I am planning to buy the game this week and my first character will be a Jedi Shadow Inflitration, I was in an one BETA weekend, so I have a little bit understanding how the things works.....
But one thing I can't quite figure out while I could not play the end content during WE and didn't do lots of crafting....
I know for Jedi Shadow Infiltration, critical and surge is crucial, so if I want to have a lightsaber Endowment (critical + surge) can I buy that over the GTN, are the artifices able to produce such lightsabers?
And what about end game PVP gear, as I understand, one get an unassembled champion set and buys a Champion Gear with from the vendor, but how he/she would decide which stats it will have for ex, Endowment...
If the champion stats are defined by rolls, so it is luck, and I have to get 10 times same gear with unwanted stats and be lucky and get the correct one at 11. try...
Crafted equipment can be reverse engineered to gain schematics for versions of the same item with extra stats, such as +critical or +surge. These are the items with prefixes like 'critical' or 'redoubt'. Also, when an item criticals during crafting, you get a version with one or more augment slots. Augment slots allow you to insert augments, which can give you stats such as +critical or +surge. Some equipment is completely moddable, allowing you to change every stat on the item. For these items, mods can be inserted that give +critical or +surge. All this stuff (crafted equipment, mods, and augments) can be put on the gtn by crafters. But the gtn is strictly a 'search and buy' type of deal, you can't put in specific orders. If you need something specific made, you'll have to ask another player directly.
For pvp, the unassembled pieces are taken to the pvp vendors who accept it in exchange for a piece of equipment. These unassembled pieces are for an armor slot not a specific piece of armor. For example, an unassembled headgear piece allows you to buy any of the pvp headgears, which have differing stats. There is nothing random about the stats, you just choose the piece with the stats you want.
When you complete your class questline on the first planet, tython, you get a lightsaber. Depending on what class/advanced class you are, it could be single or double bladed lightsaber. This lightsaber comes with mod slots, and comes pre-loaded with some mods(a color crystal and a hilt). As a quest reward you get a 'mod' which is another type of mod, which you can slot into your lightsaber. This lightsaber can potentially last you all the way to 50, if you invest in appropriate mods(which can be purchased from the GTN or bought with planetary commendations, or crafted by the appropriate tradeskill).
Color Crystals, Hilts, and Enhancement mods can be made by Artisans. 'Mods' (the last type of mod) can be made by Cybertechs. Think of a moddable item as an item with no stats on its own. The only powers the item have is determined by the mods you put into it. The 'Hilt' mod determines the damage range and rating on the lightsaber. The higher the quality and level requirement for the hilt, the more damage you do. There is no point in buying lightsabers off the AH, because most of them will be green non-moddable sabers and will be worse than what you can accomplish with your moddable saber.
Stats are static(I'm talking here about 'orange' quality gear), alterable only by changing out the mods in the gear. So for example, I have champion war leader's body armor. It has the same stats on it when I purchase it, but if I really wanted to, I could pull out 2 of the mods(the third, armoring, is 'locked' and invisible on end-game gear) and switch up the majority of the stuff. It'd be a really stupid move because the mods on that piece of armor are higher quality than can be crafted, but you could do it.
Augment slots(which is what I'm assuming you mean by endowment) only come from crafting criticals. So pvp gear wouldn't get augment slots. What you're seeing on torhead is an error. You might have an augment slot in an artifact(purple) quality offhand that was crafted by an artisan. It would be labelled [Masterwork] in the name and have an augment slot, which would be empty and be slotted with augments that you can buy off the GTN.
I have asked around a lot and I have yet to hear of anyone reverse engineering end-game drops or vendor purchases(with raid or pvp currency) and getting the recipe to make said item. All I've ever gotten is crappy RE mats, at any rate. I would recommend not tryin to RE these things in the hopes of crafting a better one, because A: it would be horribly expensive, and B: it probably doesn't even work.
Artisans can craft lightsabers at the skill cap, but they require materials that drop from heroic flashpoints(much like in wow that had orbs that dropped from 5 man heroic dungeons), other than that, my recommendation is to just keep the lightsaber you get at level 10 modded up and you should be fine. Oh helpful hint, there are hilts you can purchase at the endgame using daily commendations(daily quest tokens), that are rank 23 artifact quality, which is better than crafted. You can buy one for 8 commendations, and when slotted into your lightsaber will make it an item ranking of 126 level 50 lightsaber.
First thx for the answers....
My confusion comes from here....
[T1] CRITICAL - Grants you an item with +Crit
[T2] FERVOR - Crit & Accuracy
[T2] SUPREMACY - Crit & Alacrity
[T2] LEADERSHIP - Crit & Presence
[T2] TEMPEST - Crit & Shield
[T2] ENDOWMENT - Crit & Surge
[T1] OVERKILL - Grants you an item with +Power
[T2] HAWKEYE - Power & Accuracy
[T2] VEHEMENCE - Power & Alacrity
[T2] COMMANDER - Power & Presence
[T2] RAMPART - Power & Shield
[T2] EXPERT - Power & Surge
[T1] REDOUBT - Grants you an item with +Defence
[T2] EXACTITUDE - Defence & Accuracy
[T2] N/A - Defence & Alacrity
[T2] GENERAL'S - Defence & Presence
[T2] VERACITY - Defence & Shield
[T2] ANTI-ARMOR - Defence & Surge
So if I understand everything correclty, to get a Surge and Critical on a lightsaber, I should get a reverse engineered tilt???? And while end game PVP gear is not reverse engineerable (or not even moddable) I could only get an augment with crit + surge to be able to have that stats???
Are these correct assumptions?
I think I explained it really poorly. What you listed above is for the non-moddable items. First, the crafter would make the base version of the item. He would then reverse engineer it. Each time he REs he has a chance to learn how to make the redoubt, critical, or overkill version of the item. These version can be further reverse engineered into the versions you have listed above. The crafter would be the person doing all the REing, you only need to search the GTN for the version you want or ask someone with the required schematic to craft it for you.
For moddable equipment, i believe stats like critical and surge mostly come from the mods that go in the 'enhancement' slot.
I am not certain, but I believe pvp gear actually is moddable. I do know that you can at least remove mods from the pvp gear.
Alright, well I've never gotten anything from reverse engineering orange gear. I've reverse engineered plenty of craftable greens, and gotten blues, and then reverse engineered the blues and gotten purples. That's pretty much how RE goes.
Artisans start by being able to craft green mods(hilts, color crystals, and enhancements), they RE those green mods, in the hopes of getting a slightly better variant which is blue. then they RE THAT in the hopes of getting a slightly better variant that is purple. The stats don't 'change' they just get higher. So you might have a green hilt that has 30 willpower, 20 stamina on it, RE that and get a blue hilt that has 32 willpower 22 stamina, for example.
There are 4 variants of hilts and are only for force wielders. Might(str/end), Guardian(end/str), Force Wielder(end/will), Resolve(will/end). These determine the damage range on the saber, the power rating, the level requirement, and some stats. (end/str) in this example means it has approximately 66% endurance 33% strength.
Crafted color crystals come in 2 variants, endurance or critical. You can find or buy a 'power' variant, but they're rare. At endgame they'll have stats like +30 endurance or +30 critical.
There are literally 48 different variants of 'enhancement' mod, and this is where you get stats like critical and surge.
mods are also varied, though not nearly as varied as enhancements. I would suggest you check out torheads mod listings for more information as I now have to go to work and must cut this short. Sorry!
Generally, the useful items will eventually find a seller. Some cunning artisan somewhere will figure out what will sell well and put it up for a lot of credits(you can expect artifact quality rank 22 enhancements to go for upwards of 50k credits or more on the GTN). The price is largely due to the amount of credits a person can reasonably expect to make in a day's worth of daily questing. I can make 200k credits per day just doing the dailies.
Artifice lightsabers do not proc the way they've described
They only add an additional augment slot. Torhead.com like many other sites pull their information from the game files in bulk. NOT from the actual system ingame.
Meaning yes the modifiers for proccing are in the game, but orange quality moddable lightsabers DO NOT proc like the other craftables in the game. they only crit on craft to add 1 augment slot.
Therefore you will not see a lightsaber with a specific modifier. It will just be the name of the lightsaber with the base stats from the mods that come with it. If it crits it will have an augment slot. THAT IS ALL.
The way to get the stats you want are strictly through modding your gear with mods with those stats. If you want crit and surge you have to get mods for your gear specifically with those stats on them. Basically all the stats of a moddable item are broken down into 3 or 4 slots.
If its armor it has an armoring slot, weapons have hilts or barrels, then its a MOD slot and enhancement slot, and if weapon a color crystal.