Right as the guild bank is up and running and as I was going through putting it all back I noticed the number of things we had had doubles.
So lets find and nomitate our Guild Crafters, give them the good stuff and promise them hard to get mats when they need to make some stuff for the OP's or social.
I know Ice, KKND and I are Bio Chem.
I am biochem but will do a reroll to armormech :) my alt, Isnone, is armstech almost 400
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I think that twyst has out a lot in and I think it might be a idea to see if he would like to be a guild crafter, we should gets some rules together and who it should work thoughts please on this and how it should work.
I'll think about some points and post it here later. But i feel that rules should be categorized.
- Biochem is the most vital one for Ops.
- Armormech & Synthweaving should fall to the second category since they can make the most important augments & augment kits
- Armstech - Barrels, Enhancements, Augment Kits, lesser augments
- Artifice - Relics, Crystals, Enhancements
- Cybertech - Mods, Armorings, consumable Grenades, Droid Parts, Ship Upgrades, Speeders
On a side note:
- Artifice, Armstech, Cybertech CAN learn schematics (through RE) for mods (barrels, enhancements, armorings) from Campaign and Black Hole gear, and it's BoE.
- Armormech, Synthweaving CAN learn schematics (through RE) for Campaign and Black Hole gear, though i'm guessing it's just a shell, but not sure about that.
so these skills when focused can provide a decent amount of gear boost for a new players that want to run Ops, instead of doing old HMs.