I. Introduction & Preamble
II. Basic, Yet, Necessary Information
III. Crew Skills
a. Gathering
b. Crafting
c. Mission
IV. Current; "Most Viable Crew Skills"
a. Viability of Mission Gathering
b. In-Depth Archaeology
c. In-Depth Bioanalysis
d. In-Depth Biochem
e. In-Depth Armormech
V. Conclusion


Introduction & Preamble
With my fundamental feet in the ground, having both Beta and first day Early Access, it is my goal to establish a working knowledge base in which our botting community can turn to. My central focus is to gather and post all information which is useful to players who wish to earn the most capital from crew skills. These opinions are offered on the basis that you will be botting with this character.

I thought it as my responsibility to give back to the botting community, as I have taken so much knowledge from it in the past years. Below you will find my own work and property, as well as cutting from BioWare's website in order to validate my findings.



Basic, Yet, Necessary Information
As you level up in SWTOR, you will acquire various companions that will either fight by your side, or stay in your ship and await your orders. Most classes have an option of five to six companions along their journeys.

Companions are able to learn Crew Skills. Crew Skills are essentially professions. In SWTOR your companions are responsible for professions, rather then your "main" character. You may have 3 Crew Skills at any one given moment.

But you, who already knew that, sorry.



Crew Skills
In this section, I will highlight the main Gathering/Crafting professions in very broad terms. Please do not consider this section as a reference point, instead a general post. More specified sections below.

Gathering Skills
Archaeology – the ability to seek out imbued items like Lightsaber crystals and ancient artifacts
Archaeology in every relevant sense, is Mining. Although it does not produce "ore," as seen in many other MMO's, the end product are various types of gems, stones, and metal plating.

Bioanalysis – the practice of collecting genetic material from creatures and plants
Bioanalysis for all intensive purposes is Herbalism. The end result is sinew, plants, goos, guts, and the organic like.

Scavenging – the art of recovering useful materials and parts from old or damaged technology
Scavenging (in the less politically correct, but indefinitely accurate) is the poor mans profession. The end result of piecing together old technology and parts is useful in various crafting professions.

Slicing – a skill in accessing secured computer systems and lockboxes to acquire valuable data and rare schematics
Slicing is vary similar to a pick-pocket profession. It allows a companion to access areas in which lock boxes are stored. Lock boxes can be then opened for Credit or material profit.

Crafting Skills
Armormech – the ability to work with hard metals and electronic shielding to construct all types of personal armor
Armormech gives you the ability to work with hard metals and electronic shielding to construct personal armor for non-force users. The gathering skill Scavenging provides crafting resources for Armormech.

Armstech – the skill of constructing blasters, blaster rifles and upgrades
This skill specializes in creating weapons like the Assault Cannon, Blaster Pistol, Blaster Rifle and Sniper Rifle. Materials are mostly gathered with Scavenging.

Artifice – the delicate work of constructing Jedi and Sith artifacts
This skill specializes in creating modifications for items, including lightsabers. The gathering skill Archaeology provides crafting resources (power crystals, color crystals and artifact fragments) for Artifice

Biochem –the engineering of performance-enhancing chemical serums and biological implants
You can consider this the Alchemy/potion making in SWTOR. The resources required (biochemical samples and compounds) for Biochem are gathered via Bioanalysis skill.

Cybertech – the technical expertise to construct gadgets and components for Droids and high-tech armors
This skill specializes in Droid upgrades, but can also craft earpieces. The gathering skill Scavenging provides crafting resources for Cybertech.

Synthweaving – the art of creating lighter outfits and armors that are imbued with supernatural qualities
This skill specializes in creating lighter armor, presumably mostly for Sith Inquisitors and Jedi Consulars.The gathering skill Archaeology provides proper materials.

Mission Skills
For our purposes, in the botting community, I find very little support and validity to the claim that this Crew Skill would be worth while. If you have any information to support the contrary, I urge a posting. This is, above all, a working Compendium.



Current; "Most Viable Crew Skills"
According to my own experiences, various databases/people, and basic research, the best skills in order to create the most Credit profit are: Archaeology, Bioanalysis, Biochem, and Armormech.In terms of groupings of 3, there is plenty of wiggle and debate vacancy. However, I could argue that it is necessary to have the Mining and Herbalism-esk skills (Archaeology and Bioanalysis). In my opinion, and this is open for a working debate, pick the third option that is most useful to you. Casters will not get much use out of Armormech, but will benefit from Biochem.

Viability of Mission Gathering:
As of right now, on a High Pop server, there is a very high profitability and viability of sending a spare companion on a mission. If you have 2 or more companions you may send one or more out on a mission and let one continue fighting with you. Then of course, you can always gather from various nodes around the world map, that scale champion level to crew skill level. This method, would of course be all profit. Therefore, undoubtedly the BEST profit.


In-Depth Archaeology
As previously stated, Archaeology is many ways is Mining. Although it does not yield conventional mining items, it can be considered synonymous. I have personally and experientially found it most profitable as it has the highest monetary resale value of the Gathering skills. There are essentially two ways to "Mine." You can send a companion (if you have one to spare) to do your gathering. When you send them out, they are gone for a few minutes (increases with level), and they return with a certain Grade material. Below, I will demonstrate a CBA, in order to define if it is worth sending a companion out in order to produce a Credit Gain.

Grade 1:
Average cost of mission: 168.5 Credits
Average yield on resale: 229.9 Credits

Grade 2:
Average cost of mission: 389 Credits
Average yield on resale: 975.1 Credits


In-Depth Bioanalysis
Bioanalysis, the Herbalism of SWTOR, is the second most profitable Gathering Crew Skill. The product of sending a companion out on a mission, or finding a node in game, are both some sort of organic material. Just as Archaeology, it is viable to send out as many companions as possible to go on mission gathering. However, the profit margins are notably lower in this field. Below is the CBA.

Grade 1:
Average cost of mission: 168.5 Credits
Average yield on resale: Credits

Grade 2:
Average cost of mission: 389 Credits
Average yield on resale: 847.3 Credits


In-Depth Biochem


In-Depth Armormech





12/18/11: Continuing soon. Will post average profits from Archaeology/Bioanalysis on a High Pop Server.
12/19/11: Collecting More Data / Editing