#F2P/preferred what two crew skills should I get? what is considered important?
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It depends on how you want to support you character and if you want to set things up later for endgame.
What might help you the most right now if you only want to get two -- Biochem & Bioanalysis for your own medpacs and stims. It might save you money in the long run as story missions, heroics, fps -- are all ways you get gear.
It's not necessary to do mods per say until end-game when you can get mods through doing Hyde & Zeek missions (pick them up on fleet)
While there are some crew skills that come up in Flashpoints (I forget if it's Artifice or Archeology, Slicing, and Scavenging) -- I wouldn't necessarily advice basing your selection just on that. I'd say to look up guides on it to get a better idea of what you want to craft.
Also - crafting in and of itself isnt' a necessity, but it is a good way to make money selling things like: augments, augment kits, dyes, other mods, stims, medpacs, grenades, or other rare items (some cosmetic armors too).
The important thing to remember is to learn to deconstruct drops (not destroy) to get the additional jawa scrap from them -- that you can turn around and exchange for materials you do need.
I also recommend gathering skills over mission skills Gathering gives you the necessary green materials that makes the basic crafting components you'll need for everything else. Those are: Archeology, Scavenging, Bioanalysis
Slicing is unique in that it's used in all crew skills, sometimes only for prefabs or augments, while others are more reliant on it.
If all you wanted to do is run missions to get high grade materials to sell (purples & blues) -- then you'd aim for the accompanying mission-based crew skills: Investigation, Diplomacy, Underworld Trading, or Treasure Hunting
So for like doing your own dyes & color crystals it's going to be:
Artifice & Archeology (weapon mods, dyes, crystals, off-hand items)
Cybertech & Scavenging (implants, augments, enhancements i.e. "Mod" related stuff)
Armstech & Scavenging (weapons & augments)
Armormech & Scavenging (lots of cosmetic armor & augments)
Biochem & Bioanalysis (stims, medpacs, adrenals)
Synthweaving & Archeology (lots of cosmetic armor & augments
Side note about slicing: early on it IS a good way to just gather "loot boxes" that you slice (aka gather) from nodes on planets. You'll see them on the map or mini-map as an * symbol (asterick). But the credits don't add up as much to just doing missions, heroics, fps. It's just a good way to get pocket change early on for Quick Travel. Though it's the top-level slicing materials Grade 10 & 11 that sell for a ton of money.