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Topic:
For those of you playing SWTOR I got a question....
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Aethelgrin
Posts: 198
Registered: 2001-12-20 11:30:54
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Date Posted:
1/1/00 12:00am
Subject:
For those of you playing SWTOR I got a question....
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Fozzie_Bear posted:
dont bother with crew skills, they are a cash sink you dont NEED right now. focus on your speeder. its 48k for the ride and the training which is easily attainable without trouble so long as you dont trip yourself up sinking credits into the GTN or things like crew skills.
some will tell you that you can make it back but then it comes down to saturation and your crewskill. me, I save the money till later
This guy is correct. Crafting isn't all that good for leveling, you replace your gear easily enough anyway. If you want to do it, just go with whatever you think seems fun. I did Artifice on my Sith Assassin while leveling, was fun but absolutely owned my funds up.
If you want to be "pro", Biochem and Cybertech seems to be the current flavor. I'd go for Biochem if I started one now, even with the incoming nerf. Re-usable Stim and Medpac that's pretty much the best in game? Yeah I wouldn't mind.
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Gilligan.USCG
Title: Stuck on the Island
Posts: 528
Registered: 2001-9-19 19:53:25
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Date Posted:
1/1/00 12:00am
Subject:
For those of you playing SWTOR I got a question....
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They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.
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www.ice9gaming.com - cs / tf2 / bf2
<3 Oregon State - CWS Winnars x2
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Date Posted:
1/1/00 12:00am
Subject:
For those of you playing SWTOR I got a question....
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You can make a good amount of extra cash from Slicing the boxes on the ground as you level. If you want to do a serious tradeskill, you can always start at 50 once you have all your other major costs out of the way.
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Cause you're not quite evil enough. You're semi-evil, you're quasi-evil, you're the margarine of evil,
you're the diet coke of evil, just one calorie, not "evil" enough.
Destroying small towns near you...
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Aethelgrin
Posts: 198
Registered: 2001-12-20 11:30:54
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Date Posted:
1/1/00 12:00am
Subject:
For those of you playing SWTOR I got a question....
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Gilligan.USCG posted:
They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.
I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.
-----signature-----
"It's not your welcome. You don't have a welcome. It's, "you are welcome." - Malik_Gynax
"My welcome! MINE!!" - .Sylva.
"I thought men had belly buttons and women had vagina's instead" - Element_X
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Gilligan.USCG
Title: Stuck on the Island
Posts: 528
Registered: 2001-9-19 19:53:25
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Date Posted:
1/1/00 12:00am
Subject:
For those of you playing SWTOR I got a question....
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Aethelgrin posted:
Gilligan.USCG posted:
They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.
I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.
Just the biochem medpacks or all medpacks? If it's all, that's not really a nerf to biochem...
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www.ice9gaming.com - cs / tf2 / bf2
<3 Oregon State - CWS Winnars x2
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Aethelgrin
Posts: 198
Registered: 2001-12-20 11:30:54
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Date Posted:
1/1/00 12:00am
Subject:
For those of you playing SWTOR I got a question....
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Gilligan.USCG posted:
Aethelgrin posted:
Gilligan.USCG posted:
They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.
I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.
Just the biochem medpacks or all medpacks? If it's all, that's not really a nerf to biochem...
All medpacs, but I doubt non-Biochem players are using regular medpacs all that much in PvP.
-----signature-----
"It's not your welcome. You don't have a welcome. It's, "you are welcome." - Malik_Gynax
"My welcome! MINE!!" - .Sylva.
"I thought men had belly buttons and women had vagina's instead" - Element_X
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Gilligan.USCG
Title: Stuck on the Island
Posts: 528
Registered: 2001-9-19 19:53:25
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Date Posted:
1/1/00 12:00am
Subject:
For those of you playing SWTOR I got a question....
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Aethelgrin posted:
Gilligan.USCG posted:
Aethelgrin posted:
Gilligan.USCG posted:
They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.
I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.
Just the biochem medpacks or all medpacks? If it's all, that's not really a nerf to biochem...
All medpacs, but I doubt non-Biochem players are using regular medpacs all that much in PvP.
So that's not really a Biochem nerf, then.
-----signature-----
www.ice9gaming.com - cs / tf2 / bf2
<3 Oregon State - CWS Winnars x2
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Aethelgrin
Posts: 198
Registered: 2001-12-20 11:30:54
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Date Posted:
1/1/00 12:00am
Subject:
For those of you playing SWTOR I got a question....
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Gilligan.USCG posted:
Aethelgrin posted:
Gilligan.USCG posted:
Aethelgrin posted:
Gilligan.USCG posted:
They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.
I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.
Just the biochem medpacks or all medpacks? If it's all, that's not really a nerf to biochem...
All medpacs, but I doubt non-Biochem players are using regular medpacs all that much in PvP.
So that's not really a Biochem nerf, then.
Call it what you want.
Biochem
The Exotech Medpac is now named “Exotech Med Unit.†Its overall healing has been reduced and is now in line with similar level medpacs, and it temporarily increases the maximum health of its targets.
The amount healed by Rakata Medpacs has been reduced. This item now additionally increases maximum health briefly.
That's pretty much a straight nerf though.
-----signature-----
"It's not your welcome. You don't have a welcome. It's, "you are welcome." - Malik_Gynax
"My welcome! MINE!!" - .Sylva.
"I thought men had belly buttons and women had vagina's instead" - Element_X
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Sith_Mauler
Posts: 1,851
Registered: 2002-12-21 13:40:03
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Date Posted:
1/1/00 12:00am
Subject:
For those of you playing SWTOR I got a question....
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Aethelgrin posted:
Gilligan.USCG posted:
Aethelgrin posted:
Gilligan.USCG posted:
Aethelgrin posted:
Gilligan.USCG posted:
They aren't nerfing Biochem, they're just fixing it so it works correctly. People who are taking advantage of it not working correctly are bitching about it being a nerf. The reusable stims require a Biochem skill of 400, but currently only to craft. After you have one, you can drop Biochem and still use them, which is what's broken.
I know about that, the nerf part is that the medpacs now share a cooldown with the PvP Heal Consumables.
Just the biochem medpacks or all medpacks? If it's all, that's not really a nerf to biochem...
All medpacs, but I doubt non-Biochem players are using regular medpacs all that much in PvP.
So that's not really a Biochem nerf, then.
Call it what you want.
Biochem
The Exotech Medpac is now named “Exotech Med Unit.†Its overall healing has been reduced and is now in line with similar level medpacs, and it temporarily increases the maximum health of its targets.
The amount healed by Rakata Medpacs has been reduced. This item now additionally increases maximum health briefly.
That's pretty much a straight nerf though.
i am on the fence about going to 400 skill now because blue health packs you can create before 400 skill heal just as much as the nerfed epic healing kits. I still may go all the way but just not as fast.
at least that is the info being reported from the test server.
and for me on my merc and scoundrel they are just basically my last resort 9/11 type heals.
so by the time I have to use a heal pack I am going to die anyways the majority of the time.
on my vanguard I am going to train 3 gathering skills and just make gobs of cash selling on gtn.
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Well I ain't first class
But I ain't white trash
I'm wild and a little crazy too
I have seen a lot of things in my life time.
That is why I walk the line I walk.
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