Hi i would like to know what i need between assembly, experimentation or luck pup's
and if i need reverse engineer suit and pup's for Space Re or just expertise its OK
Thx
shipwright Powerup
Moderators: Savacc, Crafting Forum Moderators, Forum Moderator
- Savacc
- Architect & Shipwright Forum Moderator
- Posts: 1241
- Joined: Mon Mar 26, 2007 9:45 pm
- Location: Central Oregon
Re: shipwright Powerup
Dont use Powerups fpr crafting. Powerups last, what, 20 min, half an hour? Thats only one crafting session. Instead get SEAs that last forever. RE suits are for the ground RE process. If you have the two expertise boxes, you have all the RE bonus Shipwrights can ever get. Shipwrights get screwed when it comes to crafting suits because there is no one single Shipwright Crafting Skill, instead there are seven. Ill give you a link to a guide on the SOE forums.
http://forums.station.sony.com/swg/post ... _id=418499
Im on record as believing that Assembly Skill is not necessary in Shipwright Crafting Suits. Experimentation Skill is essential and Luck is useful.
http://forums.station.sony.com/swg/post ... _id=418499
Im on record as believing that Assembly Skill is not necessary in Shipwright Crafting Suits. Experimentation Skill is essential and Luck is useful.
Re: shipwright Powerup
Thx but i have already a full suit with 49 luck and +8 experimentation and +11 assembly on all chestplate and weapon and 35 luck on all other pieces i want use pup's
because i use very good ressources and im not able cap a chaff launcher that weerd. ??? i need more point to spend in experimentation roll and yea i use bespin port and pyo.. cake.
because i use very good ressources and im not able cap a chaff launcher that weerd. ??? i need more point to spend in experimentation roll and yea i use bespin port and pyo.. cake.
- Savacc
- Architect & Shipwright Forum Moderator
- Posts: 1241
- Joined: Mon Mar 26, 2007 9:45 pm
- Location: Central Oregon
Re: shipwright Powerup
Your resources determine whether you can "cap" a line or not. Pups, suits, Luck will not help if your resources are not good enough.
Now, if you are saying you have been unable to "double cap" a Chaff Launcher, that is get two lines to 100%. First, once again, your resources have to be able to cap both lines, then its down to the dice rolls. Capping two lines on Launchers is always going to be rare, and because we can not make a factory schematic for any of the launchers, we cant mass produce them.
My original advise still stands, never use PuPs to craft.
Now, if you are saying you have been unable to "double cap" a Chaff Launcher, that is get two lines to 100%. First, once again, your resources have to be able to cap both lines, then its down to the dice rolls. Capping two lines on Launchers is always going to be rare, and because we can not make a factory schematic for any of the launchers, we cant mass produce them.
My original advise still stands, never use PuPs to craft.
Re: shipwright Powerup
OK thx
Re: shipwright Powerup
Savacc wrote: Im on record as believing that Assembly Skill is not necessary in Shipwright Crafting Suits. Experimentation Skill is essential and Luck is useful.
I'm with you on this one.

- Savacc
- Architect & Shipwright Forum Moderator
- Posts: 1241
- Joined: Mon Mar 26, 2007 9:45 pm
- Location: Central Oregon
Re: shipwright Powerup
Narfblinko, who wrote the Shipwright's Little Helper, I believe, did a lot of testing on this.
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