Author Topic: Which profession can make what  (Read 1015 times)

ghoselle

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Which profession can make what
« on: January 03, 2012, 07:34:17 AM »
Armormech
* Synthweaving for non-jedi.

Artifice
* jedi hilts, color crystals, enhancement mods, jedi offhand item, relic, lightsabers

Cybertech
* armor mods, mod mods, ear pieces, droid parts
* ship upgrades
* some personal stuff (mounts, bombs)

Synthweaving
* helm, chest, belt, wrist, legs, boots  for Jedi
* orange item recipes are rewards from underworld trading.  Note that some but not all orange crafted pieces are class restricted
* crafting "crits" add a "augment mod" slot to a piece of gear, but I've not been able to get crits on orange gear



I'm being lazy and not researching professions I have not taken a look at yet.  If you craft in a different profession and generate a summary, I'll add it to the above list.

Edit:
I'm ignoring the mission & gathering professions because they are covered well already.
« Last Edit: January 03, 2012, 08:49:25 AM by ghoselle »

Gwyddyon

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Re: Which profession can make what
« Reply #1 on: January 03, 2012, 07:53:33 AM »
Armormech is synthweaving for non-jedi. It still wants Underworld Trading for metals (and possibly silks).
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Thanamira

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Re: Which profession can make what
« Reply #2 on: January 03, 2012, 07:59:37 AM »
Mission professions:

Underworld Trading generates companion gifts and rare mats used in synthweaving and cybertech.

Investigation generates companion gifts and rare mats used in armstech.

Treasure Hunting generates lockboxes (sometimes cash, more commonly green items), companion gifts, and gemstones used in artificing.

Diplomacy...  looks like companion gifts and rare mats used in biochem.

---

My guess is that just as armormech is synthweaving for non-jedi, armstech is artifice for non-jedi.
« Last Edit: January 09, 2012, 09:45:51 AM by thanaomira »
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Honorata

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Re: Which profession can make what
« Reply #3 on: January 04, 2012, 05:22:25 PM »
Biochem creates:

- Medpacs (health potions) & Med Units (health potions that heal you AND your companion)
-- Green quality is better than the white quality purchaseable from vendors, blue quality adds a HoT effect to the healing, purple is usable only by toons with a certain biochem level, and are not consumed on use. Green and blue quality are tradeable.

-Stims (elixirs/flasks)
-- again, purple quality is biochem only, and makes the stim persist through death.
* Command (Presence)
* Fortitude (Endurance/Defense)
* Might (Strength/Power)
* Reflex (Aim/Power)
* Resolve (Willpower/Power)
* Skill (Cunning/Power)

-Adrenals (short term stat-boosting potions)
-- green and blue quality are tradeable, purple are biochem only and not consumed on use.
* Absorb (armor)
* Attack (power)
* Critical (crit rating)
* Efficacy (alacrity)
* Force (surge)
* Tech (accuracy)
* Triage (power/reduces dmg done by 50% for duration)

-Implants
« Last Edit: January 04, 2012, 05:35:17 PM by Honorata »
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