If you’re crafting using a high level character, chances are you’ll choose to craft for endgame in lieu of for fun. Endgame crafting is crafting purely for statistics – to improve your character’s stats, such as your power or endurance, so that you can perform better in combat. This includes crafting armorings, mods, enhancements, hilts, barrels, relics, earpieces, implants and augments swtor credits
. Knowing which crafting skills to adopt for endgame requires one to be familiar with what components of endgame gear each crew skill can craft, and which varieties of stats your distinct type of character needs. For example, a healer needs a fully different pair of gear when compared to a tank. If you’re serious about crafting for endgame, I’ve included some links to resources within the description with this video, including how to find out what stats you may need and which crew skills can craft what pieces.
With this list it’s more clear include companions may well be a better choice if you intend to focus on one crafting crew skill. If you have made your thoughts up that you might want to be an armormech for example, and you also haven’t chosen a class yet the best choice appears to get a Trooper or Smuggler to the light side and even a Bounty Hunter or perhaps a Imperial Agent with the darkside.
There is one other choice likewise that may factor into the decision which often class/companion combo to decide on that bears mentioning and this would be the issue of the way in which chosen class can certainly use the goods that crafting crew skill may make. Unless you are considering running multiple crafting skill specialist characters which can be on the same faction much like me, then you definately might want to pick the class that could best utilize the gear you may create with all these new found bonuses.
From our earlier example a great choice for a character that wants to focus on armormech plus the making of medium to heavy armor with the light side could be the Trooper. He has a companion with a very good number of bonuses to armormech and related mission skills anf the husband has the benefit of being able to makes use of the medium to heavy armor created by the crafting skill armormech which outweighs the Smugglers using light to medium armor.
This is probably going for being much more annoying. Subscribers get yourself a 25 minute cooldown on quick travel, that is roughly just how long it takes to perform a series of quests and desire to travel back. F2P players should wait 45 minutes between use, that’s pretty much forever from the world of travel. One way to go around this is to have used to using taxis. Surprisingly enough, I’ve found that taxis aren’t that bad at navigating around with. They’re extremely swift to use.
One “lifehack” you can utilize, if not more of a “deathhack” is usually to just pull a number of enemies and die. Most med centers have a very taxi point right beside them, or at at the least probably closer than where you’re at gamereasy.com
. You’ll pay a credit price for repairs, but I don’t even think it’ll be that steep. For the fleet pass, you’re just going to have to utilize the relays for getting back up to the fleet. At 18 hours anyway relative it is, it is more or less a hail mary anyway to obtain to the fleet when you log off with the day. You get it at level 10 too, so it will be not that big of your deal F2P vs. subscriber