Biochem swtor гайд
"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.
Recommended Gathering Skills: Bioanalysis (Biochemical Samples and Compounds).
Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants. Biochemists can create medpacs to restore health (single-use and reusable), stimulants (single-use and reusable) that provide a boost to attributes, and biological implants that you equip to 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.
Contents
Reverse Engineering
As with other crew skills When various types of biochem items are reverse engineered, they produce crew skills , Biochem schematics have either linear or prefix based reverse engineering.
Adrenals, Medical, and Stimulants
Adrenals, Medical and Stims are linear. Each Uncommon or 'green' schematic produces a Prototype or 'blue' schematic and each 'blue' schematic produces an Artifact or 'purple'. The Artifact Schematics for consumables are reusable and require Biochem to use.
Adrenals
Artifact adrenals are not consumed when used. Like the stims, purple adrenals have a BioChem skill requirement.
Medical
Prototype (Blue) medpacs heal the same as an Uncommon, but grant additional healing over 15 seconds after the base healing. Artifact medpacs heal a bit more and are reusable, but are limited to Biochemists.
Stimulant
When reverse engineering a Premium or uncommon (green quality) stim you will yield a similar prototype stim (blue quality) which persists through death and lasts 120min (consumed when used).
Implants
Implants follow the prefix system. See Leveling
Leveling quickly and cost effectively is a challenge in any mmo. In this case we can use our crew skills and companions to do our crafting skills. Also you can use your companions to gather. This has ups and downs for it does take a bit of time and some credits. Sometimes it maybe a random item returned from the mission and not quite the item you expected. In many cases it may be more efficient to manually ride around and farm materials and only use your companions to craft.
As a second tip each recipe is color coded to difficulty and that equates to how many possible skill points you can gain by crafting said item. Green to dark orange is the scale where green is the easiest to craft. For example, if an item is yellow you can potentially and most likely gain 2 skill points for having your companion craft it. With a bit of simple math you can see that crafting orange and near-orange recipes can cut down on the amount of materials needed since you can skill up nearly 2x faster. ♦
Recommended Skills
Below are the recommended skills to be taken alongside Biochem:
Gathering Skills
Note: This is the Game Update 6.X version of the guide.
You can view the 4.X version here.
You can view the pre-4.X version here.
Table of Contents
Overview
Biochem is the engineering of performance-enhancing chemical serums and biological implants.
This Biochem Leveling Guide will show you the fastest and easiest way to level your Biochem Crew Skill from 1 to maxlevel using the least amount of materials.
Complementary Crew Skills
- Bioanalysis Crew Skill
- Diplomacy Crew Skill
What to Make
To start, visit any Biochem Trainer and learn the Biochem Crew Skill. All of the schematics listed in this guide are available to purchase from the Trainer as you level.
Note: In Game Update 4.1, you can use the Cell Grafts you craft at lower levels to craft items at higher levels, thus the exact amount of materials used will vary significantly from player to player. This section of the guide gives an overview of when you should switch to the next item to craft and depends very much on which Cell Grafts you have available. If you run out of Cell Grafts, craft more as you go (they have a very large difficulty level buffer).
Note: This is the Game Update 6.X version of the guide.
You can view the 5.X version here.
You can view the pre-4.X version here.
Table of Contents
Overview
Cybertech is the technical expertise to construct gadgets and components for Droids and high-tech armors.
This Cybertech Leveling Guide will show you the fastest and easiest way to level your Cybertech Crew Skill from 1 to maxlevel using the least amount of materials.
The Cybertech crew skill assembles 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.
Complementary Crew Skills
- Scavenging Crew Skill
- Underworld Trading Crew Skill
What to Make
To start, visit any Cybertech Trainer and learn the Cybertech Crew Skill. All of the schematics listed in this guide are available to purchase from the Trainer as you level.
Note: In Game Update 4.1, you can use the Cyber Assembly Components you craft at lower levels to craft items at higher levels, thus the exact amount of materials used will vary significantly from player to player. This section of the guide gives an overview of when you should switch to the next item to craft and depends very much on which Cyber Assembly Components you have available. If you run out of Cyber Assembly Components, craft more as you go (they have a very large difficulty level buffer).
Example: Craft Desh Cyber Assembly Component until level 20. Then craft Lethal Mod 3 until you run out of Desh Cyber Assembly Component OR until you hit level 35, then switch back to Desh Cyber Assembly Component, craft more Lethal Mod 3 with what you make until level 35, and then switch entirely to the filler Desh Cyber Assembly Component until you reach the next tier (level 60 with Resistive Armoring 5).
Note: Sometimes there is an overlap, in which two different items may both be viable to craft at a certain level. In these cases, it is up to personal preference. Ex: Resistive Armoring 5 and Absorb Augment 5 at level 70 are both possible crafting options. All optimal items in a tier require the same materials (we've listed these at the bottom of each tier).
Note: This is the Game Update 6.X version of the guide.
You can view the 5.X version here.
You can view the pre-4.X version here.
Table of Contents
Overview
Artifice is the delicate work of constructing Jedi and Sith artifacts.
This Artifice Leveling Guide will show you the fastest and easiest way to level your Artifice Crew Skill from 1 to maxlevel using the least amount of materials.
The Artifice crew skill creates lightsaber modifications, enhancements, generators, and focii for use by Force users. Lightsaber modifications include color crystals and hilts that augment a Force user's combat attributes, while color crystals determine beam and bolt color for lightsabers and blasters. Enhancements are modification upgrades for weapons and armor used by all classes. Artificers can reverse engineer their crafted items and possibly discover new ways to improve their creation.
Complementary Crew Skills
- Archaeology Crew Skill
- Treasure Hunting Crew Skill
What to Make
To start, visit any Artifice Trainer and learn the Artifice Crew Skill. All of the schematics listed in this guide are available to purchase from the Trainer as you level.
Note: In Game Update 4.1, you can use the Bonded Attachments you craft at lower levels to craft items at higher levels, thus the exact amount of materials used will vary significantly from player to player. This section of the guide gives an overview of when you should switch to the next item to craft and depends very much on which Bonded Attachments you have available. If you run out of Bonded Attachments, craft more as you go (they have a very large difficulty level buffer).
Example: Craft Rubat Artifice Bonded Attachments until level 20. Then craft Resistive Hilt 3 until you run out of Rubat Artifice Bonded Attachments OR until you hit level 35, then switch back to Rubat Artifice Bonded Attachments, craft more Resistive Hilt 3 with what you make until level 35, and then switch entirely to the filler Rubat Artifice Bonded Attachments until you reach the next tier (level 60 with Resistive Armoring 5).
Note: Sometimes there is an overlap, in which two different items may both be viable to craft at a certain level. In these cases, it is up to personal preference. Ex: Damind Artifice Bonded Attachment and Resistive Hilt 19 at level 310 are both possible crafting options. All optimal items in a tier require the same materials (we've listed these at the bottom of each tier).
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