Taking Armormech when your profession

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Why is this fact data important? Because if 30% of players get Artifice for their crafting skills, the market industry will surely get saturated along with the prices around the Galactic Trade Network (auction house) might be as low as possible, thus making cash in on that profession is going to be hard.

During SWTOR’s beta testing, Slicing was quite possibly the most profitable crew skill, nonetheless it has been nerfed significantly lately and isn’t nearly as profitable because it used to. Slicing doesn’t even provide any materials for crafting skills, but instead just items and credits, so it’s a good grab still if you wish to make credits, and not if you need to purchase items in the auction house so as to level up your crafting skills.

Armormech for instance is beneficial to Smugglers, Troopers, Imperial Agents and Bounty Hunters, which incorporate almost 45% of players, yet only 10% of these take this crafting skill. Scavenging and Investigation, the 2 gathering and mission skills that are related to Armormech aren’t too loved by players at the same time. By that logic, taking Armormech when your profession would be an excellent idea with the following.

I recommend you skip these daily quest hubs. They either will not reward enough credits, or require to much time. This guide is directed at making you probably the most credits possible in any way amount of time. If you could have plenty of time, or actually need the credits, some could possibly be worthwhile.

These will be the worst daily quests I have ever familiar with any MMO. It takes 15-20 minutes in order to complete 2-3 quests, so you might get 20,000 credits if you’re lucky. The staged WEEKLY quest can be an interesting idea, but terrible execution. You have to be level 55 to perform the Makeb daily quests for cheap eso gold. You need to have the Rise on the Hutt Cartel Expansion to complete the Makeb daily quests. The terminal are at your main faction base within the planet of Makeb.

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