The Furious Angels
FA Discussion => Non-VR Games => Topic started by: likwidtek on August 15, 2011, 11:45:58 pm
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http://www.alterswtor.com/archives/411
I mirrored them here:
http://imgur.com/a/nN69n
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Guys and Gals, Can we get everyone to go to the roster and update your crew skills info and or any othe information that is missing. I understand that things can change between now and then but it would be nice to have an idea of where we stand on various crew skills in the guild as well as skill vacancies that need to be filled, thank you.
If you dont have the crew skill info go to likwidteks mirror and read about them please.
http://imgur.com/a/nN69n
http://www.followtheangel.org/index.php?module=HTML%20Pages&func=display&pid=10
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Done and Done...
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looked like we were low on Cybertech folks, so i chose that. plus it sounds cool and works with a Trooper, even if i'm going to be a healer. sometimes having a nice grenade handy can help keep your buddies alive, right? :D
(if needed i can be easily talked into going Armormech or Biochem)
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We have so many artificers. I am unsure of what I will end up doing. I always choose weaponsmithing in games because I have always like the idea of providing the weapons with which people kill each other. However, I may go Biochem instead because of our lack of Biochems and I think it could be extremely useful as someone who is going to level tank spec guardian.
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Armormech for me, though I am hoping I can find a way to create alts for other crafting needs.
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I went armstech but I'm willing to go what ever is needed. I'm also willing to go full gathering to feed our dedicated crafters what ever mats they need.
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I said Biochem. However, I'm going to scope out need and profitability of each skill first. Too often I end up choosing a skill which is either redundant or hard to make cash with.
I'm thinking in terms of my Historian in LOTRO. Weaponsmith is redundant, Farming costs more to make anything than you'll ever get back, leaving on Scholar. And most of that money comes from Dyes.