companion, choose a mission from an ever-changing pool, and send that companion out after the prize.
You can choose from a variety of mission skills – is your crew into conducting research? Participating in diplomatic missions? Trading in illicit goods? There are many options, each with their own set of benefits and rewards. Some can even earn you light or dark side points.
As with the other skills, your companions complete these missions on their own time and bring the rewards back when they’re done. Any number of your Crew Skills can be a Mission skill, so get ready to put your team to work!
Mission Skills include:
- Diplomacy – the art of conducting and managing negotiations
- Investigation – the skill of examining evidence and following clues to discover valuable secrets
- Treasure Hunting – the ability to track down and recover valuable items by investigating a series of clues
- Underworld Trading – expertise in the trading of illegal goods and services
Dependencies[edit edit source]
The following chart shows the various dependencies of the available crew skills. Gathering and Mission skills are on the top of the chart, while the Crafting skills are on the bottom.
Grades[edit edit source]
All crafting is organized into 11 grades. This is to help clarify the different crafting tiers, allowing crafters the ability to easily determine what crafting materials they need for what items. Companion crew skill increases after each mission or crafting. All existing items and missions fit into these grades and match the equivalent crafting grade. Below is a detailed breakdown:
- Grade 1: Level 10-16: 0-80
- Grade 2: Level 16-24: 80-160
- Grade 3: Level 24-32: 160-240
- Grade 4: Level 32-40: 240-300
- Grade 5: Level 40-56: 300-350
- Grade 6: Level 46-51: 350-400
- Grade 7: Level 51-55: 400-450
- Grade 8: Level 55-60: 450-500
- Grade 9: Level 60-65: 500-550
- Grade 10: Level 65-70: 550-600
- Grade 11: Level 70-75: 600-700
Companion bonuses[edit edit source]
Companion crew skill bonuses are based on the amount of influence the player has with that companion. Each rank of influence increases the time efficiency and critical rate for crew skill tasks.
- Efficiency bonuses reduce the amount of time needed to complete a task by 1% by bonus point.
- Critical bonuses enhance the chance of a critical result at the task. A critical in a gathering or mission task yields more and/or better results. A critical crating yields in either 2 items being crafted instead of one (for consumables crafts), the crafted item having an open Augment slot in addition of his normal stats (for equipment craft) or a 'Mastercraft' item mod, an Artifact-Class item mod with even better stats than the regular version (for Item Mod craft).
Influence[edit edit source]
Rank | Efficiency | Critical |
---|---|---|
1 | 1.5% | 0.5% |
2 | 3.0% | 1.0% |
3 | 4.5% | 1.5% |
4 | 6.0% | 2.0% |
5 | 7.5% | 2.5% |
6 | 9.0% | 3.0% |
7 | 10.5% | 3.5% |
8 | 12.0% | 4.0% |
9 | 13.5% | 4.5% |
10 | 15.0% | 5.0% |
Swtor How To Get More Crew Skill Slots Free Play
One of the most common questions I see asked by new Star Wars: The Old Republic players is “which crafting skill or crew skill should I choose?” Much like the age-old question of “which class should I choose?” this is a question that doesn’t have a solid answer – it really depends on what you want to make, and what you want to do.
Contents
Which Crafting Skill Video
Trying to decide which crafting skills you should pick in SWTOR? This video covers what types of items each crafting skill can craft, the pros and cons of each, and some tips and suggestions.
How many crew skills can free-to-play, preferred and subscribed players have?
Let’s start off with what’s available. Free-to-play players who have never subscribed are only allowed to have one crew skill. Preferred players who have subscribed or purchased cartel coins in the past but don’t currently have a subscription get 2, and subscribers unlock all three crew skills. The good news is that if you’re a preferred player, you can use a friend’s referral link to get a free crew skill slot, which will bring your total up to 3, just like a subscriber. Free-to-play players are stuck at one until they subscribe though.
Crafting & Gathering Crew Skills
There are three types of crew skills. Crafting skills, which allow you to actually craft things, gathering skills that allow you to gather materials by sending your companions on missions or by scavenging fallen enemies, and Mission skills that only allow you to send your companions on missions to gather resources.
If you are subscribed, it’s generally recommend to get one crafting skill, and the two gathering skills that correspond to it, so you can gather all the materials you need to craft without having to buy them. If you have 6 characters, you can spread the 6 crafting skills among – so don’t stress out too much about only having to pick one.
If you don’t have six characters or are just starting to play the game, you’re obviously going to want to be a bit more picky about which crafting skills you choose. There is no objectively best crafting skill though – so just pick one that sounds fun!
Free-to-Play Crafting Skills
As a free to play player, you can only have one crew skill per character, and 2 characters per server. This makes your choices a bit tricky. As I mentioned, if you have a crafting skill, you’d normally want to pick the two complementary gathering skills to go with it. However, as a free to play player, you can only have 1.. So what should you do? You have two options.
The first is just to pick a gathering skill and ignore crafting all together. If you pick Bioanalysis, Archaeology, Scavenging or Slicing, you can loot crafting materials from nodes across the galaxy. This is my personal recommendation if you are levelling – it’s a neat little minigame to grab these crafting nodes while you are running around exploring, and it’s a crew skill that costs no credits, which makes it an especially nice choice for Free to Play players who are capped at 200k credits.
Archaeology will let you pick up pretty crystals, bioanalysis will let you pick plants and dead beasts, scavenging will let you get scrap metal from droids and trash heaps, and slicing will let you get credits from discarded terminals. Scavenging and Bioanalysis can be especially neat to have, because not only can you pick up the crafting nodes scattered across the galaxy, but you can also pick up the bodies of your fallen enemies.
You can then decide what to do with the materials you gather – if you need money, you can sell them to vendors or on the GTN for a nice profit, or you can hold on to them in your legacy bank and use them for crafting if you decide to subscribe and unlock the other crew skill slots.
If you want to craft as a free-to-play player, you’re going to encounter a lot of restrictions. The biggest one is that companions can only craft one item at a time on a non-subscribed account… while subscribers can queue up multiple items at a time. Some of the crew skills also can produce items you can’t equip if you’re on a non-subscribed account – for example, if you wanted to choose Artifice to craft yourself pretty lightsaber crystals, a lot of the crafted lightsaber crystals require artifact authorization… which means you could craft them, but not equip them. Luckily, the basic craftable armor and weapons from Armormech, Synthweaving, Armstech and Artifice can be worn by free-to-play and preferred players, even without artifact authorization.
Subscriber & Preferred Crafting Skills
Subscribers will have a huge range of crafting options available to them though. The first option is just to pick 3 gathering skills from the Archaeology, Scavenging, Bioanalysis and Slicing list. If you’re not interested in the actual act of crafting, this is the option I’d recommend, because you can pick up free materials off the ground and turn them into credits. If you do want to craft, you’ll pick one of the crafting skills and the two complementary gathering and missions skills to go with it.
If you make the wrong choice or want to switch your crafting skills later don’t worry – you can easily drop a crew skill by pressing the small X beside it in your crew skills panel. Then you’ll have an empty crew skill slot and you can go pick up a new skill at crafting level 0. Just be aware this does erase any progress in the last skill – if you decide to go back to it later, you’ll be starting from scratch.
Endgame Crafting
Swtor How To Get More Crew Skill Slots Free
If you’re crafting on a high level character, you may choose to craft for endgame rather than for fun. Endgame crafting is crafting purely for statistics – to raise your character’s stats, like your power or endurance, so you can perform better in combat. This includes crafting armorings, mods, enhancements, hilts, barrels, relics, earpieces, implants and augments. Knowing which crafting skills to take for endgame requires you to be familiar with what pieces of endgame gear each crew skill can craft, and which types of stats your specific type of character needs. For example, a healer needs an entirely different set of gear than a tank. If you’re interested in crafting for endgame, I’ve included some links to resources in the description of this video, including how to find out what stats you need and which crew skills can craft what pieces.
- Video About Gearing & Stats (just stop when it starts getting into gear rating and where to get gear, it is outdated)
Which skill to pick?
If you aren’t a high level, or don’t care about endgame crafting, you’re free to pick whichever crafting skill sounds fun to you.
Artifice
The first crafting skill you can choose is Artifice. Artificers can craft a variety of things, and the one they’re most well known for are color crystals that can change the color of your lightsaber’s blade, or the color of the bolts that come out of your blasters. Artificers are also the only crafters that can craft dyes – there’s over fourty craftable dyes, plus some special ones from reputation. Just remember, if you are preferred or free to play and don’t have artifact authorization, you won’t be able to equip a majority of the craftable color crystals. Artificers can also craft lightsabers and double-bladed lightsabers, relics, shields generators and focuses. Artifice is a great skill to choose if you have a force-using character, or if you want dyes and crystals, either to use for yourself, or to sell to other players for credits. Artifice’s complementary skills are Archaeology and Treasure Hunting.
Synthweaving
If you’re looking to craft armor for your force user, try out Synthweaving. Synthweaving lets you craft armor for any type of Jedi or Sith.. you could technically even wear them on your non-force user, as all new crafted armors are adaptive and can be worn on characters that use light, medium or heavy armor. Here are some of the armors you can craft on the Republic side for Jedi, and here are some of the armors you can craft on the Imperial side for Sith. Keep in mind these armors switch appearance when they change factions… so you can’t craft the darkside costumes for your Jedi. Synthweaving’s complementary skills are Archaeology and Underworld Trading.
Armormech
If you’d like to make armor for a non-force using character, pick Armormech. Armormech can craft armor that looks good on Troopers, Smugglers, Bounty Hunters and Imperial Agents. Here’s some of the armors you can craft for Troopers, Here are some of the smuggler armors, Here are some of the Bounty Hunters armors, and here are the Imperial Agent armors. Just like the robes from Synthweaving, all the new Armormech armors are adaptive, which means they can be worn by any class – but they do change appearance when sent over to the opposite faction. If you haven’t played in a while or are new, there’s a feature called the Outfit Designer that allows you to put a costume on over your main armor… so although these armors aren’t moddable, it’s not a big deal. If you’re a returning player who’s coming back to the game, you may remember that certain crafting and gathering skills used to be better for certain classes and companions… that feature was removed, and now all classes are equal when it comes to crafting, but you can raise your favourite companion’s crafting level by building influence with them instead. Armormech’s complementary skills are Underworld Trading and Scavenging.
Armstech
If you want to be able to craft blasters for your non-force-using characters, Armstech is the way to go. Unfortunately, most of the default craftable weapons, from lightsabers to blasters, are not moddable… And there’s no slot in the outfit designer for weapons. So be aware that a lot of the weapons you can craft might look cool, but they won’t be great for your high-level character. Because of this, I don’t really recommend picking up Armstech. If you do end up picking Armstech, its complementary skills are Investigation and Scavenging.
Swtor How To Get More Crew Skill Slots To Play
Cybertech
Cybertech is the odd one out when it comes to cool things you can craft, as they can’t make weapons or armor. Instead, they can create a motley of items including ship parts, grenades, and even a few speeders. Cybertech’s complementary skills are Scavenging and Underworld Trading.
Biochem
The last crafting skill is Biochem, and like Cybertech, it’s a bit odd. Biochemists craft medpacs, stims and adrenals – all of which can mean the difference between life and death in tricky combat situations, like heroics, operations or flashpoints. At the time of making this video, Biochem crafters can also use special re-usable medpacs, stims and adrenals. These schematics are earned from the Umbara flashpoint and require Biochem level 600 to craft AND to use. Because of these schematics, biochem is sometimes known as the most “useful” skill, since the items crafted by all the other skills can technically just be bought from the GTN, without requiring that actual crafting skill to use them. Biochem’s complementary skills are Bioanalysis and Diplomacy.
Crafting Skill Suggestion
If you’re still having trouble deciding and don’t want to dig into endgame crafting, I’d suggest picking up Synthweaving if you play a Jedi or Sith, or Armormech if you play a non-force user. The armors you can make with those two crafting skills give you a great variety of outfits you can mix and match, and allow you to craft some of the classic and iconic armors for each class. Crafting is truly a supplementary part of the game… so don’t be afraid to try out a crew skill and see if you like it. Good luck on your crafting journey… and may the force be with you!