Bio Engineer Archive

Thread: Skilling up med crafting now...

Jvani
Thu Jun 23, 2005 1:22 pm
#1

Starting a new toon from scratch, doing this the hard way, no respec-ing etc. I'd really love to make something useful, something other than grinding ABEC's in practice mode all the way to BE 0004. I got excited for a moment to see the Bacta Toss Enhancer schem at Engineering Tech I, only to find they require 7 of each, factory identical components, TWO of which I dont yet have the schematics for.

Stim-C's are not an option really, they dont require any more resources than ABEC's on final combine. Besides, I think 99% of the stim market is 1100+ Stim-D's. Or am I mistaken on that?

I suppose I could find a higher level BE to get some schematics made, but mostly Im just annoyed by having the schems skills set up to where its a TOTAL INCENTIVE TO GRIND it out THEN make useful items. Why not give us the sub-component schems at lower level, then main schem at Tech 3 and require similiar, not factory identical? Like architects start with structure mods and walls that are useful at higher level for nearly every building.

Can anyone think of other options for skilling up now *resource-efficiently* and/or sellable product?


- Jv



* Jvani / Katrya / Nvara / Ishara / Tzia / Shyra *
* Refugee from the REAL Test Center, now hangin on Eclipse and Chilastra *
* Still proud to have been a part of SWG's greatest city, TC: Metropolis of Skystone, Tatooine -200, 3800*

Page 1 of 1
Previous Next