In each school you can craft special items which you may find useful. I found the sniper rifle from ground school to be particularly cool.
Unfortunately for all different schools you need a special crafting doff to make those items which can be quiet expensive in case u only intend to craft one item. In most cases you can only use 1 of each special items on your build simultaneously anyway so unless you dont want to go into business its more or less a joke.
Since the modifiers on your crafted gear are generated by chance you may actually consider to simply buy the item from the exchange ensuring you get the mod you want. Thats what I have done in all schools except one.
Higher level in crafting schools only influence the critical outcome of crafted gear in a positive way.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
some of the traits are amazing such as beams and science(I forget the names) As far as raising them past 15 its not necessary. IT will increase your crit chance in some areas more than others but for the level 15 projects it wont be that much more than 50% even with a purple duty officer and 2 x +50 catalyst.
Particle Emission Torpedo
The Particle Emission Torpedo is good for a torpedo-based and kinetic/exotic based build. I use it on a Science Vessel that also uses Gravity Well and Gravimetric Torpedopes.
Upgrade Kits
Upgrade Kits are still one of the best things to make for them, I think, depending on how many alts you have. Focus on weapons first, it will give you the most bang (literally?) per buck, since your defensive abilities will likely be still a match for Level 60 content).
Omni-Weapons
A Omni-Weapon can be interesting on any Cruiser/beam focused build, buffing your rear or forward firing arc further. You can only equip one of them. If you use Anti-Proton weapnos, there are other Omni-beams that are compatible and could potentially be interesting to you.
Special Consoles
The Science Console and the Engineering console are also not bad, you can only equip one of each.
Not quite but almost
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Craft for profit. Anything you can make and sell from mats you have onhand is 100% profit, but some items actually sell for less than the sum of thier parts, so beware.
On the other hand, I've found a few items that I can double my EC on, even if I have to buy the mats from the exchange. I'll let you all figure out what will work best for yourselves, but I will say that in general, I avoid crafting anything that has Dil in the ingredients, as I only get 8-9000 a day, and the "purple" components are, generally, reasonably priced on the exchange.
As mentioned in a post above, some items require a particular R&D DOff. With some luck you can get a "white" one from the R&D DOff mission available from the personel officer, but again, the exchange can help you. These DOffs used to sell for ridiculous prices, but with the release of the Kobali DOff packs, not only have the "white" R&D DOffs become more reasonable, but you can pick up some of the "purple" Kobali versions for a fraction of what the VR Xindi R&D DOffs used to sell for.
"Logic is a little tweeting bird chirping in a meadow. Logic is a wreath of pretty flowers which smell BAD." - Spock
some of the traits are amazing such as beams and science(I forget the names)
Beam Barrage and Particle Manipulator. And yes I agree they're both really nice traits. Beam Barrage grants a 2% stacking damage buff any time you use a beam skill, and Particle Manipulator increases crit chance on exotic damage.
Best way to make money is to get to lvl 20, make mk ii items, if you make them they will sell. The qualities for them will usuall start at elite, the rest will be epic.
New home of the Romulan Republic.
I have an idea for what Season 11 should be; Season 11: The Big Bug Fix.
I have not been able to read my bug tickets in over a year, not even the tickets about not being able to see my tickets.
I find the drama of your signature proof of your immaturity, this means you, DR whiners.
Keep trying to buy research lab scientists on the exchange but it keeps coming up on error, like someone bought them out a second before I did. Yet they're still there when I hit search again. Been like this for weeks.
Craft Mk II DHCs, preferably AP, but possibly phasers or disruptors.
It's a license to print EC.
Turrets, beam arrays and DBBs might be equally lucrative; I don't use beams so I don't check their prices on the AH.
Use the Finish Now button when crafting these; 100 x Finish Now is only 7500 dil. The singular best result, [Crtd]x3, has a 1/160 chance of being produced, but there are other modifiers that are valuable enough; [CrtD]x2 [Thrust], [CrtD]x2 [Rapid], [CrtD]x2 Snare, [CrtD]x2 [Pen], and maybe a few others I haven't mentioned.
Everything else, ie crafting upgrade books, requires further leveling of the school and/or a special doff (usually 50M+ for VR) and/or R&D pack catalysts; anything less and your odds of criting the project are too low to reliably make big profits.
Are the omnis locked into preset mods beyond the [Arc] mod?
The unique weapons you can make from crafting only have one set modifier. Like the Arc mod for the 360 beam and the wide angle DHC.
Otherwise they are a guaranteed VR, with a chance of being UR. So you will get 2, possibly 3 other mods once it is done. Partially why something like a CrtDx3 Omni-beam (one of many examples though) is so expensive, because getting such a combo of modifiers on an item that already costs an arm and a leg is quite the rare thing to have happen.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Comments
In each school you can craft special items which you may find useful. I found the sniper rifle from ground school to be particularly cool.
Unfortunately for all different schools you need a special crafting doff to make those items which can be quiet expensive in case u only intend to craft one item. In most cases you can only use 1 of each special items on your build simultaneously anyway so unless you dont want to go into business its more or less a joke.
Since the modifiers on your crafted gear are generated by chance you may actually consider to simply buy the item from the exchange ensuring you get the mod you want. Thats what I have done in all schools except one.
Higher level in crafting schools only influence the critical outcome of crafted gear in a positive way.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
btw - 15 in all? Good on you.
The Particle Emission Torpedo is good for a torpedo-based and kinetic/exotic based build. I use it on a Science Vessel that also uses Gravity Well and Gravimetric Torpedopes.
Upgrade Kits
Upgrade Kits are still one of the best things to make for them, I think, depending on how many alts you have. Focus on weapons first, it will give you the most bang (literally?) per buck, since your defensive abilities will likely be still a match for Level 60 content).
Omni-Weapons
A Omni-Weapon can be interesting on any Cruiser/beam focused build, buffing your rear or forward firing arc further. You can only equip one of them. If you use Anti-Proton weapnos, there are other Omni-beams that are compatible and could potentially be interesting to you.
Special Consoles
The Science Console and the Engineering console are also not bad, you can only equip one of each.
Not quite but almost
On the other hand, I've found a few items that I can double my EC on, even if I have to buy the mats from the exchange. I'll let you all figure out what will work best for yourselves, but I will say that in general, I avoid crafting anything that has Dil in the ingredients, as I only get 8-9000 a day, and the "purple" components are, generally, reasonably priced on the exchange.
As mentioned in a post above, some items require a particular R&D DOff. With some luck you can get a "white" one from the R&D DOff mission available from the personel officer, but again, the exchange can help you. These DOffs used to sell for ridiculous prices, but with the release of the Kobali DOff packs, not only have the "white" R&D DOffs become more reasonable, but you can pick up some of the "purple" Kobali versions for a fraction of what the VR Xindi R&D DOffs used to sell for.
Beam Barrage and Particle Manipulator. And yes I agree they're both really nice traits. Beam Barrage grants a 2% stacking damage buff any time you use a beam skill, and Particle Manipulator increases crit chance on exotic damage.
http://sto.gamepedia.com/Trait:_Beam_Barrage
http://sto.gamepedia.com/Trait:_Particle_Manipulator
I have an idea for what Season 11 should be; Season 11: The Big Bug Fix.
I have not been able to read my bug tickets in over a year, not even the tickets about not being able to see my tickets.
I find the drama of your signature proof of your immaturity, this means you, DR whiners.
make any of the level 15 special items you want. Very worth having are the consoles, 360 beam, and for some builds, the warp plasma torp.
Also remember to slot your new traits if they suit your build... each school gave you a trait.
Other than that, put crafting aside apart from making what you need to make. There is no benefit to raising it to 20 that I know of.
It's a license to print EC.
Turrets, beam arrays and DBBs might be equally lucrative; I don't use beams so I don't check their prices on the AH.
Use the Finish Now button when crafting these; 100 x Finish Now is only 7500 dil. The singular best result, [Crtd]x3, has a 1/160 chance of being produced, but there are other modifiers that are valuable enough; [CrtD]x2 [Thrust], [CrtD]x2 [Rapid], [CrtD]x2 Snare, [CrtD]x2 [Pen], and maybe a few others I haven't mentioned.
Everything else, ie crafting upgrade books, requires further leveling of the school and/or a special doff (usually 50M+ for VR) and/or R&D pack catalysts; anything less and your odds of criting the project are too low to reliably make big profits.
With those mods?
It doesn't look very good.
Are the omnis locked into preset mods beyond the [Arc] mod?
The unique weapons you can make from crafting only have one set modifier. Like the Arc mod for the 360 beam and the wide angle DHC.
Otherwise they are a guaranteed VR, with a chance of being UR. So you will get 2, possibly 3 other mods once it is done. Partially why something like a CrtDx3 Omni-beam (one of many examples though) is so expensive, because getting such a combo of modifiers on an item that already costs an arm and a leg is quite the rare thing to have happen.