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Crew Skills & Credits – Skills with Alts in minds

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Crewskills and Credits Header Refined


Credits and the Economy is what really rules the Galaxy, at least that’s what the Star Cabal told me. There are many ways to earn a living in SWTOR, and many ways to go broke. I’ll look toward the former on Mondays.

A new guild member asked me, “What crew skills do I want?” That is an interesting question, one which I went on and on about. Breaking those thoughts down there are three questions to ask yourself.

How big will your Legacy be?

If you are planning on only 1 character in the SWTOR Galaxy, then it’s recommended to choose a Crew Skill that will be useful every play session. My number one choice for single character Legacy accounts would be Biochem. Every time you pop a reusable Stim, you can thank your max level Biochem. The complimenting, Diplomacy and Bio-analysis, sell very well on the GTN.

Armies of Alts can benefit from a different, longer road, of Crew Skills. If you are planning, or leveling together, multiple characters by far the best skill to compliment leveling is Cybertech. This Crew skill can create two out of the Three Mods that every piece of custom Armor uses. It also creates Earpieces for every class. At max level Cybertechs can learn Elder game Mods and Armorings. These sell for many, many, many credits. It is important to note that crafting Elder Game mods requires steady access to current Operations.

After Cybertech the next crew skill to think about is Artifice. Artificing can build Hilts for Lightsabers and other Melee weapons. The real bonus to this Crew skill is the Enhancement crafting. Enhancements are used in every piece of custom gear, except belts and bracers. A quick count of slots brings that total to 7 enhancements needed by every character.

Armortech and Synthweaving are great for learning some of the best looking gear in SWTOR. This doesn’t benefit your Legacy power wise, but it doesn’t hurt to look the part when walking into a Flash Point with strangers.

Are you playing solo or with a guild?

Joining an established guild can have many advantages, one being crew skill support. Asking your guild what crew skills are needed to support needs is a great way to earn ‘cred’ with your team. If you are in the guild’s progression Ops group, make sure you know who is using what Crew Skill for reverse engineering. You don’t want to compete for Elder Game R/E with other members.

Playing solo can be a great pass time, but you’ll need to be self sufficient. I’ll go back to Biochem, you can make credits and save them if you are creating your own Med-Packs.

Is your Crew Skill going to be focused on your Crew’s specialties?

It’s not noticed right away by most players, but your Crew has bonuses for specific Crew Skills. Gault, for example, has a 5% greater chance to critically craft Biochem. That’s a huge natural bonus to crafting. Check out this companion chart at swtor-spy.com to plan your cafting ahead of time.

What’s your focus when planning Crew Skills?

The Silversrtrike Legacy can be found on The Bastion’s Vaiken Spacedock, in the company of his fellow Zergadins.


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