Can you unlearn crew skills




















In the crew skills tab, there is a circled X next to each progression bar. Click that. More topics from this board Skipping the main campaign question for the expansion.

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The skill is all about bypassing the security, and getting into the computers and lockboxes. Once you slice computer systems it can yield items, credits, schematics, and other useful materials. Safes, data stations, mainframes, and biometric footlockers will be your target.

On top of that, you can find objects, that will allow you to start a challenging mission. These quests are accessible only through Slicing. Obviously, as you send your companion, they can retrieve these objects as well as, for example, Sliced Tech Parts useful for Armstech, Armormech, Synthweaving, or for Augments. If you manage to score a critical success, there is a chance of you to be rewarded with rare Augment schematics.

Slicing is so useful, that there is no particular synergy with any of the crafting professions, as most of the time you will not allow yourself to sneeze on it. The chance to land a couple of valuable items without breaking a sweat is way too much. Thanks to the crafting skills, your crew will be able to craft useful items. It will have minor impact on your overall gameplay, as you are still learning. Different classes will benefit from different skills.

Likewise, the Jedi Knight will not benefit much from Armstech. The downside to the Crafting Skills is that you can have a maximum of one at any time. In some cases it'll be a clear cut what you want to do, but in others it may be not that simple. Remember, that unlearning a certain skill is not always worth it.

This crafting crew skill lets you work on metals, alloys, synthetics in order to create armor and augments designated for non-Force users. While creating armor, you can use fluxes purchased from vendors to refine the materials.

This skill also lets you reverse engineer the armor you've crafted, which opens up a possibility to find new ways of improving armor creation and enhance qualities.

Since you will need lots of hard metals and electronic shielding to construct and acquire valuable armor, Scavenging becomes your go-to option for gathering skills to pair up with. Armormech is especially recommended for someone who intends to play the tank in the future, because of the best possible quality armor that you can have at a relative low price.

Also, as a tank you will be using these armor, which will make leveling the skill much more easier. The augments you can craft are Absorb, Aim, Cunning, and Shield. Just like Armormech, Armstech works on alloys, hard metals, and synthetics. However, the products of it are not armors, but weapons - blasters - including blaster rifles, sniper rifles, pistols, assault cannons, and shotguns.

It also unlocks their modifications blaster barrels , and augments. Same as previously, you can purchase fluxes from vendors to refine materials and ensure stability.

On top of that, you can craft melee weapons like vibroblades and electrostaves. The reverse engineering option is possible here too. We know from the movies, games, and the canon as a whole, that Force users are not much into shooting at people. They prefer to chop them with an iconic, buzzing blade, so Armstech is a profession for those classes that don't use Force - Smugglers, Troopers, Imperial Agents, and Bounty Hunters.

The need for hard metal pieces and scraps makes Scavenging an optimal co-skill here as well. Now we're getting to the bread and butter of the Star Wars - the lightsabers.

Artifice is the profession that revolves around the epic, noisy, limbs-chopping cosmic swords, that made the whole franchise famous. Artifice is about making and improving the lightsabers, as well as augmenting the beams and bolts in blasters. Naturally, since the creation is tied to lightsaber crystals, Archaeology is the best gathering skill for Artificers. Both Sith and Jedi classes are Force users and they wield lightsabers. It is the reason, why Artifice may be recommended crew skill for these.

This crew skill revolves around producing medical supplies, serums that enhance performance, bioimplants, etc. Also, if you have Biochem as your chosen skill, you can craft health-restoring medpacs, single-use injections boosting the physical abilities, as well as biological implants enhancing combat efficiency.

However, Biochem is a kind of skill that can be useful for all classes. This skill allows you to put together armor for droid, earpieces, grenades, armoring, mods, and various gadgets. This equipment vastly enhances your combat strength thanks to numerous modifications and augments. The item that deserves a special attention is the earpiece. It's a movie-like gadget worn near the ear, that provides you with an audio-visual feedback of your surroundings.

Its utility is invaluable. Cybertech goes well for all classes, and each character can benefit from it. The best gathering profession to take with it will be the Scavenging. For your cybergadgets you will need lots of metal and synthetic materials.

If you expect to see here your granny with an awl, you may be disappointed. In SWTOR Synthweaving is a different type of weaving, which involves creating light armors and augments from crystals, chemicals, and artifact fragments.

This is the Force-users counterpart of the Armormech.



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