Swtor mods and enhancements Plus there are mods once you get into higher levels, hell i'm quesh and i got mods that give all 3 at varying levels. Obviously the 6 piece tank set piece armoring, power mod Generally speaking, for a Sentinel, you want: Armoring: choose the armoring that has more Mastery and less Endurance. In return for turning in a single item-rating 330 purple piece, and a single item-rating 330 blue piece, you can unlock a vendor that will sell you mods and enhancements that add up roughly to Rakat The midrange 10-18 Nimble enhancements can be used to optimize the proper balance of alacrity rating in favor of power so that you don’t exceed the threshold needed for This guide will explain how to unlock Hyde and Zeek in SWTOR and how to create a set of endgame gear using item modifications from them including optimal stats for every Mods: Lethal R-2 s and R3 s (the ones that keep endurance low but give +358 / +357 power). Weapons/Hilt-Mods never have a set-boni, neither do Mods or Enhancements. Feels like a lot of people don't understand that buying piece Another quick question: Since armor is cosmetic now, how about the stats on the weapon with which I equip my companion. For Augments, it is not correct. As far as the mods/enhancements, I've been stacking Crit (because of the insane 30% bonus Crit damage from the 5th level of the tree) and Surge (because of all the Crit ), along with a *little* bit of Accuracy/Power/Alacrity (the latter just so I can get a whole SS off before TS expires), though Oh sorry wrong thing Hello everyone, I completed 1 of the Hyde and Zeek quests (328 artifact), but they're only showing me Enhancements, no mods, armorings, barrels, or hilts. I would like to start buying other War hero items and pulling out the Best in Slot mods and enhancements, I know which mods and enhancements I want and need, and where to get them. Enhancements are crafted by Artifice, and go into the Features a table of stats for enhancements in PvE/PvP gear for all SWTOR classes. I'm looking for level 50 armor mods, enhancements and armoring. I've found armoring on Ilum for daily token rewardsbut where are the mods and enhancements? There are only a scarce few on the Galatic Network as well. Aritfice makes Hilts, Color Crystals, and Enhancements. I happen to run DPS as Vengance. i'm about to start getting into crafting and i have a few questions. There needs to be another way to spend Tech Fragments that helps a character gear up, or with lateral progression (min/maxing). Here are the costs for removing a single mod/armor/enhancement, I just logged in and tested it out: Rakata Gear. Prototype Mission (328 & 330): this gives you access to all prototype (blue) item quality Mods, Armourings, Enhancements, Barrells and Hilts at both 328 and 330 Item Rating. Have two daily (126 rating) Skill barrels ASAP. So if my goal is to just stack as much power as I can (which is what the optimized pieces do) why the debate about migh Choose the unlettered mod - so Lethal Mod 11, instead of Lethal Mod 11A - unlettered mods have more total Mastery and Power than the lettered equivalents. I purchased Experimental Main Hand & Off Hand from the Vendor pulled the Mods ect from the item to put in Legacy Main Hand & Off Hand and noticed that the Mods, Barrell and Enhancements where tied to the original Item Slot. Also included in this guide is a recommended Stat Section. Yes, but also remember that with update 1. So unless cybertech gets some way to craft mods that are equivalent to operation-level mods (which I doubt), I am not sure how much demand there is So with Onslaught there are now a TON of variations to armorings/hilts/barrels, mods, and enhancements. 7k Posted December Makes it a breeze to swap ur gear all around and u don't have to buy a bunch of mods/enhancements for all the alts u have. This is no different than when the items on Ziost were all blue (prototype) 190 (and generally optimized such as 'Adept' enhancements) and people were too stupid to look and compare the stats, and would vendor them while wearing purple 168 commendation gear with Always Skill, never Patron. This will cost an extra 700k per set. 1, modifications are back! We’re reading through the feedback players are submitting and we wanted to add some clarity on what is now available for players A new type of quest was introduced attached to the NPCs named Hyde and Zeek, located in the Supplies section of the Fleet. Go to swtor r/swtor. Now tha Since armor is cosmetic now, how about the stats on the weapon with which I equip my companion. In most games with mods, the community and mod developers do a better job of coming up and delivering UI customizations and enhancements than the game developers. Lightsaber modifications include color crystals and hilts that augment a Force user's combat attributes. I. 1) Getting a 330 blue piece from a Veteran FP or two isn't hard, and the only difference between blue and purple Enhancements is that the latter trade a little bit of Endurance for Power. Artifact Mission can anyone post a link or explain how to get level 25, 26, and 27 armor, mod and enhancements? I've heard about 10 different ways this is done and now im lost. Also sure, the less time a healer spends healing the more time he can spend on DPS. ADMIN MOD Which crew skill lets you make enhancements? Question Cybertech crafts Enhancements, but there hasn't been a crafting update in years so all of them are obsolete. You get the purple mods and enhancements from doing the daily level 50 heroics on Belsavis. Hyde & Zeek now offers up to blue 336 mods and purple 336 enhancements for your moddable gear. Enhancement: Choose the Enhancements with Critical and Accuracy, leaning towards more Mods: As you correctly said, Lethal superior mod 80R-2 are the BIS Enhancements: Critical: Adept superior 80R-20 are BIS as these will gain you more power. Artifice: lightsaber and a few armor mods (note: color crystals can be used in blasters) Armstech: Blaster mods (could be more haven't looked into it much) Slicing: Can gather 1 type of mod as far as I know, known as a modulator Complete quest to deconstruct 330, now that toon can purchase all the item modifications required to make 330 gear (bound to legacy). Welcome to SWTOR. Use x1 Sha'tek Initiative Ear piece and x2 accuracy augment 74 to reach 105%. Before that, it required farming gear in ops (that's why "nefra nim" was so popular, you could get a random purple piece of gear) but nowadays on the Ops gear vendor you can buy low-tier blue and purple gear and imporve it with mats. Only augments go into augment slots, hilts/barrels, mods and enhancements all have their separate slot. Currently, it An enhancement is an item modification and can be applied to an enhancement slot. I love mods, and the reason is simple. View mod page View image gallery With Game Update 7. Buddy of mine didn't want to work his way up to 306 gear on his mains just by playing the game or crafting them himself, so he instead threw a boatload of money at the CM for stuff to sell on the GTN, and then bought all the mods for credits. Therefore, cybertech is your best overall bet to craft the most mods--130-- with artifice, which does enhancements and hilts--42 or so--, as second. Toraak. I've read you can send these item modifications to other characters in your legacy - using the legaccy gear you get on your capital planet. Share Cybertech – Underworld Trading (Ear Pieces, Grenades) or Slicing (mods and enhancements) Since 4. like the 240 crafted lethal mod is the same as the 242 crate drop lethal mod (this may be wrong. Should I be picking power, crit, surge? I'm basically looking for help in choosing which enhancements and mods to select from quest rewards and from mod vendors. Same with enhancements, go for the low endurance, power/surge ones till you have 300 or so surge, then go for the power/alacrity ones Share The answer is "maybe". Say I have a mod with 400 mastery and 200 power and another mod with 330 mastery and 330 power, how do I know which is better? If you can implement a tool tip compa Early mods give a primary stat plus Endurance; more advanced/higher-level mods also give a secondary stat. Same with the standard sub variations like Lethal Mod 80, 80A, and 80B. The enhancements most useful for you are Adept, Initiative, and Quick Savant. That is to say, what are my caps? For my Carnage Marauder: What sh Augments are crafted by Synthweavers, Amormechs, and Armstechs. There is no right or wrong answer. You can reverse engineer the earpiece to get a assumed) 306 earpiece, and reverse engineer the mods and enhancements to get the best crafted mods an enhancements available with an item-rating of assumed) 306. For Enhancements, pick the ones with high Mastery and Early mods give a primary stat plus Endurance; more advanced/higher-level mods also give a secondary stat. - Doing the blue mission gets you all blue mods (so when you modify a piece of gear with those it has the same stats than a normal blue piece of gear), doing the purple mission gets you purple enhancements (and when you add them with the blue mods you get the same stats than a normal purple piece of gear). Removing the Armoring mod removes the set-bonus, which can be transferred to another armor-item, if you put the Armoring mod into it. Players aim to battle, breed, collect, raise, and build kingdoms for their Axies. do you need to be 400 level in the crafting skill to reverse engineer and craft the 27 mods/enhancements/etc ? do i have this right about the craft skills needed? artifice=enhancement, hilt armstech=barrel cybertech=armoring, mo I would like to request a feature that isn't present in the game. Enhancements usually have a main stat of endurance plus one or more secondary stats like "alacrity" or some such. (There's generally 2 choices - one has more Endurance, the other has more Mastery) Mod: choose the mods that have more Power and less Endurance. I have checked on swtor`s official site holonet, and other swtor related sites. crafting station STILL in game) kinda confuse the new players. Or throw a ton of money at the game. For better build customization and min-maxing stats, I would like BW please bring back the vendor who sells these special mods and enhancements. However there seems to be some arguments about the best mods. And mods with low endurance, high will and power. Enhancements: Crit - the one with low endurance and +431 crit (at 306). Uh, for PvP, in 2. 234K subscribers in the swtor community. I have so far learned advanced lethal mod 48, resistive armoring 48, versatile barrel 48, and a few tanking mods / enhancements. Mods and Enhancements need with Defense, Absorption, Shield (mods will be endurance + defense/absorption; enhancements will be endurance + shield + defense/absorption), without any Accuracy, Alacrity, Surge, Critical and Power. Armstech makes Barrels. So far, I've been thinking of simply giving each piece a Power mod, alternating Critical/Surge and Alacrity/Surge enhancements, with the standard Reflex barrel/armoring (more aim than endurance). It costs about 2. With the crafting change and NOT changing some of the items (i. I've heard col Add a vender for each of the endgame commendation types that sells the mods/enhancements that are available on the various pieces for a slight discount versus buying the piece and ripping out the mod/enhancement that you actually want. Members; Enhancements will cost you about 28 comms, and the hilt+barrel combination will cost you 14-21 comms. Mods - Lethal mods do nothing for you compared to Warding Mods. Mods - Lethal Mod (not Lethal Mod A or Lethal Mod B) Enhancements - A mix of Initiative (Accuarcy), Quick Savant (Alacrity) and Adept (Critical). Mods/addons are not necessary and only unbalance the game. ) How does one go about getting the recipes to these elusive 27s? I've got shields for my lvl 37 Vanguard that do all 3. When reading anyone's class guide, you will inevitably read something along the following lines: "The 198 (3. Easy outright best adept enhancement. And yes, you can’t know that, the game itself doesn’t explain it at all. Cybertech makes Armor and Mods. . +116 Defense, +168 Absorption/Shield. Level 58 Mod: 26,510k. Implants will be your set bonus implants (Berserker’s Call and Dispatcher) Enhancements, Augments and Earpiece will vary depending on what you need to hit your stat goals - Accuracy: 2694 Alacrity: • 1. It's a long slow grind unless you do lots of ops or master mode flashpoints. Oh, and augment kits are created by Armormechs. Some orange items have a built-in level requirement that you cannot get rid of. Alacrity: there is some overlap in terms of which mods are actual upgrades. Except for maybe an augment slot which is what you added with the MK1 kit. After that, you do the same with 334 blue and purple IR items and get the 334 blue mods and purple enhancements. Somehow along the line I totally derped with modded gear on my sage toon, and I'm desperately trying to respec everything with the comms I have. Gearing Up with Mods Guide & Tips (SWTOR 7. Personally I'd save my money though. Armour uses Armorings, Mods and Enhancements, except belts and wrists, which don't use Enhancements. Or you could find a friendly cybertech and artificer to make them for you. vs enhancements. Have you changed your mods/enhancements? If so, what did you change? If you are running with unchanged damage gear, how do you in particular, there are plenty of crit/surge and power/surge enhancements out there, which a sage dps could swap in and then get away with going with a number of the superstacked willpower mods (the ones with like 60 wp and 10 crit/power). If you are new to Hyde & Zeek, especially if you are a solo player, check out my Level 80 Solo Gearing Guide, I’ve Color is irrelevant, item rating (as well as 'name' such as 'Adept' or 'Mod A') is what drives the stats. An example is this accuracy enhancement: So, for Armorings, Barrels, Hilts, Mods and Enhancements, your statement is correct. As for the Color Crystal, should it be Endurance or Crit? I'm a Gunslinger. e. Members; 3. 0 Slicing plays a MUCH larger role in crafting commonly desirable goods. they are out there, just have to find the right ones. This also applies for tanking, where R1s offer 451 tertiary for them (shield/absorb). Your enhancements, augments, earpieces and implants will be mixed to hit the stat target goals, but a rule of thumb is always use Adept, Initiative or Quick Savant enhancements, implants and earpieces depending on if you need Crit, Accuracy or Armoring will be Versatile, Mods wil be Lethal (no letters). I've visited the trainer and nothing, only the 186 ones! What am I missing? Thanks in advance. 1 Level 80 Item Modifications Guide. but there's examples like this. Mods and armoring have primary stats that vary with your character: Cunning, strength, aim, etc. Please include spec info. Following game suggestion i ended up with a super alacrity/accuracy sin th Cybertech: most mods. 0, all operations gear has best in slot mods and enhancements, and there are earpieces/implants available for any of the tertiary stats you desire (so they are no longer included on this table). 2 with the 246 and 248 gear, I've noticed a clear lack of interest in helping all the Tanks in game gear easier. Once you're command level 300, which is very easy to get to, you'll get plenty of 246 gear. so there's wiggle room to strategically upgrade. I'd like to see a Vendor where all the various Armors, Mods, and Enhancements were available to purchase. They all have additional variations that The heroic quests are repeatable once daily too, and before you say this is a chore, mods/enhancements are typically 2 commendations each, armoring/barrels/hilts/etc are 7. Materials Grades and Planets List: Grade 1 - Levels 10-16 - Coruscant, Dromund Kaas. A stunning and realistic ReShade that completely overhauls SWTOR's lighting, enhancing nearly every aspect of SWTOR's visual experience. 0 CHANGES] For Mods pick the one with the most Mastery and Power (add them together to compare two mods with each other). Hyde & Zeek Mods. The relics are okay, but have no crit / tertiary stat, where the schematics from operations do. I don't blame you for being confuse just don't do what I do and choose "do not inform me when overriding current mod" and accidentally replace a GOOD mod with a poor one by accident without prompt. Includes information on how to get them, costs, comparisons and stat thresholds. Currently have the best enhancements with 361 power/crit. Early mods give a primary stat plus Endurance; more advanced/higher-level mods also give a secondary stat. Level 56 Mod: 23,395 Orange Gear. From the Wiki: "Artifice is the delicate skill of constructing lightsaber modifications, enhancements, generators and focii. sometimes there's no improvement in stats. Those pieces need to be replaced with either Critical or Alacrity Enhancements. If you want healing to be easier, give ideas to BW. WazaSunrider. Robot and build me a set up. crafted mod. Examples: Reflex Mod 2, Advanced Agile Mod 25. e I could not put the MH Mod in the OH Mod slot or move it to my legs it would only go into the Main Hand. Also the 2+ on Belsavis gives a purple mod and the 2+ on Ilum gives a purple enhancement. Ideally Warding Mod R-20 for 366 defense, but basic Warding Mods for 339 are a start. If you have a 330 rakata to deconstruct, you will unlock 330 artifact enhancements with better stats. r/swtor. Star Wars™: The Old Republic, a story-driven MMORPG from BioWare and LucasArts. Cybertechs I've recently decided to get back into crafting as these mods are in high demand around my guild (and I wouldn't mind having a few of them myself. if So according to the patch notes these are now able to be crafted. He should be using his Enhancements and Augments to fill up any holes he has in his gear once he starts getting fleshed out later on. Accuracy: If you are a weapon damage based spec and need to hit accuracy, aim for 105% for PVP. Enhancements are crafted by Artifice, and go into the Enhancement slot of custom gear. If you recall, back in the days when PvP gear had expertise, we have a fleet vendor selling a variation of mods and enhancements like lethal mods A and B and so on. It seems most guns are as follows: Armor=endurance/cunning, Mod=endurance/cunning, Enhancement=endurance/crit, usually. If you are not the appropriate class you won't be (of course) able to wear it, BUT you can still use it to transfer armorings, mods, enhancements and (provided you augment it) augments to any and all of your alts. Those still dynamically require the level of the highest component you put into it, but will fall down to lower levels if remove, however never further down than their innate level requirement. In 4. End/Pwer/mstry . 10 at least, you This is a question for Jugg DPS in Rakate/Columni gear. Purple enhancements + blue mods and armour = 240 Rakata gear. As you saw with 7. There are 30 and 31 versions, but crafting the 28s is a decent upgrade from Dread Guard (especially if you're gearing alts or companions), and the market has been pretty decent so far for all of them. Basically you can full slot all your orange items in purple mods better than anything crafted with minimal effort. If you could use Ask Mr. Currently there is no way of comparing different mods at a glance. 0. Updated to Patch 4. The barrel/hilt, mods, enhancements and crystals on that weapon will change the stats of the weapon, right? That still will not change the stats of the companion but it should make the companion a better fighter. My assassin just hit 40 so I'm not exactly min/maxing, just curious as to what the assassin community is experiencing with the different options out there. Belsavis has the Armoring and Mod rewards (as well as the companion main hand, although that's a H4), and Ilum has the Enhancement reward. Look at your two orange/custom lightsabers again. You said you tested it with full tank mods+enhancements vs full dps mods+enhancements. since guardians have a +main stat skill in vigilance, you can take advantage of that by using might augments, which has the added bonus of increasing your crit chance a bit. It all depends on what Mods he's sporting when he starts getting geared up. Right now this toon is @ level 36 but my stats are not what I would've expected. However, some of my pieces, for example, have Accuracy Enhancements which are not needed since I do primarily PvP. But i could not find anywhere a guide which states exactly and clearly what each stat( mastery,endurance,power etc) actually does. 1 Toraak. Cybertech New Grade 9 Cyber Assembly Component New Rating 200 & 208 Earpieces Rating 200 & 208 Mods & Enhancements New Grade If you were to craft all 72's for this set up. Reply reply SWTOR Game Update 7. The highest you can craft yourself are You should always use Advance Skill Armoring, as mods it's very dependent on what you need, but you can use either Keen Mod (Critical) or Artful Mod (Power), Enhancements however is highly dependent on what stats you need. No item comes "naturally" with an Augment slot, except for "Critical" success results when crafting gear pieces, but crafters can make kits to add an Augment slot to any gear piece - armour, weapons, off-hands and left-siders. Enhancements - R1s with 451 tertiary stat (alacrity/enhancement/crit) are the ideal. Axie Infinity is a game universe filled with fascinating creatures, Axies, that players can collect as pets. Grade 2 - Levels 17-24 - Balmorra (Empire), Nar Shaddaa, Taris (Republic) The names for the enhancements are: adept (crit), quick savant (alacrity) and initiative (accuracy). but what i don't know is how many of each I need. not too bad if you keep up with it, I have many oranges too and I just upgrade them gradually with commendations as they come in. Well, shadow/assassin tank using Force Wielder Armorings and Hilt, for tank usually need Endurance crystals. But I kept thinking Qyzen needed streng I have a quick question and can't seem to get a straight answer. Posted December 13, 2023. I think that's all of them. Edited July 5, 2012 by chimunga So im not a big fan of copying people characters but i was trying to gear up at least 1 character (deception assassin) but the game keep suggest me stats that are not the same as what people say in all the guides ive read. Level 51 Mod: 16,675k. There is also a player made mod with 16end 29power 39surge. There is a lot that needs to be done to that game that mods could do, but adding mods undermine these efforts by lessening the demand for them. 4 GCD = 2054 (7. Let's be honest, to properly play an Assassin Tank in SWTOR, you need to have 3 different types of gear. So far I have seen things from Superior Armoring 80 to Superior Armoring 80R-20. There are only a few enhancements per level available from a vendor, but if you are an The schematics from command crates for me so far have all been bad mods, but good enhancements. 2 people will be able to pull the mods (including the armoring) out of their flashpoint/operation/pvp gear and move those over into their orange items. I say a mix because it will depend on what your implants and earpiece have. You can’t get purple mods and armourings. can someone post a sticky or give a good explanation of what armor I need to rip mods out of because I'm a bit lost on it. This is a PvE question about gearing and damage output. I'm sure there will be some mods and addons. I have been trying to get high crit enhancements since this exp Which crew skill creates enhancements? Also i heard that augments can be made by armormechs, weaponsmiths and synthweavers for their respective armor wearers ( synthweaving can make augments for sith warriors/jedi knights and consulars and inquisitors) is this true? Artifice is the crew skill for enhancements, hilts and crystals. Enhancements can be crafted with the Artifice Crew Skill [OUDATED AS OF 4. Come on, try LOOKING. 1, Bioware has added Level 80 Item Modifications for select Item Rating Tiers. And I do mean a boatload I call them mods, but Artifice makes enhancements,sorry for the confusion. Level 50 Mod: 15,505k Interesting to see all the hate on mods. I know my sage focuses mainly on willpower, so I'm taking things like resolve hilts, mods, rage enhancements. Enhancements give Endurance and one or more secondary stats. a good deal of your crit/surge can be handled by an earpiece, implants, relic and buffs. The Best View in SWTOR contest has returned! Where are the lvl 50 mods and enhancements? By Necrosia March 11, 2012 in General Discussion. So as a Jugg dps, should I go for all optimized mods/enhancements? Because if you fully optimize all of your gear, you are sacrificing massive amounts of strength and endurance. I must be inputting the wrong mods/adapters in terms of gear, i'd use str/pow and str/crit mods with acc/pow enhancements. i avoid those on my endgame toons since i dont get enough crit or power out of enhancements as a result Here’s my issue. Your alt can wear it (if it's of the appropriate class) or take out the mods and put them in any orange gear they want. Armoring and Mod is easy - all DPS are going to use Versatile Armoring and Lethal Mod (unlettered). 0) gear you buy with ultimate comms/radiant crystals is really bad because it is endurance heavy, so swap out the mods for mastery heavy mods" or "to min/max you character, go wi Enhancements are by far our "beefiest" mods in terms of secondary stats. It is just the perfect and really easy way to gear yourself for Hard Flashpoint and Operations. 1) You can do a daily on ilum and chose between enhancements with: 16end 29crit 39surge, 16end 29power 39accuracy, 16end 29power 39alac. I’ve reached level 300 command rank and have a full 14 set of 248 level gear. What I'm suggesting is dps mods + tank enhancements, which takes the best of both worlds since power is more reliable than crit and likewise shield is more reliable than def. 5m to buy each set. And they are for commendations on specific planets for the commendation mods seller. Level 58 Mod: 26,510k Columi Gear. Acute and Initiative for Accuracy Enhancements, Insight and Quick Savant for Alacrity Enhancements, Battle and Adept for Surge Enhancements. I don't pvE much, but I put up 2700-2900 dps in what I have now which is Its not that you *shouldn't* mod your green lightsabers or other green quality items, you *cant* mod them. It costs 500,000 Credits to unlock the ability to craft in the 600-700 tier, and the unlock can be bought from the Cybertech Trainer. The set-boni (if there are any on the original piece) are always bound to the Armoring mod. I noticed one of my 55's had some purple gear/mods/enhancements/armor in their ship locker. Probably a lot more relative rigamarole to benefit. What would the mods be? I am thinking of keeping my 4 piece Arkanian set bonus for the armorings, but to maximize my stats. Here is a guide on how to get access to them. Augmentation kits are a sort of "extra" slot you can add to any gear piece (armour, weapons, relics, implants or earpieces, but not "Tacticals"), but they only accept Augmentations, which are acquired *only* by crafting or by trading with other After the release of 5. 0)/220 (4. 14%) Cybertech: good for all classes for mods, enhancements, and ear pieces; Synthweaving: good for force-users as you can craft armor while leveling; good for defense rating heavy tanks as you can craft augments (although all tanks get all the defense rating they need and then some from mods and enhancements). If you can't get unlettered mods, A mods are acceptable, but switch to unlettered as soon as you can. Lethal Superior Mod 80R-1 313 361 366 =727 Lethal Superior Mod 80R-2 313 359 369 =728 I’ve been gathering 80r-1 as it has the highest power you can get on a mod. wdtv rebr owefjuyw sqede njkq bpjxkrve wngpjx hnxz ucpbyl jxcfdi