Public
Snippet $102 authored by shirly bam

Your companions also can partake in various side missions

In Star Wars the Old Republic professions these are known as Crew Skills. Crew Skills are very important to the game simply because they allow you to craft powerful and useful items making use of your gathered resources. The Star Wars galaxy however, is really large that gathering the best resources without interrupting your adventure may be difficult. So the very good news is this is the place your companions come up. You can have your companions leave to gather helpful information on you. They may craft items available for you and complete a missions automatically.

There are three groups of Crew Skills: Gathering Skills, Crafting Skills, and Mission skills. There are three Crew Skill slots and you're allowed to convey more than one Gathering or Mission Crew Skills however they are only allowed one Crafting Crew Skill.

Before we start by getting, let's tackle the crew skill that is very much the most popular nowadays: Biochem. Some players say it does not take only one worth anything. I'm not one particular people, but I do think if you're playing a Tank type, you must seriously consider taking Biochem no matter what could possibly be optimal through the numbers. Having always-on skill buffs without having to break the bank can certainly help out in a flashpoint, and realizing that you always have a non-consumable healing stim for all those tough fights can prevent you from worrying about how precisely many of the regular ones you've got left in the center of a story-mode operation.

Your companions also can partake in various side missions related to your chosen gathering and mission skills. Your team could also gain xp for skills in group attacks that happen to be used  and might be a good way to boost your character. Sending a companion on these missions costs credits but also in return it is possible to receive crafting materials, credits, lockboxes, new equipment, crafting schematics and in some cases new missions to send out a companion away and off to do. These new missions will usually yield higher caliber items. Sending a companion to do one of the missions is just not guaranteed to become successful and can sometimes cause just a decrease of credits and time.

Generally sending a companion on one of them missions is quite useful for an integral purpose. The ability of the profession can raise using a completed mission which often can avoid some headaches when you go to a new area and therefore are only a few abilities below the mandatory gathering level.

13 Bytes
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or sign in to comment