#Best Crew Skills

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full heron
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@acoustic hawk

acoustic hawk
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any are good and viable, depends on how much time/effort would you like to invest

i'm not good at current prices after deflation but i heard that selling mats is as good as selling crafted items

for your main character, especially if you aim for endgame content, i'd suggest biochem because it allows using gold infinite consumables at 700 lvl, it's very convenient and will save you money in the long run

for quick credits, pick any gathering skills: bioanalysis, scavenging, archaeology, slicing
slicing is a bit special cos its materials cost less at low lvl but more at max lvl (they are used for all endgame augs), and if you pick it, always run grade 11 mission "Off the Radar", on lvl 50 companion it often gives you purple missions unlocks that sell good and bring more mats and legendary embers

if you're into crafting skills, that's what you can sell in my opinion (mind that you may want to have alts and 50 lvl companions):

  • synt/arms/armor - augments + mk-11 slot components and kits
  • artifice - dyes and color crystals (much cheaper than augments but always in demand)
  • biochem - stims/adrenals/medpacs (and grit teeth tactical; don't bother with the rest of crafted tacticals)
  • cyber - grenades, ship parts (and CM-1773 needed to craft gold augments)
  • all skills - war supplies and dark projects (it's a complex product that requires 3 different professions to craft), prefabs

types of augments and relevant skills to get mats:

  • syntweaving (+archaeology+underworld trading) - critical, redoubt
  • armstech (+scavenging+investigation) - accuracy, shield, versatile
  • armormech (+scavenging+underworld trading) - absorb, alacrity
    +slicing for all
    (i haven't seen redoubt and versatile in any class guides, the rest are fine)