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. Wow seriously 100K to just install them, the new Augments on my server are about 2-4mill for the MK11 and about 20-40mill for the actual Augment. I do disagree with one minor part. Taught By Trainer: rUpzIt5. Training Cost: 35000. 3. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. 311. 51 votes, 31 comments. They can reverse engineer their crafted weapons and item. So, it seems like the whole mechanism for creating augment kits encourages you to just sit at the screen and doing nothing but craft. View data for the Augmentation Kit MK-1 SWTOR Schematic. Armstech can also make them. 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. 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). More sharing options. The dedicated guide contains tips for all roles in both PvE and PvP. Legendary Embers, which have a small chance to drop from rich crafting missions, and a high chance to drop from the special one-time wealthy crafting missions from datapads. 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. Quote. Barrels, hilts, armoring, mods, enh. [Augmentation Kit MK-1]. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)SWTOR: Star Wars the Old Republic. Support. Horrible, I know. And you will also need to make higher "Grade" kits to put them in. 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). Getting 45k at a minimum for these kits (50-60K if you time the weekly swings on GTN) is netting you 30K per kit. Below is a brief overview of the features coming with this update. armormech, armstech and synthweaver make all the augmentation kits (MK-1 to 6). how do i get augmentation kits? More sharing options. That cost is 10 units of materials, and these units are attained by REing 10 crit-craftable pieces of gear. Augmentation Kit MK-1. . So 2. So you would steadily progress your augment similar to your mods, enhancement, barrels, hilts, etc. They are overall best-in-slot and will provide a. Next, craft items of the appropriate level for the augment kit Mk that you want to make, then RE items. 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. But it does work retroactively, so an Augmentation Kit MK-9 can hold a Level 11 Augment. The dedicated guide contains tips for all roles in both PvE and PvP. Tutorial on how to Augment your gear in SWTOR and why is augmenting so important. The grade of Kits just mean you can install a higher grade actual augment with better stats. Its sole intent is to support players of Star Wars: The Old RepublicStar Wars: The Old RepublicHello Just returned from an 8 month break. Table of Contents. Forums. Step 4 – Profit!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. Which path do you think i should…SWTOR. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. By Dragonexadon May 16, 2012 in Crew Skills. Individual Pieces. - armortech makes the aim, cunning, absorb, shield augments. To add an Augment slot via a Kit: - Kits are. Additionally, it removes the station requirement when modifying augmentation kits. Edited May 8 by DawnAskham14 votes, 35 comments. . . But Im looking at the vendors and they dont have Aug slots. Ashit. Right-click on the modification station and drop the piece of gear on the window that appears. 4. 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!. 1. The most fun item to craft when you start Synthweaving is pieces of Shadowsilk armor, which requires two pieces of Shadowsilk from Underworld Trading, combined with two of the Rubat Synth Bonded Attachments we crafted earlier. Individual Pieces. So I've been researching the augment system, and I've decided to go with it. a source of additional stats over and above un-modified weapons). I checked the patc. Can someone explain augmentation to me? Came back to swtor after this was implamented and i have no idea what its about or how i go about using it effectiveley. Crew Skills. 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. net is a non-profit Star Wars fansite run by Jedipedia e. News. They are overall best-in-slot and will provide a. Augment Kit: An item produced by Armormechs, Synthweavers and Armstechs. A single character has a total of 14 items that can be augmented in order to use the lvl 49 augments you need a MK6 Augment kit, which cost 30k to install 14items x 30k: 1. Then you have to mount the Augment Kit to the gear item. Check Details. I can make the MK1 thru 4 augs at this time. Reverse engineer a stack of 10 Premium Duranium Arms/Armore/Synth Assembly Components according to whether you are armstech, armormech or synthweaving skill. Profession: Synthweaving. SWTOR. 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 (*). - slicing provide the blue / purple materials. Hopefully to make more credits. So i was wondering which would be the b. G Armormech, Armstech, Synthweaving. Members. 9k. 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). There are 14 stats you can boost with augments. Legendary Ember: Content: Level 75: Rare Material: Info: Legendary Component - Used to craft the second-best augments in the game and item-rating 300-306 mods and equipment. For example, a Fortitude Augment 14 required you to be a level 32 and have a MK-4 augmentation kit. Go to swtor r/swtor • by. Sure, it's possible you can craft that stuff yourself, but your first character probably doesn't have all of the necessary crew skills to get it all done. Star Wars: The Old Republic has 6 different crafting skills you can choose from: Armormech, Artifice, Armstech, Synthweaving, Cybertech and Biochem. For Augments, the exact number of Shield and Absorb augments will vary depending on what gear pieces you have exactly in each slot. - only add augment slot kits and augments to custom/orange quality gear because they can be upgraded via item modifications and remain in use (static stat gear WILL get replaced and the slot kit is gone). augmentation slot component MK-11. Any of those can craft the augment kits needed to add a slot. 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. Members; 27. One example of a credit sink is the Galactic Trade Network (GTN) where players. There are augment slots and there are augments. craft. . Type: Augments. Am I wrong in thinking armstech can craft augment kits as well as augments themselves? DrizOnly augments go into augment slots, hilts/barrels, mods and enhancements all have their separate slot. Support. While I think augmentation is a great idea that breathed new life back into some crafting skills I feel the approach that was discussed in the interview at Inquisitor's Roadhouse is not consider. Store. 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. To unlock augment slots in SWTOR, you need to complete a few steps: Step 1: Reach Level 50 – To unlock augment slots, you need to reach level 50. STAR WARS: The Old Republic > English > Crew Skills How to craft Augment Kits? Reply. - do not go overboard and augment kit all your gear. News. Armormechs can craft armor for non-Force users and item modifications such as armoring, augments, and augmentation kits. 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. Augments have been reduced to 8 tiers. A new tier of Legendary quality Augments at Item Rating 300 have been added to Star wars: The Old Republic, making them the new best augments available in the game. Business, Economics, and Finance. 1. Edited May 8 by DawnAskham Sometimes is anecdotal, but you are correct that I did not adjust for the critical chances involved. There are 3 different tiers to consider. Crit crafts give an augment slot that you'd otherwise have to buy. 0 coins. Almost everyone should get this tier of augments. Buying the kit and the action of using the station and adding it will both cost you money. 1) Acquiring an "Augment Kit". Possibly you get them later, but my biochem skill is 410 (need to get my bioanalyse and. 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. This. and you can install any grade kit in any peice but it costs credits higher level kit higher cost, thsi is what the mod stations are needed for installing Kits. For Augments. On the PTS Mk6 kits priced less than 500k sell instantly and they seem to sell at a respectable rate up to 1mil. Augment kits are graded 1-9, 9 being best. Home ; English ; New Player Help ; Q about Augment Slots Q about Augment Slots. 1) Supply and Demand. The Kit is just used to install a graded slot for an equivalent grade augment . CryptoAugment kits are used to create augment slots. drop. 3. Been years and I never used augs or aug kits. Biochem through stims, adrenals, and purple implants if you are willing to put in the effort. Store. The dedicated guide contains tips for all roles in both PvE and PvP. We’re still using the crafting tier from 6. Used to install Augmentation Slot MK-1 at any Item Modification Station. Either directly, or via the GTN. . WARNING: when turning in gear for upgrades, it will consume the augment, so make sure to pull out your augment before upgrading it in this expansion! SWTOR Augments GuideI'm not seeing the history of Aug Kits here so let me put it in. com . The dedicated guide contains tips for all roles in both PvE and PvP. But it does work retroactively, so an Augmentation Kit MK-9 can hold a Level 11 Augment. 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. These have a guaranteed drop rate. Crypto To Augment your gear you need two things – an augment, and an augment kit. Disillusioned by 1. How do you add augments in swtor? To add an augment kit to your gear, right-click the piece of gear in your inventory or equipment panel. . Gold 300 augments (Superior [Type] Augment 77 + Augmentation Kit 11). If you're trying to remove the augmentation kit, not possible. . The system of adding augment slots to gear in SWTOR underwent a radical transformation in patch 1. If they upgrade to MK-12 or new augments in the future, you'll have to create or buy a new MK-12 augment kit, remove the old augment from its slot manually, then overwrite the MK-12 kit on the MK-11 kit slot on the item, then put the old augment or a new one back in. By MidichIorian May 18, 2012 in General Discussion. Credit costs are still being tuned, but it will be less than 50k for the highest augment slot. 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. In order to add the slot you would buy or craft the kit then go to the station put the item you want to augment in and select which slot you want to add from the drop down. Sorry mis-spoke, you get the kits as ingredients, but so far (at least) I haven't seen a Augment slot kit schemetic to craft the augment slot kits. SWTOR Augments. And you will also need to make higher "Grade" kits to put them in. . Aritfice makes Hilts, Color Crystals, and Enhancements. Credit costs are still being tuned, but it will be less than 50k for the highest augment slot. 0 are still valuable, more than even the. Just try to use them to balance your Shield and Absorb rating. You also have a 30k price to add the augment kit to the gear. Basically, augments are an extra item that you have to first add the slot for, then put one in. With 90 slot components most crafters can churn out consistently 10-11 or so augment kits and make about 70k profit by selling each. Augments are mainly to fix holes in stats. First, get the kit schematics from the crew skill trainer. Use the auguments to reach the ratings. 3 Augment Kits Disillusioned by 1. Reply. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical) The kits add augment *slots* to gear. Schematic source The schematic used to create Augmentation Kit MK-5 can be obtained from Armormech, Armstech, and Synthweaving Crew Skill trainers once a character has attained a rating o. be upvotes. Let Us Remove MK-11 Augment Kits from Gear. They range from Mk-1 to Mk-6. They can reverse engineer their crafted armor and item modifications and possibly discover new ways to improve their creation. I found that reverse engineering bonded attachments used to give augmentation slot components and now do not. I'm not sure what you're crafting, but a MK-9 Slot Component should drop every time you RE anything that when critically crafted will produce an augment slot on that piece. Step 3 – Sell the rare crafting materials to other players on the GTN. 0: Faster Gearing – You’ll only need 2 pieces of gear to get the full effect of a full set bonus as opposed to 6. 3 Class Changes;. Slots require Augment Kits (MK-10 for end game, IIRC). Support. View data for the Augmentation Kit MK-11 SWTOR Schematic. . The dedicated guide contains tips for all roles in both PvE and PvP. Followers 0. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)Another aspect to consider is the actual MK11 kit that costs 100k to install AND to craft that little bugger will cost you around 100 premium mats per kit. As a synthweaver you will be able to create both the augments kits to add another slot to your lightsaber (s) and also the strength augments to go into these slots; though you will need to get schematics from slicing missions, specifically critical results on sliced tech parts missions. I tried RE these and I'm not getting any MK 11 slot components. 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). News. Posted November 23, 2012. I'm thinking of putting the augment that comes with Power. 1. 3) Paying a fee that depends on the level of the Augment kit/slot that you are adding to your gear. Swtor augmentation slot component mk-11Augments mk11 kombat mortal augment The complete swtor story orderSwtor moddable gearing gear slots focus guide. mk01. Depending on the level of the gear you Reverse Engineer you get different tiers of Augment Kit Parts. Share More sharing options. The vendors sell 330 Rakata Gear, 286 Augments, and MK-11 Augment Kits for 1 credit each. SWTOR | Forums. SWTOR patch 1. That's 13 slots that need a 60k augment kit, 40k augmenting charge, and 100+k augment. To craft an Augmentation kit you will need 10 kit components which can be obtained from reverse engineering crafted items and other crafting materials. Augment Kit: An item produced by Armormechs, Synthweavers and Armstechs. At first I wasn't certain what the big deal was with Farium Arms Assembly Components and the other crafting components. Composant d'emplacement d'amélioration Type 10. News. So, one wrong click sending the items from our inventory to the crafting inventory and we lose a ton of credits in mats. Upgrading deletes the old item and replaces it with the upgrade and as a result. Used to install Augmentation Slot MK-1 at any Item Modification Station. EDIT: the only moddable green items you may see are companion weapons/gear. Crew Skills; SWTOR. Any skill crafting profession that can make augments can make the kits. As others have said the best way to improve the damage dealt by your character is to upgrade the "hilt" mod on your sabers. The dedicated guide contains tips for all roles in both PvE and PvP. Each implant sells for 1 credit with another vendor nearby sells augments and augment kits. Armormechs, Armstech, and Synthweavers are already getting the shaft by having a more complex Reverse Engineering system as…I would have problems with augmentations except nowadays augmentation kit mk-11 costs like 5 million credits for one piece and the price for mk-10 is basically the same. It can be. for 11th level slot comp. What about implants though? I believe I read that RE items that could crit. 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. General Discussion; SWTOR. I think the costs of augment kits and augments have been relatively stable to be honest. Can't put everything in the title, but when disintegrating items that have been in the crafting inventory, we're STILL not getting augmentation kit slot components. 186 full gear and a couple of 192 pieces, should I wait to get b. They do still require the MK-11 kits, but it’s really hard to justify using the 286 augments unless you or your group really needs that small stat increase to slightly boost your numbers. Business, Economics, and Finance. These have a. As to the augments themselves, my main is a synthweaver and can make Might, Resolve, Alacrity and Defense augments. . Its a crafting schematic, its more similar to a biochem stim or a cybertech grenade, in other words, a single-use item. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)Augment kits have a clearly defined cost. - synthweaving makes the strength, willpower, critical, surge augments. 3 Augment slot on all gear 1. If taken out of the materials bank to deconstruct, no component is rendered. Craftable Armstech Augment. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)335. Game. Crafting however, does require time. 0 since there won’t be a new tier of. In the new system, you can add an augment slot to any piece of equippable gear, from earpieces to implants to generators. 26. 1. The dedicated guide contains tips for all roles in both PvE and PvP. e. Bug on my side? I was able to purchase the MK-8 kit schematic on my Armormech. Almost everyone should get this. When you move augments you lose the cost of the kit and the cost of installing the kit in the gear, which is significant over 14 pieces. I listed these off the top of my head so I may have. I debated either taking arms or armor tech with my trooper. It takes 10 components to make an augment kit. A quick tutorial aimed at new players. More sharing options. Is it even worth trying to augment my gear right now with 7. Individual Pieces. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. I'm trying to augment a Massassi Bulwark earpiece I just purchased for comms, but am unable to add the augment slot. Put money into 3. Synthweaving makes Alacrity, Command (presence), Redoubt (defense), Resolve (willpower), and Strength augments. I keep seeing posts about people discussing which Augs to use in PvP gear. Hey, first post so please be patient. Posted June 25, 2012. 3 so the leveling curve was tuned without taking them into account. The grade of Kits just mean you can install a higher grade actual augment with better stats. , flux). These can be purchased from the "planetary" commendation vendors for. phalczen. ShareI'm a Cybertech and I've been lucky, I guess, in having two pieces of Droid tech come up [Augmented]. 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. News. Armormech makes 4 types of augments; the others make 5. Armstech-For barrels (for guns/blasters etc) For Augment Kits: Synthweaving, Armormech and Armstech. Other languages: MK-10-Aufwertungsslot-Komponente. If you’re looking for a cheap modifiable set of armor. This will add an augment slot to your armor piece. To craft an Augmentation kit you will need 10 kit. There are 9 kits graded MK1 to MK9(Highest) . They get them from the vendor as they level. Jedipedia. Almost everyone should get this. CTRL+right click one of them and you will see each of the 4 items you can put in it. 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. the OP is talking about the augment schematics (the things you put into the augment slot in gear). You can also place one is your own Stronghold, if you prefer to have some privacy while augmenting their gear. MK-10 Augment Kits are orange difficulty, so the base critical chance is 10%, plus 5% from max companion affection, so critical results would increase total MK-10. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Augment : Advanced Accuracy Augment 25: 58: 50: Modification: Augment : Advanced Alacrity Augment 25: 58: 50: Modification: Augment : Advanced Command Augment. How do I get CM 1337? First you must craft, have crafted for you, or buy the CM-1337, which can be crafted by all Cybertechs who have a crafting level of 700, the schematic comes directly from the trainer. To add an augment slot to the item, you have to spend credits and use an augmentation kit. 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. . Step 3 - Apply augments to your LEGACY SET. Found the Canadian! Kiwi actually. 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. As for which one to use, whatever one you have a lot of mats for, but don't plan on using to craft much else. Next, craft items of the appropriate level for the augment kit Mk that you want to make, then RE items. . Examining the items in the Mod Table show 0/1 Active Modifications - However, there are no slots showing, nothing that I can drop a Mod into. (that is RE one grade 10 assembly component (from any crafting skill), and you will get mats plus one assembly slot component MK-10) If you have multiple crafters, then the cheapest way to get the slot components will. Gold 300 augments (Superior [type] Augment 77 + Augmentation Kit 11). A. 0 + Guide (DPS, PvE) for both beginner players and more advanced and experienced veterans: builds, rotations, tips. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic You are not logged in. 3. I'm guessing here, but if I remember correctly, then level 49 greens take about 5 minutes to craft, and the blues take about 25 minutes. I heard something about an augment kit. Augmentation Slot Component MK-6 can be obtained by reverse engineering Tier 6 crafted gear; any crafted equipment item that is reverse engineered will yield one Component in addition to. Existing MK9 and MK11 Kits will turn into MK8 when Fallen Empire launches. Acquire (craft, player-to-player trade, GTN) an augmentation kit MK- X , (1) and find a modification station. Augmentation Slot Component MK-6 is a Premium-quality Augmentation Slot Component. The augments will be extremely expensive if you choose to buy them from other players, and they require materials that can only be. The rating 208 purple augments are fine to start, and are much cheaper than the gold 228s. , flux). You have to create one using an Augmentation Kit before you can place an Augment in it. And if 236 is too expensive for you rating 228 augments is good enough. V. There are stations available on the Fleet. Store. Each tier has their own credit requirement: Mk-1 = 1k, Mk-9 = 36k, Mk-10 = 42k. So an Augment Kit MK-1 couldn't 'hold' a Level 55 Augment. To get this component you need to craft premium lustrous synth bonded attachment (PLSBA) and then deconstruct it. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. Have the augmentation kits, says it will bind item to me, but does not add the slot. This. Forums. Gold 300 augments (Superior [type] Augment 77 + Augmentation Kit 11). 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. Which items to stockpile for 7. . If you actually go out and scavenge for metals and compounds instead of running missions for them, the math becomes even better. Well the thing is, an MK-6 augment kit is not a crafting mat. But I would like to bring it up. 1. 1 football568092 • 1 yr. They are available to low level players, but aren’t really worth. Play Now. 1 Armormech 2 Armstech 3 Synthweaving 4 See also Armormech Absorb augments - Absorption Rating / Power Shield augments - Shield Rating /Power Versatile augments . Star Wars™: The Old Republic, a story-driven MMORPG from BioWare and LucasArts. 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. ago If you are doing HM and NiM operations, you should try to at least have purple augments. Posted January 29, 2016. Biochem does create kits. These restrict the level of augment that can be slotted in. You left endurance and accuracy off your list. Make the kits cheap and relative to apply as leveling up, hell everything else to do with augments are worthless until you get to max level. - Use augments only on 306, set bonus gear. Home Game News Store Forum. armormech, armstech and synthweaver make all the augmentation kits (MK-1 to 6). SWTOR Augments Conduct – Item Modificatoin Railroad Augment tables are intended to make it relatively simple to get any item to the same power cap, and lots of kit variation introduces the possibility that it would be hard to get some items to hit the same potential. 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. 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. Step 2 – Exchange them for rare crafting materials. Augment Kits require 10 Augment Slot Components of the appropriate MK-#. Augment kits can be applied to any piece of gear. During 5. For example if you have 109,8% accuracy but you don't want to change one of your power/critical or powe/alacrity enhancements to power/accuracy then just add one accuracy augment to get over accuracy cap. SWTOR Artifice Crafting Guide. Game. 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. The dedicated guide contains tips for all roles in both PvE and PvP. Members. SWTOR Augments Guide: Everything you. Go check your Armormech trainer again. These are the brand new augments that were released in 6. Category: Miscellaneous. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. You can reverse engineer the non-moddifiable armor to get asssumed) 306 armor, reverse engineer the resistive armoring to get the best crafted. Sometimes you might have gear with a lower grade slot that you want to. Hi there! A while back I wrote a comprehensive Gearing Guide to help players understand how gearing works in SWTOR at endgame to optimize their performance. 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. View data for the MK-11-Aufwertungs-Kit SWTOR BauÌ plan. SWTOR Biochem Crafting Guide (level 75 Medpacs, Stims, Adrenals) SWTOR Augments Guide (level 75 Augments) Tactical Items Guide in SWTOR (crafted section)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. Sort by:Armstech, Armormech, Cybertech Components; Artifice, Synthweaving Attachments; and Biochem Cell Grafts, are the most efficient method of MK-9 Augmentation slot kit component acquisition. Members.