Trade Wars
18Jan/122

What Crew Skill Is Best For My Class?

So you have started a new character and are looking for the best crew skills to go with that class. Unless you are a tank and are planning on min-maxing end-game PvP or PvE it doesn't really matter. The goal here is to make a profit, not select what fits your class best. There are a number of things you need to look at when deciding what is best for you. Most of these factors are dependent on the server you are on so I cannot say one way or the other. Here are what you should be looking at:

  • Which crew skills are underused?
  • Which markets can I penetrate?
  • What are material prices like?

The most obvious factor is how many are using their crew skill to make credits. Chances are there are plenty of players with Biochem. This opens up for lesser used skills where the competition might not be as fierce.

Check out the different categories on the trade network. There might already be people that have cornered the market on specific items or even whole crew skills. Is it worth it going up against those players?

You might very well decide not to be a crafter but a gatherer. There are plenty of credits to be made supplying materials, schematics and other goods to other traders. If material prices are high there is usually not a huge profit to be made or the risk you will have to take is too overwhelming when starting out with a limited bank roll. An easy way to make a living is to have only gathering or mission skills.

Here is a look at how the different skills are connected.

 

17Jan/120

A Starting Point

Welcome to Trade Wars.

Even though I aim to explore all crew skills in the game, I will have to focus on a few to begin with. The most interesting crafting skill, with the most potential to me initially was Biochem with the support of Bioanalysis and Diplomacy as the corresponding gathering and mission skill. As my main is a tank the prospect of better than average med packs, stims and adrenals and the possibility of reusable consumables, it was an easy choice.

Being level 50 I have maxed all 3 skills to 400 and are now in the process of gathering information on the most profitable way to use Biochem and it's supporting skills. At the moment Implants seems to be the only profitable option other than selling materials gained from Bioanalysis and Diplomacy. So the strategy at the moment is to focus on Implants and go for the high level market. This area is large enough as there currently are 10 different Premium (green) schematics, which are all trainable from the skill trainer. These lead to 30 different Prototype (blue) schematics through reverse engineering, which again lead to 140 Artifact (purple) schematics. So a total of 180 different items to learn, craft and sell - and that's not even counting the critical crafts with augmentation slots.

I am also leveling an alt with Synthweaving, Archaeology and Underworld Trading. I am not at a stage where I can give any sound advise so I will continue to explore that avenue at a later time. I will try to learn as many crew skills as possible, but the game is still young and I do not want to spread my efforts too thin this early.

It is evident that a lot of work lies ahead and I will try to keep track of my endeavors on this site. Please subscribe and check back regularly for updates.