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I'm planing on hardcore raiding in SWTOR, and was reading about professions. It seems that Biochem gives re-usable epic non-consumables that you can actually use multiple times during battle with a 90 second and 3 minute cooldown. This seems to be the de-facto raiding profession, but I really wanted to go Synthweaving so I could gear up myself and my companion throughout the leveling process. Now I don't know what to do.
Do you think Biochem will be too important for hardcore raiders to the point where you have to have it?
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Run alts is the simple solution. I'm planning on levelling at least 2 charcaters together at the start just for that reason.
one I will play with my wife when she plays.. the other I will play solo.. I expect both to hit max level about the same time
Crafting is not that hard.
You can have 3 harvesting or 3 mission crewskills. (and any combination of these) I believe many people will have skills that give items for crafting, but give those items to alts or guildmembers to make the items. Only downside is that crafting is timebased like 3 mins (and later more) per item. You can queue up 5 crafting orders.
Also when you are at max level and you'll see that you really need consumables drop one of your harvesting skills, pick up bioanalysis, befriend a biochemist and you will never run out of stims.
I tried it out in beta once and it's definitely very useful, especially if you aren't playing an AC with heals. I think a healing class benefits less from it, but the buff stims are still useful to them.
Armor crafting is very useful though. I wouldn't feel obligated to go biochem just because of raiding. You can always get your hands on the stims other ways.
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I'm running biochem/bioanalysis/diplomacy on my first character, mostly because stims were my biggest credit-sink (after speeder training) in beta.
I don't know that it'll be essential from a min-max perspective, you're right about the epic re-useables giving a bit of an edge, but raiding guilds will also need people to craft armor and weapons and mods since those are all a part of min-maxing too.
As Khealler said, nothing to stop you levelling other profs and then dropping them for bio/bio later. I know people who areplanning to level diplo just for the alignment points and then drop it in favor of something else once they've reached max dark/light.
But if you want to do synthweaving, you should. There's a whole levelling game before Operations, and you should do what you want for that, and worry about the min-max aspect later.
i think of it that way...
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4 AC will need armors
4 AC will need weapons
4 AC will need jedi weapons, armors
4 AC will need biochems (exclude healers for obvius reasons)
8 AC will need droid parts (limited 1 droid companion at a class is IIRC and not to be sure that all of players will use them)
8 AC will need all above for their companions
i think are all equal and seperated into 50-50
Just remember the Purple "Re-useable" stims and other items can only be used by a person with Biochem. Don't get me wrong the purple stims are amazing and the blues are just as good. Atleast you can sell the blue stims for profit and the purples maybe, but to only other bio chems.
And when your breaking down Stims remember to seperate the stims as you can only re-engineer one at a time. If you try and Re-engineer say 5 in a stack it will destroy the entire stack. Unless they fixed it in the last few patches thats how ti was working in the last beta.
Min/Maxers will need Biochem, though it won't be necessary for any of the content in the game.
The crafter only reusable items from it are superior to the non-resusables and are bind on pickup, so you only get them as a Biochem.
I expect quite a few people will take the crafting profession they want whilst leveling then respec to Biochem at endgame.
But only one prefeesing to make anything.
Some of the crafting times at 400 level skill are 46minutes.
Agreed, imho Biochem is the best profession for a raiding toon atm. If min maxing your performance for raiding is a must I would recomend biochem. I did not know that they had added crafting respec since I last played in the beta. That is good news. No one wants to get suck with a sub par profession.
Biochem also produces implants and from what I saw in beta, implants don't drop nearly as often as other stuff. It'll help you outfit those two slots while leveling.
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True dat. But my first on each side will definitely be a biochem.
You got 4 Companions + Ship Droid at that stage of the game (you can only have 1 with you), also crafting runs in real time so set crafting going and switch to alt if you wish.
With the main website forums down, is there a good place to read up about this? I completely ignored crafting during my beta time in favor of figuring out if I liked the way storyarcs were handled.
Don't know about that but here's a link to a good chart with recommended gathering skills:
http://www.oldrepublic.net/258-crew-skills-map-force-non-force-classes-usage-dependencies.html
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Thanks, it's a good jumping off point for reading atleast. I've been doing a damned good job of keeping spoiler free but profession choice is a smidge important :-)