I haven't seen any guides about this, so I thought I'd contribute a guide since I've done some research into this. This guide will go over the (current) companion bonuses and have several charts to help you decide what the best crew skills you can get for your class, and what you want to do.
Please keep in mind that I will be listing the names of all the companion characters, which will be minor spoilers. You'll likely run across these characters anyways so I don't think it will be a big deal, but that is up to you. If you don't want to see them, do not read on.
I will not be mentioning the ship droid in any area -- he is always 0 affection and has no crew bonuses. He is useful for grey, green, and yellow missions, as well as crafting slowly, but I never use him for anything important as he tends to fail and do poorly.
Table of Contents:
1. What these bonuses mean
2. Crew Skills -- What they are
3. Crafting skill Charts
4. Miscellaneous Tips
5. Other
1. What these bonuses mean
This is going to be a relatively short section. I am still learning a bit about these myself, this is not at all complete information. If anyone has anything to add I will confirm it and add it here.
There are two bonuses that companions currently have: efficiency and critical.
First is efficiency. It comes in +5, +10, and on occasion, +15. This is simply a speed bonus to crafting. From my understanding these are 5%, 10%, and 15% faster crafting speed and mission completing speed. I have not tested gathering skills much in the open world, but it does not appear to effect them.
Second is critical. It comes in +1, +2, and +5. At first glance you may look at these and think they are weaker because they are smaller numbers, but this is not the case.
Critical in crafting means that you will either craft additional items, or if you are making gear, it will come with an augment slot, which you can fill with augments. These are obtained by slicing, but are generally dirt cheap on the auction house. Critical in missions will net you additional items, and rare rewards (such as epic crafting materials or rare schematics). Again, critical does not appear to effect gathering skills in the open world. I have yet to 'crit' on a node.
I am unsure the exact effect of these bonuses, but I am assuming they are +1%, +2%, and +5% additional chance to 'crit' a craft or mission.
2. Crew Skills -- What they are
I am going to be listing crafting skills with their corresponding mission and gathering skill. These are the following:
Armormech > Scavenging > Underworld Trading
Armormech is simply the crafting of cunning (medium) and aim armor (heavy). You cannot craft strength or willpower gear with this, see Synthweaving for that. Offhand items are crafted by artifice.
Scavenging allows you to acquire metals for basic (premium) crafting for armormech, armstech, and cybertech. These basic materials are also needed for crafting prototype and artifact schematics in addition to other materials.
Underworld Trading will allow you to obtain luxury cloth and underworld metals needed to make prototype and artifact armor and cybertech items, as well as other useful items such as companion gifts. (Armormech uses both cloth and metal)
Armstech > Scavenging > Investigation
Armstech is a versatile crafting skill that provides barrels (for modifiable guns of all types) and every type of weapon except lightsabers (including blaster pistols, blaster rifles, blaster cannons, sniper rifles, scatter guns, vibroswords, vibroknives, techblades, techstaves, and electrostaves).
Scavenging allows you to acquire metals for basic (premium) crafting for armormech, armstech, and cybertech. These basic materials are also needed for crafting prototype and artifact schematics in addition to other materials.
Investigation allows you to acquire researched compounds needed to make prototype and artifact barrels and weapons, as well as other useful items such as companion gifts.
Synthweaving > Archeology > Underworld Trading
Synthweaving is the crafting skill for strength and willpower armor. It will craft all levels of armor for these, including heavy strength armor. For aim and cunning gear, see armormech. Offhand items are crafted by artifice.
Archeology is used to gather power crystals and artifacts needed for basic (premium) crafting for artifice and synthweaving. These basic materials are also needed for crafting prototype and artifact schematics in addition to other materials.
Underworld Trading will allow you to obtain luxury cloth and underworld metals needed to make prototype and artifact armor and cybertech items, as well as other useful items such as companion gifts. (Synthweaving uses both cloth and metal)
Artifice > Archeology > Treasure Hunting
Artifice is a versatile crafting skill used for weapon hilts (strength and willpower weapon modification), enhancements (used in all armors and weapons for modification), offhand items, color crystals (used for lightsaber blade and blaster bolt colors and stats, only yellow, green, blue, and red is available through crafting) and even lightsabers much later in the game.
Archeology is used to gather power crystals and artifacts needed for basic (premium) crafting for artifice and synthweaving. These basic materials are also needed for crafting prototype and artifact schematics in addition to other materials.
Treasure hunting will allow you to obtain gemstones needed for prototype and artifact recipes -- including yellow color crystals -- as well as other useful items such as companion gifts and lockboxes.
Cybertech > Scavenging > Underworld Trading
Cybertech is one of the most versatile crew skills in the game, there are all sorts of items you can craft with this crew skill. Ship parts, droid parts, mods (used in all modifiable armor and weapons), armoring (used in modifiable armor), earpieces, cybertech-only speeders and more.
Scavenging allows you to acquire metals for basic (premium) crafting for armormech, armstech, and cybertech. These basic materials are also needed for crafting prototype and artifact schematics in addition to other materials.
Underworld Trading will allow you to obtain luxury cloth and underworld metals needed to make prototype and artifact armor and cybertech items, as well as other useful items such as companion gifts. (Cybertech ONLY uses metal)
Biochem > Bioanalysis > Diplomacy
Biochem is the consumable item crafting skill. It is used to make med pacs (healing for the player), med units (healing for the player and companion), stims (long term buffs), adrenals (short term buffs), and implants.
Bioanalysis allows you to collect the basic (premium) materials needed for biochem from plants and animals. These materials are also needed for crafting prototype and artifact schematics in addition to other materials.
Diplomacy will allow you to obtain medical supplies needed to make prototype and artifact (reusable, biochemist only) consumables in addition to prototype and artifact implants. You can also obtain companion gifts and lightside/darkside points from this crew skill.
Slicing > Gathering/Mission Skill > Gathering/Mission Skill
If you are going after pure profit, this is a good set up. Alternatively, you can replace slicing with a different skill, or replace a crafting's gathering or mission skill with slicing, but I do not recommend it. I recommend slicing + 2 mission skills, as the materials from the latter tend to be more valuable than gathering skills.
Slicing allows you to collect credits from missions as well as nodes in the open world. You can also obtain augments (used on modifiable critically crafted weapons and armor) and rare schematics with this skill. It does not provide materials for any crafting skill, and as such stands out on its own for the most part.
3. Crafting skill Charts
(eff = efficiency, crit = critical)
+15 efficiency and +5 critical bonuses will be in itallics.
I will also give each crew skill combo a rating, 1 point for +1 crit and +5 eff, 2 points for +2 crit and +10 eff, and 3 points for +5 crit and +15 eff. For profits, I will assume slicing + the 2 highest mission/gathering skills, but feel free to use any combo you like. If the rating is bolded, that class has the highest rating for it in the game.
a. Jedi Knight
T7-01: +10 eff bioanalysis, +2 crit slicing
Kira Carsen: +5 crit synthweaving, +1 crit treasure hunting
Doc: +5 eff underworld trading, +5 crit biochem
Sergeant Rusk: +10 eff scavenging, +10 eff armstech
Lord Scourge: +10 eff artifice, +10 eff archeology
Artifice: +10 eff artifice (Scourge), +10 eff archeology (Scourge), +1 crit treasure hunting (Kira) (Rating: 5)
Synthweaving: +5 crit (Kira Carsen), +10 eff archeology (Scourge), +5 eff Underword Trading (Doc) (Rating: 6)
Armstech: +10 eff armstech (Rusk), +10 eff scavenging (Rusk) (Rating: 4)
Armormech: +10 eff scavenging (Rusk), +5 eff underworld trading (Doc) (Rating: 3)
Cybertech: +10 eff scavenging (Rusk), +5 eff underworld trading (Doc) (Rating: 3)
Biochem: +5 crit biochem (Doc), +10 eff bioanalysis (T7-01) (Rating: 5)
Profit: +2 crit slicing, +10 eff scavenging (Rusk), +10 eff archeology (Scourge), +5 underworld trading (Doc), +1 crit treasure hunting (Kira) (Rating: 6)
Bowser's thoughts:
The jedi knight is really a mixed bag. Profiteering and synthweaving are your best bets. Biochem is also useful thanks to Doc and T7, but there are no diplomacy bonuses. This is also the best Republic choice for Artifice. Personally I went with Biochem to have that skill on Republic side, but I was also torn between Synthweaving or Artifice.
If you want artifice on a Republic character, the jedi knight is the only one with artifice bonuses. However, keep in mind you will not get most of your bonuses until late in the game. Also, notice that the profit skills are mostly just gathering skills, there is only +5 underworld trading and +1 treasure hunting for mission skill bonuses.
b. Jedi Consular
Qyzen Fess: +15 eff archeology, +5 eff bioanalysis
Tharan Cedrax: +10 eff cybertech, +10 eff slicing
Zenith: +1 crit underworld trading, +15 eff Treasure hunting
Lieutenant Iresso: +2 crit armstech, +2 crit scavenging
Nadia Grell: +10 eff synthweaving, +2 crit diplomacy
Artifice: +15 eff archeology (Qyzen), +15 eff Treasure hunting (Zenith) (Rating: 6)
Synthweaving: +10 eff synthweaving (Nadia), +15 eff archeology (Qyzen), +1 crit underworld trading (Zenith) (Rating: 6)
Armstech: +2 crit armstech (Iresso), +2 crit scavenging (Iresso) (Rating: 4)
Armormech: +2 crit scavenging (Iresso), +1 crit underworld trading (Zenith) (Rating: 3)
Cybertech: +10 eff cybertech (Tharan), +2 crit scavenging (Iresso), +1 crit underworld trading (Zenith) (Rating: 5)
Biochem: +5 eff bioanalysis (Qyzen), +2 crit diplomacy (Nadia) (Rating: 3)
Profiteering: +10 eff slicing (Tharan), +15 treasure hunting (Zenith), +2 crit diplomacy (Nadia), +1 crit underworld trading (Zenith), +5 eff bioanalysis (Qyzen) (Rating: 7)
Bowser's thoughts:
Your best bet will be profiteering, synthweaving, or artifice. Unfortunately, you do not get any artifice bonuses... if only! Cybertech is also viable thanks to Tharan. Personally I took Synthweaving, but I almost took artifice -- even without any artifice bonuses, two massive bonuses like that are hard to pass up!
c. Trooper
Aric Jorgan: +10 eff armstech, +2 crit diplomacy
Elara Dorne: +10 eff biochem, +10 eff bioanalysis
M1-4X: +5 crit scavenging, +5 eff cybertech
Tanno Vik: +5 crit armormech, +1 crit underworld trading
Yuun: +10 eff slicing, +10 eff Investigation
Artifice: Nothing. (Rating: 0)
Synthweaving: +1 crit underworld trading (Tanno) (Rating: 1)
Armstech: +10 eff armstech (Aric), +5 crit scavenging (M1-4X), +10 eff Investigation (Yuun) (Rating: 7)
Armormech: +5 crit armormech (Tanno), +5 crit scavenging (M1-4X), +1 crit underworld trading (Tanno) (Rating: 7)
Cybertech: +5 eff cybertech (M1-4X), +5 crit scavenging (M1-4X), +1 crit underworld trading (Tanno) (Rating: 5)
Biochem: +10 eff biochem (Elara), +10 eff bioanalysis (Elara), +2 crit diplomacy (Aric) (Rating: 6)
Profiteering: +10 eff slicing (Yuun), +5 crit scavenging (M1-4X), +10 eff bioanalysis (Elara), +2 crit diplomacy (Aric), +10 eff investigation (Yuun), +1 crit underworld trading (Tanno) (Rating: 7)
Bowser's thoughts:
WOW. That is all I can say looking at these amazing stats. Troopers pretty much can take any crew skill combo in the game besides artifice and synthweaving and kick ***. Out of all of these choices, armormech, profiteering, and armstech are by far your best choices.
It really feels like this class was made for armormech (and armstech). Not only do they get amazing bonuses for it, every companion you have wears the same armor type (besides the droid): heavy aim armor. Unlock rares on that type and you can outfit everyone!
Profiteering is viable and you have a great deal of choices. Yuun has great slicing, M1-4X has his amazing scavenging skills, and you have a great choice of either diplomacy or bioanalysis. You can't go wrong here!
Armstech is also, again, just flat out amazing. Whether you go for armstech or armormech, you are going to be kicking *** with troopers.
If these 3 skills aren't what you want, biochem is a close runner up with cybertech not far behind. Just don't take Artifice or synthweaving... you have no business taking them anyways, as they are useless to you and your companions both.
d. Smuggler
Corso Riggs: +5 crit armstech, +5 eff underworld trading
Bowdaar: +10 eff scavenging, +10 eff cybertech
Risha: +15 eff diplomacy, +1 crit slicing
Akaavi Spar: +10 eff armormech, +2 crit bioanalysis
Guss Tuno: +10 eff archeology, +2 crit treasure hunting
Artifice: +10 eff archeology (Guss), +2 crit treasure hunting (Guss) (Rating: 4)
Synthweaving: +10 eff archeology (Guss), +5 eff underworld trading (Corso) (Rating: 3)
Armstech: +5 crit armstech (Corso), +10 scavenging (Bowdaar) (Rating: 5)
Armormech: +10 eff armormech (Akaavi), +10 scavenging (Bowdaar), +5 eff underworld trading (Corso) (Rating: 5)
Cybertech: +10 eff cybertech (Bowdaar), +10 scavenging (Bowdaar), +5 eff underworld trading (Corso) (Rating: 5)
Biochem: +2 crit bioanalysis (Akaavi), +15 diplomacy (Risha) (Rating: 5)
Profit: +1 crit slicing (Risha), +15 diplomacy (Risha), +2 crit bioanalysis (Akaavi), +10 scavenging (Bowdaar), +5 eff underworld trading (Corso), +10 eff archeology (Guss), +2 crit treasure hunting (Guss) (Rating: 6)
Bowser's thoughts:
The Smuggler is yet another mixed bag. Armstech is the only one that really stands out, but it is not as good as troopers at that. Besides that, profiteering is your best bet, with anything besides Artifice or Synthweaving being decent.
Personally I went with cybertech, since my trooper took armstech, but take what you like.
e. Republic Side Summary
Best at crew skill combos:
Artifice: Jedi Knight (5)
Synthweaving: Jedi Knight & Jedi Consular (6)
Armstech: Trooper (7)
Armormech: Trooper (7)
Biochem: Trooper (6)
Cybertech: Jedi Consular, Trooper, & Smuggler (5)
Profit: Trooper (7)
Best at Crew Skills:
Artifice: Jedi Knight (+10 eff) (only option)
Synthweaving: Jedi Knight (+5 crit)
Armstech: Smuggler (+5 crit)
Armormech: Trooper (+5 crit)
Cybertech: Jedi Consular (+10 eff) and Smuggler (+10 eff)
Biochem: Jedi Knight (+5 crit)
Archeology: Jedi Consular (+15 eff)
Scavenging: Trooper (+5 crit)
Bioanalysis: Jedi Knight (+10 eff), Trooper (+10 eff), & Smuggler (+2 crit)
Slicing: Jedi Knight (+2 crit), Jedi Consular (+10 eff), & Trooper (+10 eff)
Treasure Hunting: Trooper (+2 crit)
Underworld Trading: Jedi Knight (+5 eff), Jedi Consular (+1 crit), Trooper (+1 crit), & Smuggler (+5 eff)
Investigation: Trooper (+10 eff)
Diplomacy: Smuggler (+15 eff)
f. Sith Warrior
Vette: +5 eff Underworld Trading, +5 Crit Treasure Hunting
Malavai Quinn: +10 eff Diplomacy, +10 eff Armstech
Jaesa Willsaam: +5 eff Archaeology, +5 Crit Synthweaving
Lieutenant Pierce: +10 eff Cybertech, +2 crit investigation
Broonmark: +10 eff Scavenging, +2 Crit Bioanalysis
Artifice: +5 eff archeology (Jaesa), +5 crit treasure hunting (Vette) (Rating: 4)
Synthweaving: +5 crit synthweaving (Jaesa), +5 eff archeology (Jaesa), +5 eff underworld trading (Vette) (Rating: 5)
Armstech: +10 eff Armstech (Malavai), +10 eff scavenging (Broon), +2 crit investigation (Pierce) (Rating: 6)
Armormech: +10 eff scavenging (Broon), +5 eff underworld trading (Vette) (Rating: 3)
Cybertech: +10 eff cybertech (Pierce), +10 eff scavenging (Broon), +5 eff Underworld Trading (Vette) (Rating: 5)
Biochem: +2 crit bioanalysis (Broon), +10 eff Diplomacy (Malavai) (Rating: 4)
Profit: +5 crit treasure hunting (Vette), +10 eff Diplomacy (Malavai), +2 crit investigation (Pierce), +10 eff scavenging (Broon), +5 eff Underworld Trading (Vette) (Rating: 5)
Bowser's thoughts:
Okay, I am just going to flat out say it: the Sith warrior's companions suck at crafting. Every crafting skill combo is mismatched badly. Really, take anything but armormech and you're good... personally I went with Cybertech, since no one seems to be any good at it anyways.
Ironically, the armstech is probably higher on this class than others and its best combo, but I wouldn't take that on a sith.
g. Sith Inquisitor
Khem Val: +15 eff artifice, +5 eff investigation
Andronikos Revel: +2 Crit Underworld Trading, +2 Crit Slicing
Ashara Zavros: +10 eff Synthweaving, +10 eff Diplomacy
Talos Drellik: +5 eff Treasure Hunting, +5 Crit Archaeology
Xalek: +10 eff Bioanalysis, +2 Crit Scavenging
Artifice: +15 eff artifice (Khem), +5 Crit Archaeology (Talos) , +5 eff Treasure Hunting (Talos) (Rating: 7)
Synthweaving: +10 eff Synthweaving (Ashara), +5 Crit Archaeology (Talos) , +2 Crit Underworld Trading (Andronikos)(Rating: 7)
Armstech: +2 crit scavenging (Xalek), +5 eff investigation (Khem) (Rating: 3)
Armormech: +2 crit scavenging (Xalek), +2 Crit Underworld Trading (Andronikos) (Rating: 4)
Cybertech: +2 crit scavenging (Xalek), +2 Crit Underworld Trading (Andronikos) (Rating: 4)
Biochem: +10 eff Bioanalysis (Xalek), +10 eff Diplomacy (Ashara) (Rating: 4)
Profit: +2 Crit Slicing (Andronikos), +5 Crit Archaeology (Talos) , +2 Crit Underworld Trading (Andronikos), +10 eff Diplomacy (Ashara), +2 crit scavenging (Xalek), +5 eff investigation (Khem), +5 eff Treasure Hunting (Talos) (Rating: 7)
Bowser's thoughts:
The inqusitor has some pretty amazing crew skills. Artifice especially stands out, no one else in the entire game is anywhere near this level, and the inquisitor is one of only two classes in the game that even have it at all -- and it has +15! Synthweaving is also the best in the game, and profiteering is a very good option also. Everything other choice is weak, however.
Yeah, I took artifice.
h. Imperial Agent
Kaliyo: +10 eff Armstech, +2 crit underworld trading
Vector: +5 eff Bioanalysis, +5 Crit Diplomacy
Doctor Lokin: +15 eff Biochem, +10 eff investigation
Ensign Temple: +10 eff Scavenging, +2 Crit Armormech
SCORPIO: +10 eff Cybertech, +2 Crit Slicing
Artifice: Nothing. (Rating: 0)
Synthweaving: +2 crit underworld trading (Kaliyo) (Rating: 2)
Armstech: +10 eff Armstech (Kaliyo), +10 eff Scavenging (Temple), +10 eff investigation (Lokin) (Rating: 6)
Armormech: +2 Crit Armormech (Temple), +10 eff Scavenging (Temple), +2 crit underworld trading (Kaliyo) (Rating: 6)
Cybertech: +10 eff Cybertech (SCORPIO), +10 eff Scavenging (Temple), +2 crit underworld trading (Kaliyo) (Rating: 6)
Biochem: +15 eff Biochem (Lokin), +5 eff Bioanalysis (Vector), +5 Crit Diplomacy (Vector) (Rating: 7)
Profit: +2 Crit Slicing (SCORPIO), +5 Crit Diplomacy (Vector), +2 crit underworld trading (Kaliyo), +10 eff Scavenging (Temple), +10 eff investigation (Lokin), +5 eff Bioanalysis (Vector) (Rating: 7)
Bowser's thoughts:
The agent is nearly as amazing as the trooper is in crew skill bonuses, and follows the same kind of reasoning. There are no wasted bonuses for artifice or synthweaving, and Dr. Lokin is unlike any other companion in the game in that he gives a +15 and a +10 -- everyone else would give +15 and +5. All this added together means that you have a great variety of options available.
Now, both big bonuses are for biochem, so that is my opinion on what to take. It is very good. Profiteering is also great. Cybertech, armormech, and armstech are all very good and viable also. Just don't take artifice or synthweaving... not that an agent would anyways.
Personally I went with Biochem. It just feels natural for this class.
i. Bounty Hunter
Mako: +15 eff Slicing, +5 eff cybertech
Gault: +10 eff Underworld Trading, +2 Crit Biochem
Torian Cadera: +2 Crit Bioanalysis, +10 eff investigation
Blizz: +15 eff Armormech, +1 Crit Armstech
Skadge: +10 eff Scavenging, +2 Crit Treasure Hunting
Artifice: +2 crit treasure hunting (Skadge) (Rating: 2)
Synthweaving: +10 eff Underworld Trading (Gault) (Rating: 2)
Armstech: +1 Crit Armstech (Blizz), +10 eff Scavenging (Skadge), +10 eff investigation (Torian) (Rating: 5)
Armormech: +15 eff Armormech (Blizz), +10 eff Scavenging (Skadge), +10 eff Underworld Trading (Gault) (Rating: 7)
Cybertech: +5 eff cybertech (Mako), +10 eff Scavenging (Skadge), +10 eff Underworld Trading (Gault) (Rating: 5)
Biochem: +2 Crit Biochem (Gault), +2 Crit Bioanalysis (Torian) (Rating: 4)
Profit: +15 eff Slicing (Mako), +2 Crit Bioanalysis (Torian), +10 eff Scavenging (Skadge), +10 eff Underworld Trading (Gault), +10 eff investigation (Torian), +2 crit treasure hunting (Skadge) (Rating: 7)
Bowser's thoughts:
The bounty hunter has a pretty good crew skill lineup. Your best bets are armormech or profiteering, but armstech and cybertech are good too if you would prefer them. Unfortunately, biochem is lacking, and unsurprisingly artifice and synthweaving are, too.
It's worth noting that Mako has the highest slicing in the game, and you get her early on. So if you are going for profiteering, you will have great success from early in the game.
Personally, I went with armormech, but I've made a PVP alt with profiteering (slicing, underworld, treasure hunting), too.
j. Imperial Side Summary
Best at crew skill combos:
Artifice: Sith Inquisitor (7)
Synthweaving: Sith Inquisitor (7)
Armstech: Sith Warrior & Imperial Agent (6)
Armormech: Bounty Hunter (7)
Biochem: Imperial Agent (7)
Cybertech: Imperial Agent (6)
Profit: Sith Inquisitor, Imperial Agent, & Bounty Hunter (7)
Best at Crew Skills:
Artifice: Sith Inquisitor (+15 eff) (only option)
Synthweaving: Sith Warrior (+5 crit)
Armstech: Sith Warrior (+10 eff) & Imperial Agent (+10 eff)
Armormech: Bounty Hunter (+15 eff)
Cybertech: Sith Warrior (+10 eff) and Imperial Agent (+10 eff)
Biochem: Imperial Agent (+15 eff)
Archeology: Sith Inquisitor (+5 crit)
Scavenging: Sith Warrior (+10 eff), Sith Inquisitor (+2 crit), Imperial Agent (+10 eff), & Bounty Hunter (+10 eff)
Bioanalysis: Sith Warrior (+2 crit), Sith Inqusitor (+10 eff), & Bounty Hunter (+2 crit)
Slicing: Bounty Hunter (+15 eff)
Treasure Hunting: Sith Warrior (+5 crit)
Underworld Trading: Sith Inquisitor (+2 crit), Imperial Agent (+2 crit), & Bounty Hunter (+10 eff)
Investigation: Sith Warrior (+2 crit), Imperial Agent (+10 eff), & Bounty Hunter (+10 eff)
Diplomacy: Imperial Agent (+5 crit)
k. Overall Summary
Best at crew skill combos:
Artifice: Sith Inquisitor (7)
Synthweaving: Sith Inquisitor (7)
Armstech: Trooper (7)
Armormech: Trooper & Bounty Hunter (7)
Biochem: Imperial Agent (7)
Cybertech: Imperial Agent (6)
Profit: Trooper, Sith Inquisitor, Imperial Agent, & Bounty Hunter (7)
Best at Crew Skills:
Artifice: Sith Inquisitor (+15 eff)
Synthweaving: Jedi Knight (+5 crit) & Sith Warrior (+5 crit)
Armstech: Smuggler (+5 crit)
Armormech: Trooper (+5 crit) & Bounty Hunter (+15 eff)
Cybertech: Jedi Consular (+10 eff), Smuggler (+10 eff), Sith Warrior (+10 eff) and Imperial Agent (+10 eff)
Biochem: Jedi Knight (+5 crit) & Imperial Agent (+15 eff)
Bioanalysis: Jedi Knight (+10 eff), Trooper (+10 eff), Smuggler (+2 crit), Sith Warrior (+2 crit), Sith Inqusitor (+10 eff), & Bounty Hunter (+2 crit)
Slicing: Bounty Hunter (+15 eff)
Treasure Hunting: Sith Warrior (+5 crit)
Underworld Trading: Sith Inquisitor (+2 crit), Imperial Agent (+2 crit), & Bounty Hunter (+10 eff)
Investigation: Trooper (+10 eff), Sith Warrior (+2 crit), Imperial Agent (+10 eff), & Bounty Hunter (+10 eff)
Diplomacy: Smuggler (+15 eff) & Imperial Agent (+5 crit)
4. Miscellaneous Tips
- Place all your crafting materials in your cargo hold. You will still be able to craft with them.
- You can cancel items and missions and get a complete refund. All you lose is the time you spent crafting the item.
- HK-51 is not available to obtain in the game. If you have seen him on database websites and are wondering how to get an extra companion with his bonuses to crafting, do not bother ... he was removed after the beta and is no longer available. If he ever is available, he'd be given to everyone and have +2 crit artifice, and +2 crit cybertech, the only crits available for these crew skills, and you would able to have an additional specialized crew member working with them.
- Mission skills tend to be more valuable for making money than gathering skills are. Prototype and Artifact materials sell very well. Slicing will net you only a small profit in credits, but gathering nodes out in the world will make you money. Whether it is better than the mission skills is up to you, but if you go pure profits you may want to including slicing... just for gathering nodes.
- Slicing is not connected to any crafting skill. It is only used to make money, and to obtain augments. I will not be covering the value of this skill in detail, but it is generally not more useful than a corresponding gathering or mission skill.
- Many items require vendor-bought materials. If you ever see white quality items needed for crafting, they are available on crew skill vendors which are on practically every planet in the game. You can also do gathering missions for them if you feel like saving a small amount of money, or would like some without heading to an outpost.
- Reverse engineering items has a chance to unlock better items as well as return materials for cheap skill ups. Reverse engineer premium items to unlock prototype schematics of the same item, and reverse engineer prototype items to unlock artifact schematics. You are not guaranteed to unlock them, it may take a while.
- Consider carefully whether you want to unlock artifact items. They are better than prototypes, but they are very expensive to unlock and rarely will the gain be worth the money spent (except in the case of biochem). They tend to be quickly leveled out of and only briefly advantageous. This may not deter you but be sure before you waste materials (and credits spent to obtain them).
- Biochem is an exception. Their items tend to be very cheap to reverse engineer, and the artifact items are reusable versions of prototype quality consumables. However, keep in mind that these items are not bind in pickup and can be purchased from/crafted by someone who already unlocked them -- you may want to ask around before you go to the trouble, especially for med pacs.
- Diplomacy is an excellent skill to use if you plan on making a grey (neutral) alignment character. If you find yourself going too heavily towards light or dark, you can counteract these gains with diplomacy, and are free to go after rich+ lightside/darkside missions without fear of being pushed in the wrong direction.
5. Other
Please do not plagiarize my work here. If you want to use it on a website or something, send me a private message (I'd probably like it, especially if this was cleaned up and given graphics). If I let you use this, give me credit for my work.
Special Thanks:
- Darth Hater for its amazing, thorough database (though a little inaccurate when it comes to crew skill bonuses).
- TORhead for its great database and great layout.
If you see any typos please PM me with the specific spelling of said typo. Please do not tell me about grammar errors, however.
If you see any incorrect or inaccurate information, please let me know! I want this to be completely accurate in all shapes and forms.
If you have anything interesting to add, feel free!
If I use anyone's information or advice (typos aside) I will mention them here.
Not much else to say. I spent several hours making this, I hope it was useful to everyone!