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Phoeenix
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What crafting profession should a Sith Warrior Juggernaut take?

posted this , edited by Reedyn Nov 15 2011 9:45 AM

I was thinking of Armortech but I believe those heavy armors have +aim for Bounty Hunters.

I believe for Immortal spec armor should be +endurance +strength but I am not sure.

What crafting profession should a Sith Warrior Juggernaut take?

9 Answer(s)

6
Zorandicer
10

posted this , edited by Mike Norton (manorton) Nov 15 2011 4:43 PM

This is the best explanation of crew skills I have seen

So, in short, you want Synthweaving as a force user, not armormech :)

Source

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Vaegrin

Vaegrin posted this Nov 15 2011 4:00 PM

That chart is awesome. I don't think I've seen it before. Where is it from? I know I may be getting a little particular here, but I notice that Synthweaving is connected to the Diplomacy and Investigation mission skills, which indicate that......
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Anonymous

posted this Jun 15 10:39 PM

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Shikao
8

posted this

For a tank I would suggest Synthweaving, which provides you with armors and mods. Then Archeology as gathering skill and Diplomacy or Investigation. Personally I would choose Diplomacy, because it doesn't provide mats for other skills than Synthweaving and I plan many characters, so I will all skills covered sooner or later. If you rather stick to one or two, you mind prefer Investigation, because it provides schematics for all crafting skills which you could sell them for profit.

However, if you like to have a good weapon then choose Artifice with Archealogy and Treasure Hunting.

Biochem is also viable as it provides you with consumables which you will most probably need for end-game content. Also it's only skill that can make implants. Bioanalysis and Underworld Trading goes well with Biochem.

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Kryss

Kryss posted this Nov 15 2011 5:12 AM

Investigation only provides rare mats for medium armors while Diplomacy earns you mats for light armor crafting. If not for the Dark Side, Light Side points you can get from Diplomacy, it would be of absolutely no use for a Juggernaut. And ......
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Anonymous

posted this Nov 15 2011 8:46 AM

That is undeniably a very useful graph, but for a class like the Sith Assassin, where would it sit exactly? I'm unclear whether it uses light or medium armour, or how much force a deceptioon Assassin would use. Please could you clarify this for me and advise me on skills I should persue.

1
Ateni
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posted this , edited Nov 14 2011 10:13 PM

I think best Craft Skills for a Tank are Biochem and Bioanalysis, because you are always be sure to have Stims (Buffs) and have Medi Paks (HP Potion) with you. Maybe you take Underworld Trading for Rare Components to make better Stuff.

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Kryss
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posted this

Synthweaving and Artifice are both targeted at force usersl: synthweaving to craft main armor parts (legs, torso, head, hands, waist) and artifice for other parts (wrists and feet), left-hand slot (focii & force-shields, relics), lightsaber and armor mods.

So a tank could benefit from crafting his armor or mods for it. Also, artifice allow to craft tanking-specific objects like force-shields.

Biochem is useful to craft stims but I don't know many tanks having time to use "potions" in combat while maintaining a tight rotation…On a side note, biochem allow to craft implants…

Armortech and armstech are of no use to Force-users.

For a Juggernaut, I would take:

  • Archeology (to get mats for crafting skill)
  • either Synthweaving or Artifice as a crafting skill
  • Underworld trading as a mission skill, in order to get rare mats for heavy armor parts crafted by Synthweaving or Artifice (UT is for heavy armors, Investigation for medium armor and Diplomacy for light armors mats)
2
RickyFanboylv99
1

posted this

Ok, there is no best answer for this. First b/c of tanking and DPS, also we don't know if all the skills will have tanking and DPS parts to them. Next up is money, are you doing it just for the money or just for your self? Last a mix of the two.

So here is a few answers hope it helps. You are a force user, so here is a force users Crew Skills set. Gathering: Archaeology Crafting: Artifice Mission Skills: Treasure Hunting/ Underworld Trading

Archaeology will find "Force" items. This is your lightsaber crystals. Then you will use Artifice to craft "Force" items. The missions you will go on doing TH and UT will find artifices or you will deal with people that can get them i am guessing. I am sure this will be many of "force users" Crew Skills

Tanking Gathering: Scavenging Crafting: Armormech Mission: Investigation/ Underworld Trading You will scavenging to find parts and or Tec to make things for Armormech. Witch lets you make armor and shielding items. The missions will help you find parts. You are a tank, making your own gear as you level and or the best intro gear to end game is great.

What Rickys going to do.

Gathering: Slicing Crafting: Cybertech Mission: Treasure Hunting but to start off will have Scavenging I have picked this b/c it is said that Cybertech will make boots, wristgards, implants and earpieces for armor also it makes Gadgets. Sold. Slicking will help me get blue prints for Cybertech and i think scavenging helps with matts for it also. So if i can double up on matts for the start I can get a jump on my crew skills.

Hope this helps you think about what you might do. Just remember you can only have 1 Crafting Skill: Armormech Armstech Artifice Biochem Cybertech Synthweaving But can have 1-3 of the Gathering and Mission skills. Mission Skills cost money, and can take hours to do. They can be done off line. You can have a Queue of up to Five crafting tasks per companion, so up to 20 crafting tasks at one time.

So first find out what you want out of crafting then, pick your skills.

Comments...

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Kryss

Kryss posted this Nov 15 2011 12:47 PM

Note that force-users DO NOT use any items crafted from Armortech or Armstech. So, a force-using tank (Sith Assassin, Jedi Shadow, Sith Juggernaut and Jedi Guardian) will use Synthweaving and Artifice for their armor And a tank without forc......
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Saxtus

Saxtus posted this Nov 25 2011 10:05 PM

But only Underworld Trading seems to give heavy armor items and it seems to be best accompanied by Scavenging + Armormech. I am confused...

2
tallpaul02
0

posted this

I rolled Jug in the last beta and did Armormech/Scavenging/Underworld Trading. It seemed like those 3 all fit together nicely and the Armormech could make some good gear with +Endurance and +Strength.

11
Griffchon
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posted this

All crafting have their perks, and endgame is about making money, so as with all "Whats Best" questions it's a matter of option. In my opinion Cypertech or Artifice are the way to go because they make the mods, and since a lot of gear is kinda like a shell they are going to need the mods to be great.

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Anonymous

posted this Jan 3 2012 11:26 PM

lol endgame is about end game content not money

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years100
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posted this

There is a fantastic guide on the TOR forums about this: http://www.swtor.com/community/showthread.php?t=708413 :D

6
Norp'Sel
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posted this

arch/artifice/treasure hunting or arch/synthweaving/Underworld Trading. Don't be thrown off by the "heavy armor" issue. Armortech is for nonforce users heavy armor and Synthweaving is for force users (this includes light, medium and heavy armor for force users). If you pick up Artifice you can make your own weapons and mods, if you pick synthweaving you will be able to make your own heavy armor for force users.

It really depends on how you want to play the game. The idea BW has for gear is that the best of the best gear will come from Operations, from a pve perspective. The second best will be crafted gear. So do you value weapons vs armor more?

The other profs are supposed to be just as good. Biochem for example, has some recipes that will create items for the crafter that are reusable. This could be flask or pots if you are familiar with WoW. Slicing has the ability to make a ton of credits so far, so if you are focused on credits, you could do something like Slicing/Cybertech/Underworld Trading.

One thing to keep in mind while leveling, you will need 40k credits for your speeder training and another 8-8.25k credits for the mount itself (unless you have the fee one with the CE version of the game). When I leveled my Sith Jugg as Arch/Art/Treasure Hunting, I had around 55k credits at 25. I didn't do much crafting until afterwards, so be careful. Sending companions on missions costs.

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Anonymous

posted this Dec 12 2011 6:30 AM

Have in mind, that w/e armor you want to make for Force users, you can choose between TH, UT etc etc.. Am going tank and im going Arch/Synth/UT so i can create my armors. Have in mind, that as a tank you get 1 lightsaber (that you can get f......
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