Augment kit swtor. . Augment kit swtor

 
Augment kit swtor  By Dragonexadon May 16, 2012 in Crew Skills

Browse all gaming. For Augments, the exact number of Shield and Absorb augments will vary depending on what gear pieces you have exactly in each slot. Location of 7. The dedicated guide contains tips for all roles in both PvE and PvP. I debated either taking arms or armor tech with my trooper. Armor mech makes money through augments and augmentation kits. Item Modification is a system utilized in Star Wars: The Old Republic that allows players to increase the stats of functionality of select weapons and armor encountered in the game. Any piece of gear (armour, weapon, implant, relic, or earpiece) may have an Augment slot added, whether or not it has modification slots. How do i get 'Augmentation Slot Component MK-10' ? According to an old thread "The only way to get these is by Reverse Engineering Premium (Green) quality items from crafted items" -- is that is still the case and if so what is the best item to reveres engineer it from, for a cybertech ? 3. Additionally, it removes the station requirement when modifying augmentation kits. Individual Pieces. You can only add the slots at a modification station. armormech, armstech and synthweaver make all the augmentation kits (MK-1 to 6). Edited May 8 by DawnAskham Sometimes is anecdotal, but you are correct that I did not adjust for the critical chances involved. SWTOR | Forums. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical) Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. Any crafts grade 11 component can be RE's to a MK11 aug slot component. ago. Greater Customization – Since the 4 and 6-piece bonuses are essentially decoupled, you. Used to install Augmentation Slot MK-1 at an Item Modification Station. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic You are not logged in. Augment Kit: An item produced by Armormechs, Synthweavers and Armstechs. This. Armormech, Armstech, and Synthweaving can create augment kits and the augments that you can put on any item. Which path do you think i should…SWTOR. - slicing provide the blue / purple materials. Armstech at level 600 after you purchase the unlock to get to 700 allows you to instantly craft item-rating 268 non-modifiable assault cannons, blaster pistols, blaster rifles, a sniper rifle, vibroknives and shotgun offhands, and at 680 allows you to craft augment kits, and the blue Alacrity and Absorb item-rating 276 augments. Swtor augmentation slot component mk-10Swtor augments guide everything need know vulkk stronghold augmenting prefer privacy gear while own place also if some. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I've been running my crafting monkeys overtime to get lvl9 artifacts and crystals. Armormech at level 600 after you purchase the unlock to get to 700 allows you to instantly craft item-rating 268 non-modifiable armor, an item-rating 274 tank armoring, and at 680 allows you to craft augment kits, and the blue Alacrity and Absorb item-rating 276 augments. augmentation slot component MK-11. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. Followers 0. Credit costs are still being tuned, but it will be less than 50k for the highest augment slot. Augment Kits have 10 makes, Mk-1 through Mk-10 -- these different levels of kits accept different levels of augment (for instance you need a Mk-9 kit to equip augmetns 1-55, and Mk-10 to equip augments 1-60). This caught a few people on the PTS, before you upgrade the new 7. . The only thing you can do there is upgrade it, and since MK-9 is the current top of the line, that can't be done either. The you keep those augments untill lvl 41-43 )or thereabouts) and then get lvl 49 BLUES once you hit 49/50. You need 14 level 8 (soon to be level 9) augment kits to augment all of your gear. Play Now. a Duros Gunslinger and first Duros Companion in The Old Republic –will be available to all participating players. Business, Economics, and Finance. If you can make an Augmentation Kit on your own, then you're only looking at 45k to add the slot and then remove the augment in the future. I saw this Q and A about 1. But I would like to bring it up. Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) provide about 88% of the benefit for about 6% of the cost of the purple 286 augments. 227K subscribers in the swtor community. . They are overall best-in-slot and will provide a. 26. All gear can be augmented. SWTOR Artifice Crafting Guide. Viridionyx. Gold 300 augments (Superior [Type] Augment 77 + Augmentation Kit 11). The dedicated guide contains tips for all roles in both PvE and PvP. 206. Used in the creation of Augmentation Kit MK-10. I know all three can make the augment kits, but each of the three make different augments. Not all of the professions make augment kits, but all professions make some item that takes lvl 9 materials. Keep this in mind when you consider what to do about augments. . You should always create Augment Slots on Legacy Bound Gear. See moreInstalling Augmentation Kits and Augments is simple and quick, but be careful. Yes you should augment for pvp. It used to be that your augments were linked to your level. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)Posted November 25, 2012. Posted May 9, 2013. If you actually go out and scavenge for metals and compounds instead of running missions for them, the math becomes even better. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. ) 2) Using one of the "Modification Tables". Augment slots are added to your gear using a augmentation kit and a augmentation station. Crew Skills; SWTOR. - do not go overboard and augment kit all your gear. augmentation slot component MK-11. Store. So you should augment the tier 1 shells or a set of orange shells you like. Slicers find the augment schematics. . Followers 1 1Business, Economics, and Finance. , flux). It’s really hard to justify using the purple 286 augments unless you or your group really needs that small stat increase to slightly boost your numbers. 0 Guide (Healing, PvE), suitable for both beginner players and more advanced and experienced veterans: builds, rotations, tips. When reverse engineering the items, you are guaranteed a component, plus a random amount. View data for the Augmentation Kit MK-11 SWTOR Schematic. Either directly, or via the GTN. Click this to say thank you if my post was helpful! : So post-4. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)If you are looking for mods for your adaptive gear then: Cybertech- makes the armoring and modficiations. So an Augment Kit MK-1 couldn't 'hold' a Level 55 Augment. The system of adding augment slots to gear in SWTOR underwent a radical transformation in patch 1. Sell supplies and crafting items, such as augments and Augmentation Kit MK-10s, on the Galactic Trade Network. Just craft level 54 green implants then RE, you'll have an ingredient for MK-9. I had deconstructed stacks of crafted medpacks on day 2 or 3 of the expansion in the attempts to learn the recipes for the blue and then purple versions, they gave mk-11 components. Star Wars™: The Old Republic, a story-driven MMORPG from BioWare and LucasArts. 4. 22 Upari Crystals = 52800 (@2400 per unit GTN price) 22 Primeval Artifa. A. - slicing provide the blue / purple materials. The dedicated guide contains tips for all roles in both PvE and PvP. Basically, augments are an extra item that you have to first add the slot for, then put one in. Type: Augments. Store. Who from #SWTOR is moving from Bioware to Broadsword and will keep working on the game? A list of devs we know so far, and their thoughts on the move!Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) provide about 88% of the benefit for about 6% of the cost of the purple 286 augments. More sharing options. Use the auguments to reach the ratings. 1) Supply and Demand. The dedicated guide contains tips for all roles in both PvE and PvP. dose this mean with Augment tables crit crafted arrmor and wepons will have 2 augment slots ??? or will critcrafting a wepon or arrmor be pointless now too ???You dont have to crit on crafting an item to get an augment slot anymore. So i was just wondering which of the three crew skills to take in order to make augments. 3 Augment slot on all gear 1. Support. Pricing varies by server, but on my server the average level 40 augment runs around 100k (give or take 20k) each. Which items to stockpile for 7. I would like to make a suggestion as to an alternative approach to handling augmentation in Patch 1. Last year I wrote a post about how I'd been making a lot of money in SWTOR by simply selling stuff on the GTN that I'd earned through normal gameplay. A quick tutorial aimed at new players. Augment slot kits are also crafted by all the crew skills above. Is it even worth trying to augment my gear right now with 7. 1 football568092 • 1 yr. Almost everyone should get this tier of augments. Swtor augmentation slot component mk-1Swtor how to get augmentation slot component mk-10 . The gear's level requirement is determined by the level requirement of the modifications and augments in it. 3. 186 full gear and a couple of 192 pieces, should I wait to get b. 3) General speculation in advance of 4. Just make them and RE them. 3 Class Changes;. Armstech can also make them. One kit and something like 40k per item of gear to add a slot to an item. g. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic You are not logged in. Table of Contents. Individual Pieces. I guess it's the heavy load from patch day, but the skinny on it is: The augment slots can only be made by synthweavers, armormechs and armstech i believe, the first schematic which is green is learned from trainers and one of the mats for crafting them are the ones you get from slicing mats, the level 6 slots thou. Credit sinks in SWTOR, or Star Wars: The Old Republic, refer to mechanisms within the game that deplete players’ virtual currency. Game. Armormech makes 4 types of augments; the others make 5. 326 used to be a good goal because that was the max upgrade of non rakata gear, now the lowest is thyrsian at 328 and that's a good place to augment for thyrsian gear, but I'd prioritize using the first 2 pieces to unlock the mods through Hyde and zeek. :-). Yeah def the trainer for this. Generally MK-10 kits and 228 augments are good enough for most content (all Solo PvE, SM and VM Flashpoints, SM Operations); MK-11 kits and 286 augments are useful for Dxun Operation (*). Other sites: TORCommunity. If that all sounds complicated, Scavenging, Archaeology, and Slicing materials sell well in bulk. Almost everyone should buy the blue 276 augments because they provide the greatest bang for the buck. Each of those in turn has a cost of, (in the case of armormech,) 2 durasteel and 2 zel alloys. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. Swtor augmentation slot component mk-11Augments mk11 kombat mortal augment The complete swtor story orderSwtor moddable gearing gear slots focus guide. Augmentation Kit MK-1 is a premium -quality augmentation kit. Synthweaving is the force user equivalent of armormech, so why shouldn't the force user equivalent of armstech (artifice) be able to craft augment kits as well? As of 1. The Legendary Items provide the following advantages to your EndGame Gearing Process at level 80 compared to what it was at level 75 in 6. All Activity; Home ; English ; Crew Skills ; why can not all crafting classes make augment kits?If you are an experienced level 80 player in Star Wars: The Old Republic, gearing up your alternate discipline and characters at a high-level just got easier than ever. Hello, If this post is covered in another thread I apologize but I could not find it. I do disagree with one minor part. Purple 228 augments (Advanced [type] Augment 45 + Augmentation Kit MK-10) from 5. SWTOR 7. Simply put, you can have a level 50 augment kit (MK-6) and put a level 9 augment in it if you wish. Almost everyone should buy the blue 276 augments because they provide the greatest bang for the buck. Business, Economics, and Finance. The new season will also come with a host of quality-of-life improvements, thanks to. Individual Pieces. It’s really hard to justify using the purple 286 augments unless you or your group really needs that small stat increase to slightly boost your numbers. Purple augments were 25M for whole sunday, then new batch came in, 3 crafters put like 30 of them there for standard price of 4,5M. Share More sharing options. The Devs have said that Augment kits will be tiered, and will require a new sort of mat obtained by REing auggable gear of the proper tier. A SWTOR account and. . During 5. Although it makes little sense to augment non custom peices as you level so quick that the standard gear will need replacing anyway. By Xam Xam / August 7, 2019 / 1 Comment. . Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)SWTOR: Star Wars the Old Republic. The rating 208 purple augments are fine to start, and are much cheaper than the gold 228s. Jump to content. Augmentation Slot Component MK-1: none: 1. The dedicated guide contains tips for all roles in both PvE and PvP. Huge QoL Change - Augmentation Slot Component MK-8. . 6k. Game. It gives you a simple 1 to 1 ratio. 0, and that includes the existing tier of augments. 206. I sell hundreds of augment kits everyday and support this message! This is a well written guide for augment kits. Posted November 23, 2012. SWTOR. Too expensive for the small boost. 3. Last night I were buying some kits for 350k, so yeah prices flactuate and sometimes the demand can overwhelm the supply for a bit. 0 gear, remove anything you want to keep like crystals, tunings or augments. Part of Vulkk's "SWTOR Basics" series. Posted July 5, 2012 (edited) Augments are crafted by Synthweavers, Amormechs, and Armstechs. Therefore, it makes more sense to have it in your inventory before using it, as you cannot use stims or grenades from your cargo hold That being said, it should be. Composant d'emplacement d'amélioration Type 10. Cybertech makes Armor and Mods. News. Posted June 26, 2012. These stations allow you to add and remove augments from your gear. Considering that level scaling renders 2/3s of the stats from these augs useless, I don't see much point beyond proving to yourself that you can. Members. Each MK-# has a certain max level of augment that can be used in them. Edited July 5, 2012 by chimunga. 0 Deconstruction Basics Guide. Followers 0. Preferred/F2P pay more. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)The augment kit doesn't change the level requirement of the gear. This is important to note because it has caused no small amount of headache for players finding out the hard way - when you buy an upgrade, like a bump up to IR 322 of your Decurion chest piece, the new item automatically and completely overwrites the previous, which is irretrievably. Support. General advice: - Use augments only on characters with whom you plan to do challenging group content: Ops, MM FPs and Uprisings. New SWTOR Forums are now live!. Its a crafting schematic, its more similar to a biochem stim or a cybertech grenade, in other words, a single-use item. Play Now. for 11th level slot comp. Stations can be found on the fleet and kits can be crafted or purchased on the GTN. 26. 1) Supply and Demand. But it appears one makes the augments and one makes the kits? I suppose I'm just confused to. So, one wrong click sending the items from our inventory to the crafting inventory and we lose a ton of credits in mats. Found the Canadian! Kiwi actually. News. Just curious do you need to buy all the augmentation slots and install before you can add the mods ? Ex. Please allow artifice to make augment kits Please allow artifice to make augment kits. . Recommended Posts. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. While he didn't learn any of the blue patterns, he did pick up a mark 3 augment kit component from each one - is Artifice actually able to generate those augment kit. Which augments are better for Carnage/Combat marauder spec? (PvE/PvP) 3. Put the augment kits on your gear. 3 Augment Kits. The dedicated guide contains tips for all roles in both PvE and PvP. 2) Prior to crafted augments, they did not have a substantial input into the item mod game and we want to open that up to more players. Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) provide about 88% of the benefit for about 6% of the cost of the purple 286 augments. At the moment you have to Crit craft items you want in particular to gain augmented slots or buy them from GTM witch can be very costly. Hey, first post so please be patient. These have a. Go to swtor r/swtor • by. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic Sie sind nicht eingeloggt. Sometimes you might have gear with a lower grade slot that you want to. - Use augments only on 306, set bonus gear. 0 PTS cycle since it was opened to. Why force the extra step when the most logical solution. As others said the cheapest is to craft cell grafts/assembly components (depending on your crew skills) of the appropriate level and deconstruct them to get 1 slot component mk-X depending on the green materials used (11th level assembly comp. My question is WHY? It was always fun being a crafter, and getting a "crit" sometimes to generate an augmented item. I recently tried my hand at making augmentation kits, starting at level 5 and intending to work my way up with my slicing character. Next, craft items of the appropriate level for the augment kit Mk that you want to make, then RE items. Most likely new materials from crafting 450-500. CryptoAugment kits are used to create augment slots. All crafting professions can RE their stuff for the mats you need to make kits. Forums. The schematic used to create Augmentation Kit MK-1 can be obtained from Armormech, Armstech, and Synthweaving Crew Skill trainers once a character has attained a rating of 1 or more in any of the three Crew Skills. Alacrity speeds up your gameplay by letting you activate abilities faster and abilities with. Hi, back when i started my char, i planed on only playing the story of all classes and no engame stuff. But it does work retroactively, so an Augmentation Kit MK-9 can hold a Level 11 Augment. 0 are still valuable, more than even the. By Kosef May 8, 2012. drop. I've augmented green 326 gear at the beginning of the evening only to get a blue upgrade (or, God forbid, a purple LOL) and needed to augment. Almost everyone should get this. Game. Gold 300 augments (Superior [type] Augment 77 + Augmentation Kit 11). Edited May 4, 2017 by bdattThis SWTOR Augments Guide will help you learn what Augments are there, how to craft them and why Augmenting your gear is very important for your Character!. More sharing options. News. What skill makes augments in swtor? Augments can be crafted by the Armormech, Armstech, and Synthweaving Crew Skills. Augments are extra stat points (which can help you reach thresholds for accuracy/alacrity), which in turn increase your efficiency. Recommended Posts. So i was wondering which would be the b. I also concluded that people's concerns about inflation were a bit overblown in my opinion, because there are ridiculously few situations in game that require you to spend an amount of credits that. 1. A key part of endgame gearing is how much Alacrity to equip in your gear. What do I need to add an augment slot? How much does it cost? Credits: A flat credit cost to add or upgrade an augment. Synthweaving at level 600 after you purchase the unlock to get to 700 allows you to instantly craft item-rating 268 non-modifiable armor, an item-rating 274 healer/dps armoring, and at 680 allows you to craft augment kits and the blue Crit and Redoubt defense) item-rating 276 augments. e. Home Game News Store Forum Support. Quote. View data for the MK-11-Aufwertungs-Kit SWTOR BauÌ plan. 3 so the leveling curve was tuned without taking them into account. If taken out of the materials bank to deconstruct, no component is rendered. Game. I have one of each and then any additional alts I give biochem for the reusable items. On the PTS Mk6 kits priced less than 500k sell instantly and they seem to sell at a respectable rate up to 1mil. David: There are two primary reasons that Augment Kits are limited to Armstech, Armormech and Synthweaving: 1) They are the augment crafters, and Augment Kits extend that service. Any skill crafting profession that can make augments can make the kits. Store. . You can craft your first piece of armor at Synthweaving level 1, and your first chestpiece at Synthweaving level 30. 1. In order to add the slot you would buy or craft the kit then go t To make higher "Grade" Augments, you will have to level up your crafting skill. Play Now. I tried RE these and I'm not getting any MK 11 slot components. Augments and augment kits are a little more difficult. RE'ing those crafted items will give you the component you need for the kit. Individual Pieces. I'm trying to augment a Massassi Bulwark earpiece I just purchased for comms, but am unable to add the augment slot. Been years and I never used augs or aug kits. 2) Conquest -- until the expansion releases, most conquests are won by crafting obscene amounts of virtually useless War Supplies, which use Grade 2-9 mats. com . 2) Conquest -- until the expansion releases, most conquests are won by crafting obscene amounts of virtually useless War Supplies, which use Grade 2-9 mats. Jedipedia. They should definitely change the system to make applying them cheap at low levels and grow up to the price they are now to apply to fresh armor at max level, but if you upgrade the augmentation kit then the price. View data for the Augmentation Kit MK-11 SWTOR Schematic. Prev; 1; 2; Next; Page 2 of 2Since augments now will changed to 8 tiers not 10 (MK-10) what will happened to augments I already use on my gear will they scale to new MK-8 or they will be MK-7 ? Jump to content. So my. Buying the kit and the action of using the station and adding it will both cost you money. . But Im looking at the vendors and they dont have Aug slots. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic You are not logged in. SWTOR Augments Guide: Everything you. Cybertech gets components cheaper, but it can not make augment kits nor it can not make augments. Tutorial on how to Augment your gear in SWTOR and why is augmenting so important. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical) The kits add augment *slots* to gear. Gold 300 augments (Superior [Type] Augment 77 + Augmentation Kit 11). Each MK-# has a certain max level of augment that can be used in them. Share1. This. The rating 208 purple augments are fine to start, and are much cheaper than the gold 228s. wearable pieces made by a craft can crit to get an augment slot; post-1. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. Each tier has their own credit requirement: Mk-1 = 1k, Mk-9 = 36k, Mk-10 = 42k. 0 Defense Guardian PvE Guide (Tank) for beginners and more experienced veterans: Skills, Choices, Rotations, Gearing, Builds!. Advertisement Coins. . The highest rating augments gives just a few more points than r236 but cost around twice as much. While there are many different types of augments, all augments require an augment kit of the correct level before you can place the augment into your armor piece. Used in the creation of Augmentation Kit MK-1. The Devs have said that Augment kits will be tiered, and will require a new sort of mat obtained by REing auggable gear of the proper tier. You will need your Crew Skill to be 600 to learn the "Superior 46" Augment Schematics, as well as for the "Superior <something> assembly component" that goes in them (exact name varies by Crew Skill). 0 gear, remove anything you want to keep like crystals, tunings or augments. Members Online. 7. So basically, it would be about 85k extra to augment this one before you eventually augment the final relic. mat. In this video, we’ll be going over how to start Synthweaving crafting, how to level up your Synthweaving crew skill and unlock more crafting. As to the augments themselves, my main is a synthweaver and can make Might, Resolve, Alacrity and Defense augments. Now do the componts gathered have mk levels as wellor can we RE level 20 gear and then make a mk-6 augment slot?To match the above listed changes. They are overall best-in-slot and will provide a. The dedicated guide contains tips for all roles in both PvE and PvP. Thanks for any help! Crafting Trainers have the kit schematics. 3) General speculation in advance of 4. 8k. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. Introducing cosplay kits for various characters from SWTOR. Members; 27. 0 + Guide (DPS, PvE) for both beginner players and more advanced and experienced veterans: builds, rotations, tips. Augmentation Slot Component MK-6 is a Premium-quality Augmentation Slot Component. How do I get augment schematics? Augment schematics come from a variety of places, but the most recent set of augments come directly from the crew skills trainer, and other come from reverse-engineering that schematic from the. Star Wars™: The Old Republic, a story-driven MMORPG from BioWare and LucasArts. If you actually go out and scavenge for metals and compounds instead of running missions for them, the math becomes even better. 1. Absorb augments - Absorption Rating/Power Shield augments - Shield Rating/Power Versatile augments - Mastery/Endurance Accuracy augments - Accuracy Rating/Endurance Fortitude augments - Endurance/Power Overkill augments - Power/Endurance. Armormech Crafting at Level 75. View data for the Augmentation Kit MK-1 SWTOR Schematic. EDIT: the only moddable green items you may see are companion weapons/gear. Does anyone know if augmentation levels are going to increase (currently at 156) with the new expansion? Will they increase based on the maximum crafting level (without REing)?I have an abundance of money and a fresh level 50. Acquire (craft, player-to-player trade, GTN) an augmentation kit MK- X , (1) and find a modification station. Absorb augments - Absorption Rating/Power Shield augments - Shield Rating/Power Versatile augments - Mastery/Endurance Accuracy augments - Accuracy Rating/Endurance Fortitude. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. . GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. You can also place one is your own Stronghold, if you prefer to have some privacy while augmenting their gear. Step 1 - Complete KotFE and start collecting alliance crates (legacy gear and gifts for leveling toons - crafting speed/crits as Sarigar discussed). Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical) Armstech at level 600 after you purchase the unlock to get to 700 allows you to instantly craft item-rating 268 non-modifiable assault cannons, blaster pistols, blaster rifles, a sniper rifle, vibroknives and shotgun offhands, and at 680 allows you to craft augment kits, and the blue Alacrity and Absorb item-rating 276 augments. Oh, and augment kits are created by Armormechs. 224K subscribers in the swtor community. Credit costs are still being tuned, but it will be less than 50k for the highest augment slot. Part of Vulkk's "SWTOR Basics" series. The lack of mods also means most players still gearing up won't bother with augments (which add a not insignificant amount of player power), because who wants to waste augment kits on gear that will soon be replaced (as opposed to augmenting a shell once, and just updating the mods along the way). Crew Skills. Almost everyone should buy the blue 276 augments because they provide the greatest bang for the buck. 6k credits. They all require two of each appropriate gathering skill material: AT, AM, CT - Scav metals and Scav compounds and Vendor. 6k. As a general piece of advice, do not worry about augmentations until you're level 50. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. If you get a new piece of gear that’s modifiable, you could just pull our the parts you want, in this case the enhancement, by CTRL+Right Clicking the new piece of gear, then Right-clicking the modification you want to remove and re-use, and placing it in to your old piece to upgrade it. I recently tried my hand at making augmentation kits, starting at level 5 and intending to work my way up with my slicing character. Right-click on the modification station and drop the piece of gear on the window that appears. There are 14 stats you can boost with augments. Forums. 3.