To fully invest into a crafting skill (synthweaving, armormech, biochem, artifice, armstech, and cybertech), having those three slots is quite important. Swtor has three different types of crew skills: Crafting, gathering and mission.
Crafters actually create items from the materials acquired from the gathering skills, who roam about in the. If you go artifice, make you third skill treasure hunting. Just for reference the other synergies between crew skills are (iirc):
So pick what you like. Imo until you understand the economic system (what's in demand, what's not) of the game it's better to start with slicing and two gathering skills. Another reason to go biochem.
T7 has 10 or 15 bioanalysis efficiency and doc has biochem +5 critical. The other choice you have is synthweaving to get your rakata belt and bracers with an augment slot on them and make light, medium and heavy force armor for you and your companions while. Strikes up to 5 enemies within 5 meters with the force, dealing low kinetic damage.
Also stuns weak and standard enemies for 1. 5 seconds. Raises a lightsaber ward, increasing melee and ranged defense by 50% and reducing the damage taken from force and tech attacks by 25%. See best crew skills in my signature.
+5 crit to armormech and scavenging; +1 crit to underworld trading. +2 crit to both bioanalysis and investigation;
+1 crit to slicing. +5 crit to synthweaving and biochem; +1 crit to treasure.
Makes lightsabers, lightsaber hilts, and color crystals. Makes implants, medpacs, stims and adrenals. Makes earpieces, enhancements and mods.
All these are crafting skills, so your sentinel can only take one of them. You can start playing concentration at level 1. Once you are ingame, press k on your keyboard to open the combat style tab, and choose concentration from the.
Defeat 10 flesh raider adept initiates. Bonus mission for enemy force. Bonus quest for enemy force.
The face of the enemy. Infiltrate the flesh raider cave. You can start playing defense at level 1.
Once you are ingame, press k on your keyboard to open the combat style tab, and choose defense from the three options. +5 underworld trading efficiency, +5 biochem critical. +10 armstech efficiency, +10 scavenging efficiency.
+10 artifice efficiency, +10 archaeology efficiency. Given that biochem is considered by many to be the top crew skill, this is a great character to use it with. Grade 11 was added with the update 6. 0 and onslaught expansion.
It also added 100 new points to the crew skills cap, as i explained above. Now the new cap is 700. I am just curious about what professions i should be picking up as a jedi guardian while i am levelling.
I intend to either dive right into pve tanking when i hit 55 or go for mainly pvp. What would my best choices be for each option. Note that most armours they make now are adaptive so all armour classes can use them.
The problem is aesthetically speaking a tanking shadow will end up in the heavier knight armour and the dps knights wear the lighter sage robes.