SWTOR - Crew Skills: Changes to 4.1

SWTOR - Crew Skills: Changes to 4.1

Update 4.0 had already introduced some changes to crew skills, including the disappearance of certain materials and the ability to launch Prolific and Generous missions more easily.

SWTOR - Crew Skills: Changes to 4.1

Update 4.1 will also be the occasion for new changes, as Eric tells us on the official forum, with among other things the appearance of a new level of equipment, which does not require exotic materials and a new rank. 9 for each of the crew skills. Here's the full rundown.



Specific terms:

  • Level: experience gained in a crew skill (currently up to 500)
  • Coast: the quality of an object
  • Rank: this refers to the 9 "levels" of a crew skill

 

General changes

  • Crafting skill increased from 500 to 550.
  • New rank, Grade 9, including new materials, new blueprints, new harvesting missions and new harvesting nodes (nodes available in the "public" areas of Fallen Empire).
  • Color crystals: more levels required. Expertise Crystals can no longer be trained, they must be purchased from the PvP vendor (Crystals already learned should not be deleted).
  • Grade 8 - Grade 9 transition: Some items requiring grade 8 materials will require grade 9 materials. To help with this transition, a vendor will be available temporarily (until patch 4.2), offering to trade grades 8 versus 9 grades at 1: 1 ratio.
  • Index equipment 208, 216 and 220:
    • Will become Artifact quality items.
    • Index 208 will change to 212.
    • The statistics will be the same, but will be increased.
    • Manufacturing indexes 208, 216 and 220 will require grade 9 materials.
    • Retroactive changes to currently 208 items.
  • Improvements: No new improvements. The 200 and 208 index upgrades will become grade 9.
    • Retroactive changes to the current ones.
    • The 200 and 208 indexes will require a Type 9 Upgrade Kit.
    • Will require grade 9 materials.
    • Type 9 upgrade kits sold to the new temporary vendor in exchange for the Type 8 Kit.

 



Crew skill changes

  • armor
  • Synthweaving
  • Arms
  • Artifice
  • Cybernetics
  • Biochemistry
  • Grade 9 assembly components
  • Index 200 and 208 armor
  • Type 9 Upgrade Kits
  • Endurance shields of index 200 and 208
  • Grade 9 assembly components
  • Index 200 and 208 armor
  • Type 9 Upgrade Kits
  • Shields Mastery index 200 and 208
  • Grade 9 assembly components
  • Weapons of index 200 and 208
  • Type 9 Upgrade Kits
  • Index 200 and 208 guns
  • Grade 9 assembly components
  • Weapons of index 200 and 208
  • Type 9 Upgrade Kits
  • Index handles 200 and 208
  • Relics of Index 200 and 208
    • Always less powerful than those obtained in operations, which will benefit from an additional statistic on their effects.
  • Dye Modules
  • Color crystals
    • Index below 136 rows in Archives section
    • Blue, red, yellow, green and orange blueprints and crystals removed from vendors.
    • Trainable at certain levels:
      • Grade 1: blue crystals
      • Grade 1: red crystals
      • Grade 1: yellow crystals
      • Grade 1: green crystals
      • Grade 1: orange crystals
    • Prices adjusted according to grade.
    • Hacking Materials replaced with Treasure Hunting Materials.
    • Expertise Crystals can no longer be crafted.
    • Blueprints brought back to level 350: White-Purple-Blue and White-Yellow-Orange Crystal.
  • Grade 9 assembly components
  • Index 200 and 208 ear cushions
  • Index 200 and 208 Changes and Improvements
  • Grenades Grade 9
  • Grade 9 assembly components
  • Index 200 and 208 implants
  • Grade 9 medipacs, dopants and stims
    • New Grade 9 Precision Stim, providing Precision and Criticality.
  • Shield / Absorption dopants change. They will provide a shield that absorbs 20% damage (with a cashable maximum) for 15 seconds.

 



Harvest missions

4.0 offered all the missions available, 4.1 will organize and simplify them, to have fewer missions but more precisely targeting what you need.

Harvest results according to decreasing degree of quality:

  • Wealthy
  • Rich
  • Bountiful
  • Abundant
  • Moderate

 

  • The Wealthy, Rich, and Bountiful quality missions are the only ones that allow you to collect Artifact quality materials.
  • Prosperous quality missions and replaced by Wealthy.
  • Special items, like equipment boxes or vendor materials, only have one mission level. For example, there will be no more Moderate or Rich Quality Partner Gifts missions, there will only be one.
  • Partner Gift Missions are now only available in Ranks 1 through 5, depending on their quality.
  • There will be missions of different qualities for each rank. For each harvest skill there will be two missions, per grade and per quality.
  • Mission costs will be standardized and based on quality and grade.

 


Find out more

Investigation:

  • Two Moderate, Abundant, Bountiful, and Rich Missions per Grade
  • Three Companion Gift Missions per Grade
  • Missions have a chance to reward a craftable armor or weapon Schematic if a critical result is achieved

Treasure Hunting

  • Mostly two Moderate, Abundant, Bountiful, and Rich Missions per Grade; there are some gaps we hope to fill in the future
  • Three Companion Gift Missions per Grade
  • Two Lockbox Missions per Grade that drop new lockboxes
  • Lockbox Missions will reward two lockboxes when a critical result is achieved
  • Lockboxes now always drop a small amount of credits
  • Lockboxes now drop a single item from the random drop tables appropriate to the Grade of the lockbox

Diplomacy


  • Mostly two Moderate, Abundant, Bountiful, and Rich Missions per Grade;there are some gaps we hope to fill in the future
  • Three Companion Gift Missions per Grade
  • Companion Gift Missions no longer grant light or dark side points
  • Wealthy Missions no longer grant light or dark side points

Underworld Trading

  • Mostly two Moderate, Abundant, Bountiful, and Rich Metal Missions per Grad;, there are some gaps we hope to fill in the future
  • Mostly two Moderate, Abundant, Bountiful, and Rich Fabric Missions per Grade; there are some gaps we hope to fill in the future
  • Three Companion Gift Missions per Grade

Slicing

  • Mostly two Moderate, Abundant, Bountiful, and Rich Missions per Grade;there are some gaps we hope to fill in the future
  • Two Lockbox Missions per Grade that drop new lockboxes
  • Lockbox Missions will reward Mission discoveries when a critical is achieved
  • Lockboxes contain a sizable amount of credits that sometimes offset the cost of the Mission.

Archeology

  • Mostly two Moderate, Abundant, Bountiful, and Rich Missions per Grade, there are some gaps we hope to fill in the future
  • One vendor material Mission per Grade.
  • One Color Crystal Mission per Grade

Scavenging & Bioanalysis

  • Mostly two Moderate, Abundant, Bountiful, and Rich Missions per Grade, there are some gaps we hope to fill in the future
  • One vendor material Mission per Grade.

 

Satisfied with these novelties?



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