augment kit swtor. Crew Skills. augment kit swtor

 
 Crew Skillsaugment kit swtor  Well, you will need someone to be Biochem to make all your consumables: medpacks, stims, and adrenals

Purple 228 augments (Advanced [type] Augment 45 + Augmentation Kit MK-10) from 5. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. Gaming. You can also place one is your own Stronghold, if you prefer to have some privacy while augmenting their gear. Depending on the level of the gear you Reverse Engineer you get different tiers of Augment Kit Parts. Each augmentation kit is created with ten augmentation slot components (of the specific tier) and several other. The MK8 Augment Kit is now the highest Augment Kit. 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. Get the mk-10 augment kits. They are available to low level players, but aren’t really worth. Star Wars: The Old Republic has 6 different crafting skills you can choose from: Armormech, Artifice, Armstech, Synthweaving, Cybertech and Biochem. 226K subscribers in the swtor community. SWTOR Augments Conduct – Item Modificatoin RailroadAugment 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. Since those MK-11 kits are still a bit expensive, I recommend only augmenting the final pieces of your gear, so 306 left side, MH/OH, and set bonus pieces. the OP is talking about the augment schematics (the things you put into the augment slot in gear). There are augment slots and there are augments. Star Wars™: The Old Republic, a story-driven MMORPG from BioWare and LucasArts. 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. 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. primary goal is to make as many belts or boots as possible and get MK-6 slot components and then making the actual MK-6 Augmentation Kits. with MK-1 costing 1000 Credits to mount, and MK-9 costing 36k (or 36,000 for those not knowing. Posted November 25, 2012. Quote. Followers 0This might have been placed once before. :-). No but you do need to be high enough in synthweaving, armormech of armstech for the vendor to show the schematic. 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. ObiJuanShenobi: 07. 01. 3) Paying a fee that depends on the level of the Augment kit/slot that you are adding to your gear. - do not go overboard and augment kit all your gear. 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. a source of additional stats over and above un-modified weapons). and at 680 allows you to craft augment kits, and the blue Alacrity and Absorb item-rating 276 augments. " From the patch notes: "Increased chance for a companion to craft Exceptional gear". And you will also need to make higher "Grade" kits to put them in. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. So, we all know there are different types of augment kits, ranging from MK-1 to soon to be MK-9. There are stations available on the Fleet. Crew Skills. for 11th level slot comp. Home Game News Store Forum Support PLAY NOW All Activity; More. For Weapons it would depend: Artiface- For lightsaber hilts. Game. You should always create Augment Slots on. 3. Go to swtor r/swtor • by. That cost is 10 units of materials, and these units are attained by REing 10 crit-craftable pieces of gear. 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. Not sure if there is one on the fleet, don't recall seeing one there. Posted June 1, 2012. . Suggestion Box. Crew Skills; SWTOR. Synthweaving vs Artifice: Synthweaving provides armor, Artifice feeds your mainhand and offhand. First, get the kit schematics from the crew skill trainer. I debated either taking arms or armor tech with my trooper. . The system of adding augment slots to gear in SWTOR underwent a radical transformation in patch 1. Aritfice makes Hilts, Color Crystals, and Enhancements. Augment Kit: An item produced by Armormechs, Synthweavers and Armstechs. Almost everyone should get this. Use the auguments to reach the ratings. 0 are still valuable, more than even the. Look at your two orange/custom lightsabers again. Getting 45k at a minimum for these kits (50-60K if you time the weekly swings on GTN) is netting you 30K per kit. The dedicated guide contains tips for all roles in both PvE and PvP. Crafters…Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. For Augments. Star Wars™: The Old Republic, a story-driven MMORPG from BioWare and LucasArts. This crafting material is used in the construction of Augmentation Kit MK-6. I heard something about an augment kit. Go to topic listing. 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. Crafting however, does require time. Posted July 5, 2012 (edited) Augments are crafted by Synthweavers, Amormechs, and Armstechs. You need 14 level 8 (soon to be level 9) augment kits to augment all of your gear. Everywhere; This Forum; This Topic; Topics; Images; Albums; Members; Existing user? Sign In All Activity; Home ; English ; Crew Skills ; Augment slot on all gear 1. 3. 1. I have carefully checked the vendor and my own schematics and it is not there. We are not raising Crew Skills,. Synthweaving allows the crafting of kits, augments that class can use and puts the default crew skill bonuses his class has to good use. The Piece Modification Stations belong used to create in your gear Augment Slots across Augmentation Kits and then place Augments. 51 votes, 31 comments. 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. Support. Although it makes little sense to augment non custom peices as you level so quick that the standard gear will need replacing anyway. It can be produced by characters trained in the Armormech, Armstech, or Synthweaving Crew Skills. If you're trying to remove the augments, just ctrl+right click to field mod, then right click on the augment to remove it, same as any other item mod. We’ve always been able to deconstruct various Crafted Items and some types of Gear over the years in Star Wars The Old. 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. Individual Pieces. Is it worth adding augments to this gear to give it a boost?Star Wars™: The Old Republic, a story-driven MMORPG from BioWare and LucasArts. These also result from crit-crafting a piece of gear that can receive an augment slot (for example, if you craft a level 20 piece of armor and crit on the craft, it will receive an augment slot of appropriate MK. You make Augments the same way you make the kits: "learn" (IOW buy) the schematic from your crew skill trainer, collect the required materials, have a companion. The dedicated guide contains tips for all roles in both PvE and PvP. 1. com . Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. . In the 7. 1 football568092 • 1 yr. Saber would you need to buy all 4 kits for your level and same level mod for it ? Or can you do one two slots at a time and add as you go ?Augmentation Kit MK-11 Rating 280. They will all take the same # of mats (6/6/8), it does not matter what crafting skill you are using. What skill makes augments in swtor? Augments can be crafted by the Armormech, Armstech, and Synthweaving Crew Skills. Next, craft items of the appropriate level for the augment kit Mk that you want to make, then RE items. Augmentation kits are Item modifications that create augmentation slots on gear when used in conjunction with an item modification station. Its sole intent is to support players of Star Wars: The Old Republic ("SWTOR") and make their gameplay more enjoyable. Other languages: MK-10-Aufwertungsslot-Komponente. 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 Augment Kit production by that percentage. Horrible, I know. Armstech can craft Accuracy, Shield and Versatile Augments. 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. There are two types of authorizations. Augmentation kits are Item modifications that create augmentation slots on gear when used in conjunction with an item modification station. 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. Crafting is already suffering badly, why would Biowa. Slicers find the augment schematics. Put the augments into the augment slots. I know all three can make the augment kits, but each of the three make different augments. Business, Economics, and Finance. Upgrading deletes the old item and replaces it with the upgrade and as a result it deletes anything attached to the old item. If you actually go out and scavenge for metals and compounds instead of running missions for them, the math becomes even better. Any crafts grade 11 component can be RE's to a MK11 aug slot component. Artiface- Makes the enchancments. 14 votes, 46 comments. But it appears one makes the augments and one makes the kits? I suppose I'm just confused to. 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. To add an augment slot to an item now will require you to use the Item Modification. Individual Pieces. Augmentation Kit MK-1 is a premium -quality augmentation kit. Components are acquired by Reverse Engineering any item that can be crit-crafted to add an augment slot. While this is how augment tables work now, all Crew Skills will continue to evolve based on player feedback and game data. Composant d'emplacement d'amélioration Type 10. It's like getting and applying an augment kit, but automatically and for free. Augmentation Kit MK-1. Augment : Advanced Accuracy Augment 25: 58: 50: Modification: Augment : Advanced Alacrity Augment 25: 58: 50: Modification: Augment : Advanced Command Augment. armormech, armstech and synthweaver make all the augmentation kits (MK-1 to 6). 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. Quote. 0 gear. Put money into 3. Store. Upgrading deletes the old item and replaces it with the upgrade and as a result. 0 gear, remove anything you want to keep like crystals, tunings or augments. . 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. Adrenals and medpacs are like additional abilities that make a big difference to survivability and damage in hard content. They should, IMO, make the kits require blue-grade Slicing mats to alleviate. 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. Forums. Hey all: Over the past few weeks I have steadily been collecting mats to craft MK-6 Augment kits once 1. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. craft. They are overall best-in-slot and will provide a. 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. Let Us Remove MK-11 Augment Kits from Gear. Recommended Posts. . EDIT: the only moddable green items you may see are companion weapons/gear. They craft the kits by RE'ing items to get an mk component. You need the RotHC expansion in order to buy advanced crafting (401-450), I believe. Other sites: TORCommunity. They are available to low level players, but aren’t really worth. 5 Million, per character, to augment your gear, if have have your sights set on operations/raiding. I think you are thinking of the augmentation kit schematics (the things you use to add augment slots to gear). You have to create one using an Augmentation Kit before you can place an Augment in it. Credit sinks in SWTOR, or Star Wars: The Old Republic, refer to mechanisms within the game that deplete players’ virtual currency. More . Individual Pieces. Satele Shan is the second kit we are announcing in this series. Augments and augment kits are a little more difficult. 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. FQN: itm. Each tier has their own credit requirement: Mk-1 = 1k, Mk-9 = 36k, Mk-10 = 42k. 3. 1. Individual Pieces. Individual Pieces. Basically, augments are an extra item that you have to first add the slot for, then put one in. 26. Creates: Augmentation Kit MK-11. Who makes augment kits Swtor? armormech, armstech and synthweaver make all the augmentation kits (MK-1 to 6). I know you can upgrade a lower kit to a higher kit, but can you just uninstall one? For example, say I put an augment slot on my helmet, but then I get a new helmet. 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. So is that 'augmented' a flat increased crit chance across all Crew Skills or just an increased chance to add an. By stephenalandavie August 3, 2012 in New Player Help. Crew Skills; SWTOR. Go check your Armormech trainer again. Go to the modification table and upgrade each piece you wish to augment with the new MK-10 kits you just got. Getting 45k at a minimum for these kits (50-60K if you time the weekly swings on GTN) is netting you 30K per kit. 1) Acquiring an "Augment Kit". I've read that stims and medpacks won't, and that makes sense. 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. By adding and replacing modifications to these slots an item's. View data for the Augmentation Kit MK-11 SWTOR Schematic. The Item Modification Stations are used to create in your gear Augment Slots via Augmentation Kits and then place Augments. Augment kits are graded 1-9, 9 being best. The MK1 through MK5 enables up to a particular level, while the MK6 does any. Well the thing is, an MK-6 augment kit is not a crafting mat. I recently tried my hand at making augmentation kits, starting at level 5 and intending to work my way up with my slicing character. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. Forums. Share1. 3) General speculation in advance of 4. 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. Almost everyone should buy the blue 276 augments because they provide the greatest bang for the buck. 3 Class Changes;. What skill makes augments in swtor? Augments can be crafted by the Armormech, Armstech, and Synthweaving Crew Skills. The dedicated guide contains tips for all roles in both PvE and PvP. 2k credits at present, and I predict at worst ~ 48. 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. Augment Kit: An item produced by Armormechs, Synthweavers and Armstechs. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Well, you will need someone to be Biochem to make all your consumables: medpacks, stims, and adrenals. These have a guaranteed drop rate. And if 236 is too expensive for you rating 228 augments is good enough. In SWTOR, players can enhance their gameplay experience through augmentation kits, which are a form of in-game currency used to upgrade equipment and weapons. My character is a GUNSLINGER and I am only level 37 but my Armortech skill is 400, My Underworld trading is 400 and my Scavenging is 400. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. 224K subscribers in the swtor community. It’s recommend to augment your gear once you have reached the highest item-rating and quality you plan to get so you don’t waste augment kits while upgrading. See moreInstalling Augmentation Kits and Augments is simple and quick, but be careful. Armstechs can craft ranged weapons such as blaster pistols, blaster rifles, sniper rifles, assault cannons and shotguns; melee weapons such as vibroblades and electrostaves; and item modifications such as barrels augments and augmentation kits. Almost everyone should get this. Posted February 26, 2021. Augment Kit: An item produced by Armormechs, Synthweavers and Armstechs. 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. Store. 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. In this video, we’ll be going over how to start artifice crafting, how to level up your Artifice crew skill and unlock more crafting schematics, and lastly, we’ll. How much will you sell your Augment kits for? How much will you sell your Augment kits for? By AtlasOs, June 25, 2012 in Crew Skills. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)SWTOR: Star Wars the Old Republic. Now, with this update. 7. FQN: itm. 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. . Crafting Augment Kits ; Clean Your Inventory and Quest List; Stockpile Credits (Credits Guide) Daydream About New Character Combinations;. Store. 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. So you would steadily progress your augment similar to your mods, enhancement, barrels, hilts, etc. So i was wondering which would be the b. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)Posted November 25, 2012. , flux). - synthweaving makes the strength, willpower, critical, surge augments. New Superior 77 Augments in SWTOR Guide 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. The difference between 2 lvl 21 augments and 2 lvl 49 augments is not *that* big a deal when you are leveling up (a lvl 49 purple augment adds +18 aim and +12 end, a lvl 19 purple adds +9 aim and +2 end) . - 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). The crafting table on your ship is for your companions, pretty sure your character can't use it. At that point get level 36 augments, either Resolve or Overkill. Your dev post on 10/6 had a contradiction At the top it says 9 & 11 kits will "turn into" 8's (assuming 11 is a typo. 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. 3 goes live. Why force the extra step when the most logical solution. The best place for gathering slicing nodes is Breaktown on the planet Zakuul, though this requires the Knights of the Fallen Empire expansion. Augments are extra stat points (which can help you reach thresholds for accuracy/alacrity), which in turn increase your efficiency. Share More sharing options. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic You are not logged in. Introducing cosplay kits for various characters from SWTOR. To add an augment slot to the item, you have to spend credits and use an augmentation kit. These restrict the level of augment that can be slotted in. armormech, armstech and synthweaver make all the augmentation kits (MK-1 to 6). Location of 7. I understand that means a critical success. 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. News. Step 3 - Apply augments to your LEGACY SET. This caught a few people on the PTS, before you upgrade the new 7. Store. The dedicated guide contains tips for all roles in both PvE and PvP. phalczen. 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. More sharing options. Step 2 – Exchange them for rare crafting materials. Cybertech makes Armor and Mods. ago If you are doing HM and NiM operations, you should try to at least have purple augments. 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. It takes 10 components to make an augment kit. Forums. Then you have to mount the Augment Kit to the gear item. . 0 since there won’t be a new tier of. 4 Lighting showcase youtu. 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!. The dedicated guide contains tips for all roles in both PvE and PvP. Members; 16. During 5. Given the cost of augmenting, it is best to wait till you get your set bonus gear and then augment them. SWTOR | Forums. Might augment 22 - /65k each /120k for two /270k for five /700k for 14 / Alacrity Augment 22 - /50k each/ 95k for two /225k for five / <--- while stocks last Resolve augment 22 - /65k each /120k for two /270k for five /700k for. News. Armstech can also make them. Huge QoL Change - Augmentation Slot Component MK-8. Augmentation Slot Component MK-6 is a Premium-quality Augmentation Slot Component. How to make augmentation kits guide on how to augment all of your items. 22. Any piece of gear (armour, weapon, implant, relic, or earpiece) may have an Augment slot added, whether or not it has modification slots. Also a hint for when you plan to craft them. Almost everyone should get this tier of augments. General Discussion; SWTOR. Click this to say thank you if my post was helpful! : So post-4. Used to install Augmentation Slot MK-1 at any Item Modification Station. . 4. Star Wars name: Augmentation Slot Component MK-10. So i was wondering which would be the b. 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. I think after the expansion the highest augment will be mk-8, as a part of the crafting revamp, and old augments are not made obsolete. The Kit is just used to install a graded slot for an equivalent grade augment . There are two parts to augmenting your equipment. New SWTOR Forums are now live!. V. And you will also need to make higher "Grade" kits to put them in. While this is how augment tables work now, all Crew Skills will continue to evolve based on player feedback and game data. How to make augmentation kits guide on how to augment all of your items. The dedicated guide contains tips for all roles in both PvE and PvP. 0 Augments. (Someone can make it for you or you can buy it on the GTN. Individual Pieces. First, get the kit schematics from the crew skill trainer. CryptoArmstech is a crafting crew skill. This article aims to explore the dynamics between SWTOR credits and credit sinks, examining how augmentation kits serve as both an economic mechanism and a player engagement. 3. The rating 208 purple augments are fine to start, and are much cheaper than the gold 228s. Then don't forget the cost of another Kit and adding another slot (~40k + 30k). Posted May 9, 2013. 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. Augmentation Kits are for adding a fourth slot (augment slot) to the weapon (i. This will make it possible for people to add augment slots to their gear even if they do not have the necessary. The dedicated guide contains tips for all roles in both PvE and PvP. Biochem through stims, adrenals, and purple implants if you are willing to put in the effort. New test server, Shae Vizla, will be opening up in the APAC region April 3 - April 18!. Taught By Trainer: rUpzIt5. Armormech makes 4 types of augments; the others make 5. They're not for adding the augments into the gear. As a general piece of advice, do not worry about. Existing MK9 and MK11 Kits will turn into MK8 when Fallen Empire launches. 1, players can expect the launch of Galactic Season 5, UI/UX updates for our HUD and world maps, and special weapons and armor sets coming to the Cartel Market. - armortech makes the aim, cunning, absorb, shield augments. 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. Keep this in mind when you consider what to do about augments. 1. 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. To add an Augment slot via a Kit: - Kits are. (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. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic You are not logged in. I read you need 10 components from REing crit craft able items. I think after the expansion the highest augment will be mk-8, as a part of the crafting revamp, and old augments are not made obsolete. 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. 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. 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. Reverse engineer a stack of 10 Premium Duranium Arms/Armore/Synth Assembly Components according to whether you are armstech, armormech or synthweaving skill. Step 2 - Find a nice legacy set that you may occasionally use as your active outfit (alternatively, give zero f*s to appearance). I found that reverse engineering bonded attachments used to give augmentation slot components and now do not. The dedicated guide contains tips for all roles in both PvE and PvP. Armstech Augments; Augment 73 – General; Augment 74 – Advanced; Augment 77 – Superior.