Let’s take a break from theory-crafting this week and talk about the best crafting crew skills for a Consular. While you don’t have to craft one single thing in Star Wars: The Old Republic, it is nice to be able to save yourself some credits by creating a few items. If you like buying and selling on the Galactic Trade Network (GTN), some of these skills can even be a money-maker for you. I don’t know about the rest of you, but I’d like to make a few extra creds for some of those spiffy speeders and cute mini-pets.
Of the six crafting skills, the ones that are particularly helpful to the Consular are Biochem, Artifice, Cybertech, and Synthweaving. Synthweavers can craft armor specifically for Force-users. Those who pursue Artifice can make not only color crystals for weapons, but also lightsaber hilts, armor enhancements, shields, generators, and foci. Cybertech specialists can craft items like armoring and mod upgrades, along with earpieces. Biochem is extremely useful for creating medpacs, stims, adrenals, and implants.

You'd think that in a galaxy that has hyperspace travel, they'd find SOME way to make the needle smaller!
You may certainly have a preference on picking a crafting skill based on guild or personal need. I chose Artifice for my Sage because my guild needed one, and the idea of making my own lightsaber crystals was pretty cool. The hilts and enhancements have been even more useful. For my Shadow, I decided to pick Biochem. Why? Shadows don’t have nearly as many self-heals as our Sage sisters and brothers. The reusable adrenals, stims, and medpacs have meant the difference in prevailing in a tough fight or face-planting myself at the enemy’s feet.
For those of you looking at long-term credit creation, the skills that produce consumables are almost always the best route to go. I’ve received enough armor from drops that Synthweaving hasn’t been as useful as I thought it might be during beta. While armor, crystals, and mods sell like crazy right now, once most people have geared up to level 50, the only things they’ll still need are single-use items like those grenades and medpacs. For long-term crafting, assuming BioWare makes no major changes, Biochem and Cybertech will remain the most useful.





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I’m hopeful that synthweaving and artifice will be more useful. All they need to do is introduce rare schematics (RAID or FP drops) for these professions that players will want.
Have gone Cybertech, finding the mods that I can craft to be very useful….though dont always grind out the purp for each level….I usually aim to remod my gear every 4 or 5 crafting levels, does anyone try to remod every time they learn new schematics?
I’ve found cybertech to be best-in-show. I am leveling three mains concurrently and mods/armoring for my characters and their companions are improved every level they can be upgraded. I’m raising a fourth main now with slicing, UT and scavenging just to supply my cy with enough mats and schematics for all the mods, armors, droid parts and ship upgrades it takes to stay ahead of the game.
It sure does get expensive though…
I tend to remod when I learn new schematics, but that’s just to level up my skill, mainly. I will usually grind to blue on enhancements, and to purple on crystals and hilts for my own use. I sell blue hilts and crystals on the GTN, however.
Yes, Synthweaving needs some help. I leveled it to 400 but never really used the stuff I made, and if i did it was for very long before I got a loot drop or quest reward that was better. Some operation or FP schematic drops would be a very nice addition.
I like Cybertech on my Sage and Biochem on my Shadow. That way, my Shadow never runs out of the heals (I RE to the purple reusables) or implants, and my Sage never runs out of the best armoring/mods I can make.