Quote B ALANCE S HADOWS



"The Force is my ally, and a powerful ally it is."

Playstyle: Periodic damage, self-healing; versatile range.

Technique: Force Technique

PvE Builds: Standard (7/3/31)

PvP Builds: Survivability (7/2/32), Upheaval (5/0/31+5), Balance Stab (0/10/31)

Which spec should I pick?: For PvE, there is only one choice up there. For PvP, I recommend Survivability, which deals a good amount of AoE pressure damage, can solo annoy at nodes best, and has a strong and easy single target damage. Upheaval is the more traditional Balance PvP and - with 4pForce Master - allows for the best kiting. The last has the highest burst damage available to Balance, but is the hardest to play.



Overview of Recent Changes:

Spoiler v1.1.2 - Significant changes. Deep Balance now doubles the healing from earlier in the tree, rather than a 20% increase; Force Focus now removes the cooldown on Force Breach when in Force Technique; Force Strike has been retooled to be significantly easier to activate at lower gear levels, but will deal less damage for a geared Shadow. Force Strike now requires Force Technique, and stance switching now costs 100 Force. Technique Mastery no longer increases the duration of Force Technique, but still increases the critical chance and also increases damage by 18%. The overall effect is that Balance is now limited to Force Technique, but Force Technique is significantly better.



The Balance Shadow is the only Melee/Range hybrid out of all six Jedi specializations; obviously, Madness Assassins hold the same distinction among their kin. It's notable for being the only type of Jedi Shadow that doesn't want to hurl a big rock or piece of scrap metal at someone every single possible cooldown; as you can see, it uses the largest range of completely unique skills as part of its damage rotation.



It's also unbelievably complicated to play compared to the other Shadow specs in PvE; maximizing your damage as a Balance Shadow involves very careful proc watching, managing your Force carefully, timing your cooldowns and a constant game of positioning. If you're familiar with the Wrath of the Lich King simplified feral druid DPS flowchart, it's like that. Especially if you do the Mad-Deception build, which is higher damage than the Standard, but is extremely complicated to play and monitor. By contrast, it's also probably the easiest Shadow specialization in PvP, as several moves are reserved for situational moments or used on CD rather than at specific times to maximize DPS. And no Shadow Strike.



A BILITY O VERVIEW



Priority List (Standard): 1. Force in Balance (Even single target, every CD)

2. Project (If Twin Disciplines is not active, or about to expire)

3. Spinning Strike (Target at 30% health or less)

4. Shadow Strike (Find Weakness, behind target)

5. Mind Crush (Force Strike buff, preferentially on an unafflicted target)

6. Sever Force (On a target not currently afflicted, or about to expire)

7. Force Breach (every CD)

8. Double Strike

9. Saber Strike (Conserving Force) Double Strike: You have the strongest Double Strike of all three specializations, and it's worth noting that your Double Strike is better for you than Project.



Spinning Kick: This ability is most notable in PvP; it causes less than half a bar of resolve. Do not open with this ability at the start of the fight, but save it to disorient the opponent after vanishing with Force Cloak, particularly if the opponent is in mid-activation of a non-instant ability. You can also use Spinning Kick to buy you time to set up for a Shadow Strike backstab.



Force in Balance: Use it on cooldown. It deals a lot of armor-bypassing damage and heals a moderate amount on each usage. Force Suppression allows it to return Force to you, but you will always lose more Force than you gain on a cast unless you're using a Force Striked Mind Crush. It's particularly effective for breaking enemy attempts at capturing an objective - you can use it to blast someone around a corner - but beware its three person target cap.



Force Breach: In Force Technique, it's your strongest damage DoT, and a basic part of your cycle. In Combat Technique, it functions like a cheaper (20 cost versus 30 cost) and weaker version of Slow Time that bypasses standard armor-based damage reduction. It has double the cooldown length, and deals less damage even against heavily armored targets. -5% accuracy is also a significantly weaker debuff than -5% damage in PvP, though it's the other way around in PvE. It's useful and necessary, but not very fun or compelling. Reserve it for cap breaking or very large crowds.



Sever Force: In PvE, you simply use this ability on rotation - note that its cooldown is much shorter than its duration, so be careful of over-early reapplication. In PvP, its thirty meter range is your best friend; it can be used to stop opponents for two seconds, and does not respect Resolve; a well-timed Sever Force handles most of your anti-kiting needs and when well-timed, can kill a ball carrier over a fire pit, or prevent successful enemy capture of a point until you're able to return from the dead. However, if you suspect that you will need to use Force Lift on a target soon, do not use this ability on that target.



Force Stun: It has a much longer CD than Spinning Kick, but is also a much longer stun. In PvP, when used on kill targets it should be reserved for targets who are already near their maximum resolve bar. It's also very handy to use on non-kill targets, of course, to prevent enemy ranged artillery and healers from freecasting. In PvE, it should be used similarly to Spinning Kick.



Force Lift: The primary incapacitate basically gives the opponent a full grey resolve bar from nothing. If the target has any grey on their resolve bar prior to casting, they will get a white resolve bar, granting them CC immunity until the bar drains completely. Any damage will break a Lift, but you will then get a secondary two-second stun. If the target did not already have a white resolve bar, this second stun will trigger and give them one. All in all, Lift is a risky and situational ability and I only recommend using it in PvP on a target you have no intention of killing or can guarantee that you will kill in 2-3 global cooldowns. In PvE, its benefits are slim.



Resilience: Any ability that doesn't deal 'weapon damage' in its description is affected by this ability. Use it together with Force Cloak to make a successful escape, use it offensively when you anticipate a cast, use it to remove all healer-removable enemy effects on you... It's on a short cooldown and grants you five seconds of near-immunity. It's particularly useful for running the ball in Huttball, or surviving boss damage traps like those on the final boss of Athiss or Eternity Vault. Resilience is not affected by nor causes a global cooldown. Jedi Knights and Scoundrels have some immobilizes and snares which Resilience does not grant immunity to.



Force Cloak: Obviously, a very useful defensive escape tool - but you cannot be healed while in it. You can use it offensively to lead into a Spinning Kick when it's absolutely vital.



Battle Readiness: The additional damage increase is fairly large - it can easily pan out to an additional 2000 damage while it's active, by itself - and gets even larger when timed with other cooldowns. Use it early, use it often. This ability does not respect the global cooldown.



Deflection: Amazing survivability CD in PvE. The 2 minute cooldown is short enough that you can use it multiple times in long boss fights like in operations: once early on, once in the middle, and then once towards the end. Most boss fights of any kind will allow at least two uses if the first is cycled early, so don't be too shy about saving it. In PvP, it's of limited function; it will provide a decent survivability bonus against specializations that rely heavily on weapon damage, such as the Infiltration Shadow, Sentinels and some Gunslingers; it is of less useless against those that primarily rely on tech or force damage, such as the Commando, and completely useless against a Sage. This ability does not respect the global cooldown.



Force Potency: Force in Balance and Telekinetic Throw are your best candidates to maximize the damage done by this ability, especially since in unison they allow you to briefly fight from well beyond the 10 meter range. Project benefits very little for a Balance Shadow.



Telekinetic Throw: Most situations where you think you might want to use Project, use Telekinetic Throw instead unless you absolutely need to keep moving, need to refresh Twin Disciplines, or are not likely to get at least one second of channel time with this ability. It is more efficient for damage and can never accidentally consume two Potency charges.



Project: Ideally, you should only use Project with Potency or when Twin Disciplines is about to fade. It's Force inefficient and hard to set up with your slow regeneration rate. In PvP, Project should be reserved for dealing with opponents when attempting to kite or gap close - the damage added by Twin Disciplines is unfortunately minor for PvP, as you need very high and consistent melee range uptime to make good use of it.



Mind Crush: Only when Force Strike is active. Instant, no-cost Mind Crushes will give you a significant amount of burst, as well as regen from Force Suppression charges. The only bad part is that you'll have to watch your buff bar closely as there is no easily noticed visual indicator of this somewhat rarely activated ability.



Whirling Blow: This move is terrible and should only be used when you can guarantee you'll strike at least four targets, or if you like spinning in place like a pretty ballerina. In PvP, it can also be useful for preventing objective caps, but watch out for the Force Cost.



Force of Will: Your CC breaker as a Jedi Consular. In PvE, just use it any time you're stunned for more than a second. Your speed should be used for breaking immobilizes and snares instead. In PvP, try to reserve it for when you have a white bar of resolve, unless you absolutely need to break an objective cap by the enemy or something.



Force Speed:You can do it every 30 seconds, and it increases speed enough to basically ignore most snares (though not immobilizations.) Use it judiciously to avoid hazards (like in Hard Mode Directive 7), sprint right through hazards (in Huttball, but this is risky even when paired with Resilience), close gaps, etc.



Mind Control/Mass Mind Control: PvE, their usage is simple: don't. You're not a tank. In PvP, refer to the Kinetic Shadow overview.



Force Wave: There's about a 0.5s delay in activation on this ability, which can make prediction hard unless paired with a target who is already immobile. Force Wave is also the weakest KB in the game, with the least momentum behind it. Aside from the obvious 'knock someone into hazards or down cliffs' component of all knockback abilities, Force Wave should be used judiciously to some breathing room in PvP, such as immediately before a Cloak.



G EARING



As with all Consulars, Willpower is your primary stat, and you use both physical and Force abilities. Your gear priority in PvE and PvP is identical; you want Critical Rating and Surge Rating until the diminishing returns get too high. (Usually around 400 each.) Around 5% accuracy from gear is useful - much more and you are subject to diminishing returns that reduce the value of the gear. Your adrenals and active-use relics will prefer to be Surge Rating and Power so that they can be used in conjunction with your Potency. In PvP, Expertise Rating will be your single most important statistic.



The problem is gearsets. You can simply use the Stalker sets for PvE, but for PvP, you will want to use modified Force-Master item sets, taking out the Alacrity bonuses for Accuracy instead. The 2 piece bonus is immense. Depending on whether you use Project kiting regularly or prefer to slow to melee range more often, you may stick with Force-Master for the 4 piece bonus, or switch to Stalker for its 2 piece bonus.



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S HADOW C OMPANIONS



To assist you in your missions, you'll build a small team of helpers over time. While they will remain with you regardless of how you treat them, making sure that they like you is important; a companion who likes and respects you will craft faster and perform skill missions more successfully. To avoid accidental spoilers, each companion is listed in a dropdown beneath their planet.



T YTHON

Spoiler



Location: Tython (Late, approx. L8-L10)

Class: Tech Hunter

Stances: Melee Striker, Melee Defender

Armor: Light through Heavy Armor, Shields, Power Generators

Armaments: Techblade

Crew Skills: +15 Archaeology Efficiency, +5 Bioanalysis Efficiency

Voice Actor: Unknown



"Many points gained."



Qyzen Fess makes for an excellent companion for a Jedi Consular of any type; even if you're planning to become a Kinetic Combat Shadow in the long run, you're going to be squishy for a while, so someone to trade places with you as a meat shield is very welcome. Qyzen likes trooper gear, as Aim is an important statistic for him. Strength, however, will work just fine for most of Qyzen's abilities (all of them below the late 20s). To keep Qyzen happy, promote an honorable, firm but compassionate strength, helping those who have tried to help themselves and not coddling or sparing the wicked. He deeply appreciates any respect shown to your master. He does not like it when you use Force Persuade on people.



Even if you become a tank in the long run, Qyzen can easily switch to a Striker mode. At lower levels, you may find it useful to trade threat with Qyzen in difficult fights. Qyzen Fess (Male Trandoshan)Tython (Late, approx. L8-L10)Tech HunterMelee Striker, Melee DefenderLight through Heavy Armor, Shields, Power GeneratorsTechblade+15 Archaeology Efficiency, +5 Bioanalysis EfficiencyUnknownQyzen Fess makes for an excellent companion for a Jedi Consular of any type; even if you're planning to become a Kinetic Combat Shadow in the long run, you're going to be squishy for a while, so someone to trade places with you as a meat shield is very welcome. Qyzen likes trooper gear, as Aim is an important statistic for him. Strength, however, will work just fine for most of Qyzen's abilities (all of them below the late 20s). To keep Qyzen happy, promote an honorable, firm but compassionate strength, helping those who have tried to help themselves and not coddling or sparing the wicked. He deeply appreciates any respect shown to your master. He does not like it when you use Force Persuade on people.Even if you become a tank in the long run, Qyzen can easily switch to a Striker mode. At lower levels, you may find it useful to trade threat with Qyzen in difficult fights.



C ORUSCANT

Spoiler



Location: Coruscant (Late, approx. L14-L16)

Class: Goldenrod Healbot

Stance: Healer

Armor: Droid Armor Plating, Power Generator

Armaments: None

Crew Skills: None

Voice Actor: Unknown



"I take your respiratory health as a top priority, master."



Despite his protests, you can take your creepy ship droid out onto the field. He's heavily armored, but brings no offensive abilities, making him only a good partner for a fully realized Jedi Shadow. He does eventually get a Crowd Control ability; however, he cannot even equip a weapon, so his stats will always be at least somewhat subpar.

C2-N2 (Steward Droid)Coruscant (Late, approx. L14-L16)Goldenrod HealbotHealerDroid Armor Plating, Power GeneratorNoneNoneUnknownDespite his protests, you can take your creepy ship droid out onto the field. He's heavily armored, but brings no offensive abilities, making him only a good partner for a fully realized Jedi Shadow. He does eventually get a Crowd Control ability; however, he cannot even equip a weapon, so his stats will always be at least somewhat subpar.



N AR S HADDAA

Spoiler



Location: Nar Shaddaa (Late, right before Shadow Town)

Class: Scoundrel Scientist

Stances: Healer, Ranged Striker

Armor: Light through Medium Armor

Armaments: Blaster Pistols, Scatterguns

Crew Skills: +10 Cybertech Efficiency, +10 Slicing Efficiency

Voice Actor: Jamie Elman

Holiday's Voice Actress: Tara Strong



"They never suspect the scientist."



A smooth talking scientist, you Lady Shadows might think Tharan is the guy for you, until you remember that he dates a hologram. Living the dream, Cortana fans. I guess. Anyway. Tharan is a pragmatic pacifist, lover of personal liberties, a womanizer, and a brain. He likes it when you show off your intellect - such as with creative insults - and are careful, rather than bloodthirsty, going into a mission. He does not like much mysticism from you, including Force philosophy and Force Persuade. Tharan is pretty much the perfect companion for a Shadow at this level, mechanically; at higher levels, he is even able to summon Holiday as a channeled disorient, which proves extremely useful. Tharan is also a welcome breath of fresh air after twenty-plus levels of Qyzen Fess.



Tharan is

Tharan Cedrex (Male Human)Nar Shaddaa (Late, right before Shadow Town)Scoundrel ScientistHealer, Ranged StrikerLight through Medium ArmorBlaster Pistols, Scatterguns+10 Cybertech Efficiency, +10 Slicing EfficiencyJamie ElmanTara StrongA smooth talking scientist, you Lady Shadows might think Tharan is the guy for you, until you remember that he dates a hologram. Living the dream, Cortana fans. I guess. Anyway. Tharan is a pragmatic pacifist, lover of personal liberties, a womanizer, and a brain. He likes it when you show off your intellect - such as with creative insults - and are careful, rather than bloodthirsty, going into a mission. He does not like much mysticism from you, including Force philosophy and Force Persuade. Tharan is pretty much the perfect companion for a Shadow at this level, mechanically; at higher levels, he is even able to summon Holiday as a channeled disorient, which proves extremely useful. Tharan is also a welcome breath of fresh air after twenty-plus levels of Qyzen Fess.Tharan is



B ALMORRA

Spoiler



Location: Balmorra (Late)

Class: Resistance Sniper

Stances: Ranged Striker, Ranged Area Striker

Armor: Light through Heavy Armor

Armaments: Sniper Rifles, Blaster Rifles, Scattergun

Crew Skills: +15 Investigation Efficiency, +1 Underworld Trading Critical Effect

Voice Actor: Troy Baker



Brusque and untrusting, this Twi'lek is vital in your efforts to retake Balmorra. He's cynical, manipulative, and probably your single most 'evil' companion (he's still more light than dark, but definitely would be mid-slide on the slippery slope.) However, I did not find much use for him. He doesn't deal as much damage as Nadia, takes damage too quickly to be comfortable, and doesn't contribute to your survivability as a Shadow.

Zenith (Male Twi'lek)Balmorra (Late)Resistance SniperRanged Striker, Ranged Area StrikerLight through Heavy ArmorSniper Rifles, Blaster Rifles, Scattergun+15 Investigation Efficiency, +1 Underworld Trading Critical EffectTroy BakerBrusque and untrusting, this Twi'lek is vital in your efforts to retake Balmorra. He's cynical, manipulative, and probably your single most 'evil' companion (he's still more light than dark, but definitely would be mid-slide on the slippery slope.) However, I did not find much use for him. He doesn't deal as much damage as Nadia, takes damage too quickly to be comfortable, and doesn't contribute to your survivability as a Shadow.



H OTH

Spoiler



Location: Hoth (Completion)

Class: Vanguard Trooper

Stances: Ranged Defender, Ranged Striker

Armor: Light through Heavy Armor, Shields, Power Generators

Armaments: Blaster Rifles

Crew Skills: +2 Armstech Critical Effect, +2 Scavenging Critical Effect

Voice Actor: Dion Graham



Lieutenant Iresso is the love interest for the female Jedi Consular. He's probably the least interesting of your companions, in my opinion; he's a sweet boy, with a little bit of a mystery attached to his companion stories, but I found him kind of forgettable. He's extremely easy to raise affection on, in my opinion - he has affection gains per conversation option about half of what Nadia has, but his favorite items are all of the sort that none of your other companions want - a real boon for those of you working your mission skills hard. Mechanically, he's probably your best tank; he's comfortable from range, allowing him to avoid hazards that get Qyzen stomped, and can deal good damage too.

Lt. Felix Iresso (Male Human)Hoth (Completion)Vanguard TrooperRanged Defender, Ranged StrikerLight through Heavy Armor, Shields, Power GeneratorsBlaster Rifles+2 Armstech Critical Effect, +2 Scavenging Critical EffectDion GrahamLieutenant Iresso is the love interest for the female Jedi Consular. He's probably the least interesting of your companions, in my opinion; he's a sweet boy, with a little bit of a mystery attached to his companion stories, but I found him kind of forgettable. He's extremely easy to raise affection on, in my opinion - he has affection gains per conversation option about half of what Nadia has, but his favorite items are all of the sort that none of your other companions want - a real boon for those of you working your mission skills hard. Mechanically, he's probably your best tank; he's comfortable from range, allowing him to avoid hazards that get Qyzen stomped, and can deal good damage too.



B ELSAVIS

Spoiler



Location: Belsavis (Post-Completion)

Class: Jedi Padawan

Stances: Melee Striker, Melee Elite Striker

Armor: Light Armor

Armaments: Lightsabers, Double-Bladed Lightsabers, Electrostaves

Crew Skills: +10 Synthweaving Efficiency, +2 Diplomacy Critical Effect

Voice Actress: Holly Fields



Nadia Grell is the daughter of the Senator from Sarkhai, a new planet that has just joined the Republic and the Rift Alliance. She eventually becomes the love interest for the male Jedi Consular; you first meet her at the start of Act 2. She eventually becomes your padawan, and is the first of her species known to be force-sensitive. She has a very sweet and gentle personality. I'm not sure that that excuses her having a bonus in tailoring, though...



Widely considered to be your most powerful companion in terms of damage, but not particularly good for a Shadow of any kind, I'm afraid. She just takes too much damage too fast, and it doesn't help that she arrives right before a difficult boss fight. Like all companions, she does not come fully equipped, which only complicates matters.

Nadia Grell (Female Sarkhai)Belsavis (Post-Completion)Jedi PadawanMelee Striker, Melee Elite StrikerLight ArmorLightsabers, Double-Bladed Lightsabers, Electrostaves+10 Synthweaving Efficiency, +2 Diplomacy Critical EffectHolly FieldsNadia Grell is the daughter of the Senator from Sarkhai, a new planet that has just joined the Republic and the Rift Alliance. She eventually becomes the love interest for the male Jedi Consular; you first meet her at the start of Act 2. She eventually becomes your padawan, and is the first of her species known to be force-sensitive. She has a very sweet and gentle personality. I'm not sure that that excuses her having a bonus in tailoring, though...Widely considered to be your most powerful companion in terms of damage, but not particularly good for a Shadow of any kind, I'm afraid. She just takes too much damage too fast, and it doesn't help that she arrives right before a difficult boss fight. Like all companions, she does not come fully equipped, which only complicates matters.



S ECRET C OMPANION

Spoiler



Location: Hoth

Class: Hunter-Killer

Stances: Ranged Defender, Ranged Striker

Armor: Droid Armor Plating, Shields, Power Generators

Armaments: Blaster Pistols, Blaster Rifles

Voice Actor: Kris Tabori



"Systems failing, Master."



Yes, he's back... sort of. HK-51 (Assassin Droid)HothHunter-KillerRanged Defender, Ranged StrikerDroid Armor Plating, Shields, Power GeneratorsBlaster Pistols, Blaster RiflesKris TaboriYes, he's back... sort of.



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E QUIPPING A S HADOW



Handling your way across your starter world of Tython as a Jedi Consular should be pretty simple, for the most part. However, your masters and lessons do not really explain a lot about gearing, and I feel that it is useful to have a reference list available here. If you're looking for specific gearing instructions per specialization, look back at the final paragraph for each specialization instead. This is general information.



All characters use one primary ability score of Aim, Cunning, Strength or Willpower. All four of these abilities has a specialized purpose. Aim will only increase your ranged damage and critical chance, Cunning will only increase your tech damage and critical chance, Strength will only increase your melee damage and critical chance, and Willpower will only increase your Force damage and critical chance. Normally, anyway.



Each base class has a different primary ability score. A primary ability score equally improves both of the damage vectors which your class will use. Through the Force, all things are possible; Willpower is the primary score for Consulars and Inquisitors, and grants both Melee Damage and Force Damage, as a result. This holds true for the Shadow and Assassin advanced classes, but the Sage and Sorcerer advanced classes uniquely lose this dual benefit.



Presence measures your ability to inspire, lead, and guide your companions. A higher presence score will increase your companion's health, damage and healing. Companions take up the party slot of a player, but are less effective than a player; if you intend to do a lot of content which requires full or nearly full groups, it's not wise to invest much into presence.



Endurance, simply enough, improves one's raw health.



Secondary stats are available, which add more complexity to the matter.



Absorption Rating: Increases the amount of damage blocked by a successful shield reaction. More rating is required to achieve the same percentage bonus at higher character levels.



Accuracy Rating: Grants additional hit, and then reduces the opponent's defense once past 100%. More rating is required to achieve the same percentage bonus at higher character levels. Generally not a very good stat for Shadows.



Alacrity Rating: A secondary stat which improves the speed of activation time for non-instant abilities. It does not affect the Global Cooldown for instant abilities. More rating is required to achieve the same percentage bonus at higher character levels.



Critical Rating: Improves the chance of a critical hit. More rating is required to achieve the same percentage bonus at higher character levels.



Defense Rating: Improves the chance of a avoiding an attack. More rating is required to achieve the same percentage bonus at higher character levels.



Expertise Rating: Increases damage and healing done, and reduces damage taken, but only in PvP. A maximum of 20% effectiveness. More rating is required to achieve the same percentage bonus at higher character levels.



Force Power: A secondary stat which improves Force Ability damage and healing only.



Power: A secondary stat which improves damage and healing from all sources.



Shield Rating: Increases the chance that a shield reaction is triggered against an attack. More rating is required to achieve the same percentage bonus at higher character levels.



Surge Rating: Improves the effect of a critical hit. Base Surge is +50%. More rating is required to achieve the same percentage bonus at higher character levels.



Tech Power: A secondary stat which improves Tech Ability damage and healing only.



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C REW S KILLS



Money can get you everything.



Those of you coming from World of Warcraft post-Classic are familiar with the skill layout of that game, where every single craft skill had to have a mechanically advantageous thing that it 'owned' (each of them being roughly as good as the others). Several of the crafting skills in that game effectively were worthless to anyone besides the wielder, to boot.



That is not how this game works, mechanically. Every single crew skill mechanical perk originates from the fact that you're getting the benefit cheaper or earlier than someone who does not have your craft skill. For example, anyone can use medpacks; only a Biochem producer can get a reusable medpack, which costs more to craft but will never get used up. You do not need to be an artificer to upgrade your lightsaber; artificers make the upgrades, you just buy them and insert them into the lightsaber yourself. Etc. The other thing is that all of the crafting skills have some sort of aesthetic option which is unique to them, and these are among the rare bind-on-pickup items that cannot be given to anyone else.



Therefore, there are three approaches to take when choosing your Crew Skill layout: Do I want to get something that will save me money on a reusable I want a lot of, do I want to get something that will make me a lot of money, or do I want to get something that will give me a unique visual perk? It cannot be stressed enough that crafting of any kind while leveling up will only be of limited use; you will always end up ahead in credits while leveling by not crafting anything. It becomes a question of time and money spent now, versus time and money spent later to either level up your own craft skill or constantly purchasing everything you need.



To make your decision, you need to have a good grasp of what can be made by each craft skill. You have access to three crew skills per character; a maximum of one may be a craft skill, and it's recommended that the other two be a gathering skill and a mission skill which support that craft skill. Everything is oriented around the crafting skills; mission skills provide a nice little bit of flavor, but are essentially a second gathering skill oriented around the rarer materials that cannot be obtained through direct gathering.



It's important to note that you will not automatically get all of the important recipes for Craft Skills from the skill itself, even by reverse-engineering; you will need to get some of these schematics from the Galactic Trade Network. It's also important to note that you will always lose money by sending crew members to do missions, as the point is more to raise your skill and gain materials while not being out in the field yourself. If it was strictly superior to self-gathering, no one would ever do it.



I'll go over each of the Crew Skills in brief - each section will contain the Crew Skill's codex entry, followed by my input.



C RAFTING S KILLS

You may only have one of these skills on your character. If you take one of these, it is your most important skill. As noted above, once you get to endgame, you are not getting unique mechanical perks from what you make via these skills; you're just getting it cheaper, easier, prettier, faster, or reusable. For leveling content, they do create some unique stuff for lower levels, so rich rerollers will make purchases from dedicated crafters a lot.



Spoiler A RMORMECH

Recommended Skills: Scavenging. Underworld Trading (Underworld Metals).



Codex: Armormech is the ability to work with hard metals, alloys and synthetic materials to construct armor for non-Force users. Vendor-purchased fluxes are used during the armor creation process to refine the materials to ensure suitability. Armormechs can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Scavenging provides crafting resources for Armormech.



Comments: Armormech is not your typical choice for a force user, because it provides no mechanical benefits to the Jedi or Sith whatsoever. It also has no aesthetic benefit to the Shadow or Assassin, who cannot wear its armor. I do not recommend it for you for any reason; it is a good craft skill, but not for the class you are reading about in this guide. The materials from its Gathering skill will be in high demand, and non-Force users are going to be a smaller clientele than Force users in this game, I can guarantee that. There is potentially some money to be made off of Jedi Knight and Sith Warrior ACs who want an unconventional look for their character, but that's not a compelling enough reason on its own to take this skill. For both making money and saving you money, this flunks the test.



Rating:



A RMSTECH

Recommended Skills: Scavenging, Investigation (Compounds)



Codex: Armstech is the ability to work with hard metals, alloys and synthetic materials to craft blasters, blaster modifications and melee weapons. Vendor-purchased fluxes are used during the weapon creation process to refine the materials to ensure suitability. Crafted blasters include blaster pistols, blaster rifles, sniper rifles, assault cannons and shotguns. Blaster modifications include blaster barrels. Melee weapons include vibroblades and electrostaves. Armstechs can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Scavenging provides crafting resources for Armstech.



Comments: What it does not tell you is that everything it makes sucks, except for the blaster specific mod (the gun barrel), and the many, many unique models of blaster that it can make. Endgame Vibroswords and Electrostaves (if they ever intend to make the latter useful to a player rather than a companion) are obtained via vendors, to prevent this from being the potentially most universal skill ever. Instead, it's possibly the only thing worse than Armormech, unless you really, really need to make sure that keeping Qyzen equipped is easy. Since, hooray, it can make Techblades.



Rating:



A RTIFICE

Recommended Skills: Archaeology, Treasure Hunting (Gemstones)



Codex: Artifice is the delicate skill of constructing lightsaber modifications, enhancements, generators and focii. Lightsaber modifications include color crystals and hilts that augment a Force user's combat attributes. Color crystals determine beam and bolt color for lightsabers and blasters. Enhancements are modification upgrades for weapons and armor. Artificers can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Archaeology provides crafting resources for Artifice.



Comments: An important skill, as it creates the color crystals used by every weapon in the game, upgrades your personal weapon, creates multiple slots (force-user off-hands, shield generators), creates endgame relics, lightsaber hilt mods, and the enhancement mod which can go on all major body parts and weapons. They can also create their own lightsabers at maximum skill, though the lightsaber hilt model is usually not as important to players as the blade color. The relics, along with the unique lightsabers, are their 'self only' perk, as these relics can also be bought from stores. Until everyone is geared up, the BoE relics are likely to sell well for the people who can get their skill up high enough quickly. Because it is 'exciting', I expect this skill will be picked up by many players, including many non-Force Users. It may suffer from market dilution, and does not have a consumable to keep it useful once the economy settles, so I tentatively rate it well.



Rating:



B IOCHEM

Recommended Skills: Bioanalysis, Diplomacy (Medical Supplies)



Codex: Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants. Biochemists can create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. Biochemists can reverse engineer their crafted implants and possibly discover new ways to improve implant creation. The gathering skill Bioanalysis provides crafting resources for Biochem.



Comments: Medkits, Stims, Adrenals, and the only skill that can make implants. Similar to Artifice's relics, these can be obtained without being a Biochemist, but it will be easier for them. Until everyone is geared up, the BoE implants are likely to sell well for the people who can get their skill up high enough quickly. The real prizes for the biochemist for self-use are the reusable stims and adrenals. They will be expensive as anything to manufacture, but once they are, you'll be set for life.



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C YBERTECH

Recommended Skills: Scavenging, Underworld Trading (Underworld Metals)



Codex: Cybertech is the skill to assemble droid armor, earpieces, grenades, armoring, mods and miscellaneous gadgets. Armoring and mods are upgrade modifications that augment combat ability. Earpieces are external mini-computers that are worn on or near the ear. They enhance combat prowess by giving audio and visual feedback to the wearer or through direct neural feedback via an external nerve relay. Cybertechs can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Scavenging provides crafting resources for Cybertech.



Comments: As with Artifice and Biochem, it has exclusive crafter access to improving your ship, as well as two item slots (earpieces) - both of which can be obtained in other ways for more money. Until everyone is geared up, the BoE earpieces are likely to sell well for the people who can get their skill up high enough quickly. What makes Cybertech decent is that it crafts the two of the most common upgrade items - Mod and Armoring, which can go on nearly every piece in the game - as well as five different consumable grenades. And these grenades can be made in reusable varieties for the Cybertech.



That's right, you gain access to moderate to low damage ranged AoE attacks, which each carry a useful secondary effect: A slow, a stun, an immobilize, an immobilize, and a damage-over-time effect - periodic damage can ruin capturing objectives in PvP as well as attempts to use Force Cloak. That's pretty huge in PvP, and even in PvE, as AoE abilities which do not sap you of precious, precious Force? They're pretty awesome.



...And if that wasn't good enough, Cybertech can make you a custom speeder bike, too.



Rating:



S YNTHWEAVING

Recommended Skills: Archaeology, Underworld Trading (Luxury Fabrics, Underworld Metals)



Codex: Synthweaving is the process of fabricating synthetic materials out of crystals, various chemicals and artifact fragments to construct armor for Force users. Vendors provide premade solutions, suspensions and composites that are used during the Synthweaving process. Synthweavers can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Archaeology provides crafting resources for Synthweaving.



Comments: There are three ways to benefit from Synthweaving: aesthetically, you can get orange gear. While leveling, you can critically craft certain armor pieces to get an extra upgrade slot on them, and people who do operations can obtain high level schematics to get some of the best equipment in the game when those are critically crafted. This makes it a great profession for PvE players.



Rating:

Scavenging. Underworld Trading (Underworld Metals).Armormech is the ability to work with hard metals, alloys and synthetic materials to construct armor for non-Force users. Vendor-purchased fluxes are used during the armor creation process to refine the materials to ensure suitability. Armormechs can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Scavenging provides crafting resources for Armormech.Armormech is not your typical choice for a force user, because it provides no mechanical benefits to the Jedi or Sith whatsoever. It also has no aesthetic benefit to the Shadow or Assassin, who cannot wear its armor. I do not recommend it for you for any reason; it is a good craft skill, but not for the class you are reading about in this guide. The materials from its Gathering skill will be in high demand, and non-Force users are going to be a smaller clientele than Force users in this game, I can guarantee that. There is potentially some money to be made off of Jedi Knight and Sith Warrior ACs who want an unconventional look for their character, but that's not a compelling enough reason on its own to take this skill. For both making money and saving you money, this flunks the test.Scavenging, Investigation (Compounds)Armstech is the ability to work with hard metals, alloys and synthetic materials to craft blasters, blaster modifications and melee weapons. Vendor-purchased fluxes are used during the weapon creation process to refine the materials to ensure suitability. Crafted blasters include blaster pistols, blaster rifles, sniper rifles, assault cannons and shotguns. Blaster modifications include blaster barrels. Melee weapons include vibroblades and electrostaves. Armstechs can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Scavenging provides crafting resources for Armstech.What it does not tell you is that everything it makes sucks, except for the blaster specific mod (the gun barrel), and the many, many unique models of blaster that it can make. Endgame Vibroswords and Electrostaves (if they ever intend to make the latter useful to a player rather than a companion) are obtained via vendors, to prevent this from being the potentially most universal skill ever. Instead, it's possibly the only thing worse than Armormech, unless you really, really need to make sure that keeping Qyzen equipped is easy. Since, hooray, it can make Techblades.Archaeology, Treasure Hunting (Gemstones)Artifice is the delicate skill of constructing lightsaber modifications, enhancements, generators and focii. Lightsaber modifications include color crystals and hilts that augment a Force user's combat attributes. Color crystals determine beam and bolt color for lightsabers and blasters. Enhancements are modification upgrades for weapons and armor. Artificers can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Archaeology provides crafting resources for Artifice.An important skill, as it creates the color crystals used by every weapon in the game, upgrades your personal weapon, creates multiple slots (force-user off-hands, shield generators), creates endgame relics, lightsaber hilt mods, and the enhancement mod which can go on all major body parts and weapons. They can also create their own lightsabers at maximum skill, though the lightsaber hilt model is usually not as important to players as the blade color. The relics, along with the unique lightsabers, are their 'self only' perk, as these relics can also be bought from stores. Until everyone is geared up, the BoE relics are likely to sell well for the people who can get their skill up high enough quickly. Because it is 'exciting', I expect this skill will be picked up by many players, including many non-Force Users. It may suffer from market dilution, and does not have a consumable to keep it useful once the economy settles, so I tentatively rate it well.Bioanalysis, Diplomacy (Medical Supplies)Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants. Biochemists can create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. Biochemists can reverse engineer their crafted implants and possibly discover new ways to improve implant creation. The gathering skill Bioanalysis provides crafting resources for Biochem.Medkits, Stims, Adrenals, and the only skill that can make implants. Similar to Artifice's relics, these can be obtained without being a Biochemist, but it will be easier for them. Until everyone is geared up, the BoE implants are likely to sell well for the people who can get their skill up high enough quickly. The real prizes for the biochemist for self-use are the reusable stims and adrenals. They will be expensive as anything to manufacture, but once they are, you'll be set for life.Scavenging, Underworld Trading (Underworld Metals)Cybertech is the skill to assemble droid armor, earpieces, grenades, armoring, mods and miscellaneous gadgets. Armoring and mods are upgrade modifications that augment combat ability. Earpieces are external mini-computers that are worn on or near the ear. They enhance combat prowess by giving audio and visual feedback to the wearer or through direct neural feedback via an external nerve relay. Cybertechs can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Scavenging provides crafting resources for Cybertech.As with Artifice and Biochem, it has exclusive crafter access to improving your ship, as well as two item slots (earpieces) - both of which can be obtained in other ways for more money. Until everyone is geared up, the BoE earpieces are likely to sell well for the people who can get their skill up high enough quickly. What makes Cybertech decent is that it crafts the two of the most common upgrade items - Mod and Armoring, which can go on nearly every piece in the game - as well as five different consumable grenades. And these grenades can be made in reusable varieties for the Cybertech.That's right, you gain access to moderate to low damage ranged AoE attacks, which each carry a useful secondary effect: A slow, a stun, an immobilize, an immobilize, and a damage-over-time effect - periodic damage can ruin capturing objectives in PvP as well as attempts to use Force Cloak. That's pretty huge in PvP, and even in PvE, as AoE abilities which do not sap you of precious, precious Force? They're pretty awesome....And if that wasn't good enough, Cybertech can make you a custom speeder bike, too.Archaeology, Underworld Trading (Luxury Fabrics, Underworld Metals)Synthweaving is the process of fabricating synthetic materials out of crystals, various chemicals and artifact fragments to construct armor for Force users. Vendors provide premade solutions, suspensions and composites that are used during the Synthweaving process. Synthweavers can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Archaeology provides crafting resources for Synthweaving.There are three ways to benefit from Synthweaving: aesthetically, you can get orange gear. While leveling, you can critically craft certain armor pieces to get an extra upgrade slot on them, and people who do operations can obtain high level schematics to get some of the best equipment in the game when those are critically crafted. This makes it a great profession for PvE players.



G ATHERING S KILLS

Gathering skills are skills which you or your companion may employ in the field, when you see an appropriate resource. They supply the basic materials used in crafting skills. You may send your companions on gathering missions which cost money, but provide you with skill-point appropriate resources. There is a chance for your companion to fail when deployed on missions (I believe it is related to their affection), but it will always give you a skill point even if they fail. Out of your maximum of three crew skills, all three may be gathering skills.



Spoiler A RCHAEOLOGY

Recommended Skills: Artifice, Synthweaving



Codex: Archaeology is the study of crystal formations and archaeological finds. Crystal formations contain crystals that an Artificer can use to construct lightsaber modifications and armor for Force users. Archaeological finds contain artifact fragments of Force-imbued technology. These valuable items contain ancient formulas and algorithms used in the crafting skills Artifice and Synthweaving. Archaeologists can send their companions on missions to gather resources.



Comments: Archaeology is an essential skill for Artifice - the craft skill that everyone wants - and is easy to level up. Synthweaving will be high in demand as well. My personal experience is that you get Archaeology materials faster than needed to keep up with your mission skills if you're going at a good clip of leveling speed, so it may be a less satisfactory choice for a pure gatherer.



Rating:



B IOANALYSIS

Recommended Skills: Biochem



Codex: Bioanalysis is the practice of collecting genetic material from creatures and vegetation. Genetic materials include cell fibers, bacterial strains, toxic extracts and medicinal fluids. Biochemists use these materials to create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. The crafting skill Biochem utilizes Bioanalysis resources. Bioanalysts can send their companions on missions to gather resources.



Comments: Let's be clear right now: Biochemistry is going to be very important, so even though this is only tied to one skill, gatherers may wish to take it anyway, to either sell their goods or trade the materials to a Biochemist in return for manufacture of goods. Also, Bioanalysis can be performed by you or your companion on many dead creatures, so while you won't get to use this skill much on your capital, it'll catch up pretty quick on Taris.



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S CAVENGING

Recommended Skills: Armormech, Armstech, Cybertech



Codex: Scavenging is the art of salvaging useful parts and base materials such as metals, alloys and synthetic compounds from potential technological resources--junk piles, fallen droids, abandoned cargo and broken-down vehicles. The crafting skills Armormech, Armstech and Cybertech utilize Scavenging resources. Scavengers can send their companions on missions to gather resources.



Comments: You can easily progress your scavenging by killing everything in sight when you see droids - which dovetails nicely with roleplay for lightsiders, who are more hesitant to kill fleshies, and the fact that stealthing through droid missions is slightly more difficult and annoying since Mind Maze won't work on droids. Along with Diplomacy, Slicing, Investigation and Underworld Trading, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters. It also fuels one extremely critical and two useful tradeskills, so it's a strong recommendation.



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S LICING

Recommended Skills: Cybertech



Codex: Slicing is not a skill required for crafting. Slicing is the art of accessing secure computer systems and lockboxes to acquire valuable items, credits and rare tech schematics. Common slicing targets include electronic safes, data stations, security mainframes and biometric footlockers. These targets contain credits, rare tech schematics used to construct Cybertech gadgets, vehicles and space upgrades, and mission discovery objects that unlock challenging missions that can potentially yield great rewards. Slicers can send their companions on missions to retrieve these valuable items. Other possible mission rewards include augments that can be slotted into exceptionally crafted items.



Comments: It's Investigation's cousin, more or less. Getting schematics from slicing missions is a rarer occurrence than in Investigation, so I wouldn't worry about taking Slicing as part of a normal set of three as a crafter, but it's basically an essential for people just looking to make a buck. You still have a net loss of money by sending companions on Slicing missions, as the point is to raise your skill without doing any work for it.



Rating: Artifice, SynthweavingArchaeology is the study of crystal formations and archaeological finds. Crystal formations contain crystals that an Artificer can use to construct lightsaber modifications and armor for Force users. Archaeological finds contain artifact fragments of Force-imbued technology. These valuable items contain ancient formulas and algorithms used in the crafting skills Artifice and Synthweaving. Archaeologists can send their companions on missions to gather resources.Archaeology is an essential skill for Artifice - the craft skill that everyone wants - and is easy to level up. Synthweaving will be high in demand as well. My personal experience is that you get Archaeology materials faster than needed to keep up with your mission skills if you're going at a good clip of leveling speed, so it may be a less satisfactory choice for a pure gatherer.BiochemBioanalysis is the practice of collecting genetic material from creatures and vegetation. Genetic materials include cell fibers, bacterial strains, toxic extracts and medicinal fluids. Biochemists use these materials to create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. The crafting skill Biochem utilizes Bioanalysis resources. Bioanalysts can send their companions on missions to gather resources.Let's be clear right now: Biochemistry is going to be very important, so even though this is only tied to one skill, gatherers may wish to take it anyway, to either sell their goods or trade the materials to a Biochemist in return for manufacture of goods. Also, Bioanalysis can be performed by you or your companion on many dead creatures, so while you won't get to use this skill much on your capital, it'll catch up pretty quick on Taris.Armormech, Armstech, CybertechScavenging is the art of salvaging useful parts and base materials such as metals, alloys and synthetic compounds from potential technological resources--junk piles, fallen droids, abandoned cargo and broken-down vehicles. The crafting skills Armormech, Armstech and Cybertech utilize Scavenging resources. Scavengers can send their companions on missions to gather resources.You can easily progress your scavenging by killing everything in sight when you see droids - which dovetails nicely with roleplay for lightsiders, who are more hesitant to kill fleshies, and the fact that stealthing through droid missions is slightly more difficult and annoying since Mind Maze won't work on droids. Along with Diplomacy, Slicing, Investigation and Underworld Trading, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters. It also fuels one extremely critical and two useful tradeskills, so it's a strong recommendation.CybertechSlicing is not a skill required for crafting. Slicing is the art of accessing secure computer systems and lockboxes to acquire valuable items, credits and rare tech schematics. Common slicing targets include electronic safes, data stations, security mainframes and biometric footlockers. These targets contain credits, rare tech schematics used to construct Cybertech gadgets, vehicles and space upgrades, and mission discovery objects that unlock challenging missions that can potentially yield great rewards. Slicers can send their companions on missions to retrieve these valuable items. Other possible mission rewards include augments that can be slotted into exceptionally crafted items.It's Investigation's cousin, more or less. Getting schematics from slicing missions is a rarer occurrence than in Investigation, so I wouldn't worry about taking Slicing as part of a normal set of three as a crafter, but it's basically an essential for people just looking to make a buck. You still have a net loss of money by sending companions on Slicing missions, as the point is to raise your skill without doing any work for it.



M ISSION S KILLS

Mission skills function identical to Gathering skills which cannot be personally collected; you need your companion to do them. They provide the rare resources used in crafting skills as well as providing a host of other benefits, such as giving you companion gifts to raise their affection, rare schematics, and sometimes rare equipment. Out of your maximum of three crew skills, all three may be mission skills.



Spoiler D IPLOMACY

Recommended Skills: Biochem



Codex: Diplomacy is the art of conducting and managing negotiations. Sending your companions on diplomatic missions can influence your light side or dark side standing. In addition to light side and dark side influence, possible Diplomacy rewards include medical supplies used to construct prototype and artifact implants, medpacs, stimulants, adrenals and gifts for companions to raise their Affection rating.



Comments: Gets you materials for one of the two most important skills in the game, gives you Light Side/Dark Side farm points, and can still be used to get gifts. What else do you need? Along with Investigation, Slicing, Scavenging and Underworld Trading, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters.



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I NVESTIGATION

Recommended Skills: Armstech



Codex: Investigation is the skill of researching, gathering, analyzing and decoding secret information. Sending your companions on Investigation missions can yield valuable items in the form of researched compounds used to construct prototype and artifact weapons and blaster barrels, prototype schematics for all crafts, and gifts for companions to raise their Affection rating.



Comments: Investigation finds rare schematics for every single type of crafting skill, as well as materials for Armstech. Along with Diplomacy, Slicing, Scavenging and Underworld Trading, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters. It could substitute for a normal mission skill, since you rarely need the normal mission skill to simply level up your craft, or a gathering skill if you're willing to purchase those materials off of the Galactic Trade Network.



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T REASURE H UNTING

Recommended Skills: Artifice



Codex: Treasure Hunting is the ability to track down and recover valuable items by following a series of clues. Companions sent on Treasure Hunting missions can return with rare gemstones used to construct prototype and artifact enhancements, hilts, color crystals, focii and generators. Other possible rewards include lockboxes that can contain valuable items or credits and gifts for companions to raise their Affection rating.



Comments: It only goes with one craft skill, and everything that it is used to make is pretty much reusable. Great if you're going with Artifice, I wouldn't bother otherwise. It can be fun to randomly receive relics or other rare items from this skill, but it's a constant gamble.



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U NDERWORLD T RADING

Recommended Skills: Armormech, Cybertech, Synthweaving



Codex: Underworld Trading entails the exchange of goods and services on the galactic black market. Sending your companions on Underworld Trading missions can yield luxury fabrics and underworld metals used to construct prototype and artifact armor, earpieces, grenades, space upgrades, and weapon and armor modifications. Other possible rewards include gifts for companions to raise their Affection rating.



Comments: Covering both armor creating professions as well as one of the two best professions in the game, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters. Diplomacy, Slicing, Investigation and Scavenging are good partners for that.



Rating: BiochemDiplomacy is the art of conducting and managing negotiations. Sending your companions on diplomatic missions can influence your light side or dark side standing. In addition to light side and dark side influence, possible Diplomacy rewards include medical supplies used to construct prototype and artifact implants, medpacs, stimulants, adrenals and gifts for companions to raise their Affection rating.Gets you materials for one of the two most important skills in the game, gives you Light Side/Dark Side farm points, and can still be used to get gifts. What else do you need? Along with Investigation, Slicing, Scavenging and Underworld Trading, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters.ArmstechInvestigation is the skill of researching, gathering, analyzing and decoding secret information. Sending your companions on Investigation missions can yield valuable items in the form of researched compounds used to construct prototype and artifact weapons and blaster barrels, prototype schematics for all crafts, and gifts for companions to raise their Affection rating.Investigation finds rare schematics for every single type of crafting skill, as well as materials for Armstech. Along with Diplomacy, Slicing, Scavenging and Underworld Trading, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters. It could substitute for a normal mission skill, since you rarely need the normal mission skill to simply level up your craft, or a gathering skill if you're willing to purchase those materials off of the Galactic Trade Network.ArtificeTreasure Hunting is the ability to track down and recover valuable items by following a series of clues. Companions sent on Treasure Hunting missions can return with rare gemstones used to construct prototype and artifact enhancements, hilts, color crystals, focii and generators. Other possible rewards include lockboxes that can contain valuable items or credits and gifts for companions to raise their Affection rating.It only goes with one craft skill, and everything that it is used to make is pretty much reusable. Great if you're going with Artifice, I wouldn't bother otherwise. It can be fun to randomly receive relics or other rare items from this skill, but it's a constant gamble.Armormech, Cybertech, SynthweavingUnderworld Trading entails the exchange of goods and services on the galactic black market. Sending your companions on Underworld Trading missions can yield luxury fabrics and underworld metals used to construct prototype and artifact armor, earpieces, grenades, space upgrades, and weapon and armor modifications. Other possible rewards include gifts for companions to raise their Affection rating.Covering both armor creating professions as well as one of the two best professions in the game, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters. Diplomacy, Slicing, Investigation and Scavenging are good partners for that.



If you read all that and are confused still - or didn't read all of that, because it's a lot to chew through, that's okay. You just want the bottom line on which three crew skills I recommend, right? I've arranged them into sets of three based on what your main selling market is.



PvE Endgame: Synthweaving, Artifice, Treasure Hunting

PvP Endgame: Biochem, Bioanalysis, Diplomacy == Cybertech, Scavenging, Underworld Trading

Self-Leveling: Biochem, Bioanalysis, Diplomacy == Cybertech, Scavenging, Underworld Trading >> Artifice, Archaeology, Treasure-Hunting

Simple Money-Making: Pick any three: Slicing, Investigation, Diplomacy, Bioanalysis, Scavenging, Biochem



Do not pick: Armstech



[Table of Contents]

-------------------------------- J EDI S HADOW

The Rebellion is reborn today. The war is just beginning. And I will not be the last Jedi.