Augment kit swtor. 206. Augment kit swtor

 
206Augment kit swtor  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

British spelling solidarity. SWTOR Augments. You need the RotHC expansion in order to buy advanced crafting (401-450), I believe. Each tier has their own credit requirement: Mk-1 = 1k, Mk-9 = 36k, Mk-10 = 42k. I heard something about an augment kit. . So I've been researching the augment system, and I've decided to go with it. . General advice: - Use augments only on characters with whom you plan to do challenging group content: Ops, MM FPs and Uprisings. Individual Pieces. Put the augment kits on your gear. So you'd need the new mats, probably some gathered mats, and maybe even some supplements (e. Each kit needs to be installed into gear for a credit cost and has to be a high enough grade to support a specific level augment. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. Aug kits go for 800k-1mil, purple Augs are going for 6-10 mil depending on Aug and current market. Augment Kits require 10 Augment Slot Components of the appropriate MK-#. 0 since there won’t be a new tier of. It can be produced by characters trained in the Armormech, Armstech, or Synthweaving Crew Skills. 3 this slot will be of the same level/craft rank (1-6) as the item. Is this working as intended? Never tried augmenting earpieces before. They were added in patch 1. For Weapons it would depend: Artiface- For lightsaber hilts. This caught a few people on the PTS, before you upgrade the new 7. FQN: itm. They're not for adding the augments into the gear. Followers 0. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. So i was wondering which would be the b. Most people focus on "the best", which is Grade 11. Armormech, Armstech, and Synthweaving can create augment kits and the augments that you can put on any item. 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. 0 PTS Recap! DanielSteed Jan 28, 2022. . . 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. News. Go to topic listing. The Piece Modification Stations belong used to create in your gear Augment Slots across Augmentation Kits and then place Augments. 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. 226K subscribers in the swtor community. This CM-1337 item is made up. By deepdarksoul June 26, 2012 in Suggestion Box. Augment kits have a clearly defined cost. You can craft your first piece of armor at Synthweaving level 1, and your first chestpiece at Synthweaving level 30. drop. Barrels, hilts, armoring, mods, enh. Biochem is great but it's not as profitable as the Augment skills. 6. com . Otherwise you risk wasting a lot of money and crafting resources. Hey, first post so please be patient. 0 Deconstruction Basics Guide. DPS Implants (Critical and Alacrity) add +72 Mastery, +88. The rather prohibitive cost is for using the kit, not the slot. A. i am not sure how this Hyde and Zeek system works. 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. And you will also need to make higher "Grade" kits to put them in. - Use augments only on 306, set bonus gear. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. Purple 228 augments (Advanced [type] Augment 45 + Augmentation Kit MK-10) from 5. If a piece of gear does not have an augment slot, then you have to install one using a. Satele Shan is the second kit we are announcing in this series. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)One on each starter planet, and 2 or more on your Capital Planet (Dromund Kaas/Coruscant). With Artifice, no one wants to use artifice crystals because of the +41 level 10 Cartel crystals. Posted May 9, 2013. Star Wars: The Old Republic has 6 different crafting skills you can choose from: Armormech, Synthweaving, Armstech, Artifice, Cybertech and Biochem. Crafting Augment Kits ; Clean Your Inventory and Quest List; Stockpile Credits (Credits Guide) Daydream About New Character Combinations;. These have a guaranteed drop rate. The rating 208 purple augments are fine to start, and are much cheaper than the gold 228s. Game. The vendors sell 330 Rakata Gear, 286 Augments, and MK-11 Augment Kits for 1 credit each. Tutorial on how to Augment your gear in SWTOR and why is augmenting so important. What skill makes augments in swtor? Augments can be crafted by the Armormech, Armstech, and Synthweaving Crew Skills. This crafting material is used in the construction of Augmentation Kit MK-6. The grade of Kits just mean you can install a higher grade actual augment with better stats. The Item Modification Stations are used to create in your gear Augment Slots via Augmentation Kits and then place Augments. Credit costs are still being tuned, but it will be less than 50k for the highest augment slot. . So I've been researching the augment system, and I've decided to go with it. These are the brand new augments that were released in 6. Alternatively, Synthweaving, Armstech, and Armormech (Scavenging, Underworld Metals from Underworld Trading, and Slicing) can all make augment kits, which can be easily sold in bulk for a nice price. The dedicated guide contains tips for all roles in both PvE and PvP. - armstech makes the presence, endurance, defense, power augments. The dedicated guide contains tips for all roles in both PvE and PvP. But Im looking at the vendors and they dont have Aug slots. 0 gear. Augment kits have a clearly defined cost. Gaming. SWTOR | Forums. Store. Looking to augment any i326 PvP purples I get with i276 blue augments, but at 50 million per kit alone, nevermind the augment itself, that seems like a LOT of money. Acquire (craft, player-to-player trade, GTN) an augmentation kit MK- X , (1) and find a modification station. 3. Each MK-# has a certain max level of augment that can be used in them. Followers 0This might have been placed once before. What about implants though? I believe I read that RE items that could crit. They should, IMO, make the kits require blue-grade Slicing mats to alleviate. 3. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic You are not logged in. At that point get level 36 augments, either Resolve or Overkill. More sharing options. tomzi • 1 yr. I can't make the 5 or 6 ones. I know all three can make the augment kits, but each of the three make different augments. Thanks for any help! Crafting Trainers have the kit schematics. [Augmentation Kit MK-1]. 1) Supply and Demand. I've now created and additional augmentation slot on a lightsaber. Swtor augmentation slot component mk-10Swtor augments guide everything need know vulkk stronghold augmenting prefer privacy gear while own place also if some. SWTOR Augments Guide: Everything you. Most people focus on "the best", which is Grade 11. That cost is 10 units of materials, and these units are attained by REing 10 crit-craftable pieces of gear. . Augmentation Slot Component MK-1 can be obtained by reverse engineering Tier 1 crafted gear; any crafted equipment item that is reverse engineered will yield one. x I used to RE stacks of the Assembly. 0 Defense Guardian PvE Guide (Tank) for beginners and more experienced veterans: Skills, Choices, Rotations, Gearing, Builds!. if I have one item which has item level of 330 and dismantle it then I will get the option to craft 330 mods?Open menu Open navigation Go to Reddit Home. Changes to Augment Slots in Patch 1. Found the Canadian! Kiwi actually. 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. In that case the level requirement to use the gear would be level 9. With 90 slot components most crafters can churn out consistently 10-11 or so augment kits and make about 70k profit by selling each. 8k. 0 are still valuable, more than even the. 9k. Go check your Armormech trainer again. - armortech makes the aim, cunning, absorb, shield augments. 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. Step 3: Select the Gear – Select the. Play Now. (Someone can make it for you or you can buy it on the GTN. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic You are not logged in. CryptoSWTOR. SWTOR. 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. ago. 10 votes, 12 comments. Augmentation Kit MK-1. Earning credits in Star Wars: The Old Republic is incredibly easy if you know what to look for. Synthweaving vs Artifice: Synthweaving provides armor, Artifice feeds your mainhand and offhand. Why does Artifice not have the ability to craft augment kits for the items they can currently make? It doesn't really make sense to me. Upgrading deletes the old item and replaces it with the upgrade and as a result it deletes anything attached to the old item. 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. Credit costs are still being tuned, but it will be less than 50k for the highest augment slot. To add an augment slot to an item now will require you to use the Item Modification. The one on the fleet is located in the crew skills section. Augmentation Kit MK-1 is a premium -quality augmentation kit. Forums. The dedicated guide contains tips for all roles in both PvE and PvP. 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. Used to install Augmentation Slot MK-1 at an Item Modification Station. The augments will be extremely expensive if you choose to buy them from other players, and they require materials that can only be. Which items to stockpile for 7. 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. The dedicated guide contains tips for all roles in both PvE and PvP. Augment Kits require 10 Augment Slot Components of the appropriate MK-#. It just seemed like one extra step in the crafting process, thrown in. 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. . 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. Followers 0 0New SWTOR Forums are now live!. 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. Right-click on the modification station and drop the piece of gear on the window that appears. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)335. Lucasfilm, Broadsword, BioWare, or Electronic Arts. News. The dedicated guide contains tips for all roles in both PvE and PvP. 0, I have schematics for Augment kits 1-7 but there is not schematic on the Synthweaving vendor for MK-8 kits. General Discussion; SWTOR. So, we all know there are different types of augment kits, ranging from MK-1 to soon to be MK-9. Table of Contents. com . I would like to make a suggestion as to an alternative approach to handling augmentation in Patch 1. So an Augment Kit MK-1 couldn't 'hold' a Level 55 Augment. Blue augments are perfectly fine for all other content and. Support. These are overall best-in-slot (BiS) and will provide a noticeable DPS increase, but they are obscenely expensive. View data for the Augmentation Kit MK-11 SWTOR Schematic. 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. for 11th level slot comp. Category: Miscellaneous. The same goes for armour except that hilt/barrel is replaced with an armouring piece. 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. Armourmech, synthweaving and armstech. For example, a Fortitude Augment 14 required you to be a level 32 and have a MK-4 augmentation kit. We’re still using the crafting tier from 6. Step 2: Purchase an Authorization – Once you reach level 50, you can purchase an authorization from the Galactic Trade Network or from a vendor on the fleet. The gear's level requirement is determined by the level requirement of the modifications and augments in it. 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. Augmentation Slot Component MK-3 can be obtained by reverse engineering Tier 3 crafted gear; any crafted equipment item that is reverse engineered will yield one. . Look at your two orange/custom lightsabers again. Each of those in turn has a cost of, (in the case of armormech,) 2 durasteel and 2 zel alloys. Lucasfilm, Broadsword, BioWare, or Electronic Arts. 8k. Take care, neighbour. Play Now. . . The MK1 through MK5 enables up to a particular level, while the MK6 does any. . Slicers find the augment schematics. 1. , flux). . If you craft the PLSBA and deconstruct it from your pack, you will get the MK-11 component. Individual Pieces. 51 votes, 31 comments. But get the MK-10 kit's as everything lower then that is a waste of money. Let Us Remove MK-11 Augment Kits from Gear. Preferred/F2P pay more. r/swtor A chip A chipAs many of you know, they are adding "augment tables" in 1. Slicing is the crew skill that generates the schematics for augments. Buying slicing blue items (code recombinators) from the GTN is extremely, extremely, cheap. You can also place one is your own Stronghold, if you prefer to have some privacy while augmenting their gear. Posted June 26, 2012. So we're looking at about 700-770k total off your 630k components. . Almost everyone should get this. Any piece of gear (armour, weapon, implant, relic, or earpiece) may have an Augment slot added, whether or not it has modification slots. 206. Used in the creation of Augmentation Kit MK-10. So, it seems like the whole mechanism for creating augment kits encourages you to just sit at the screen and doing nothing but craft. Does anyone know if the devs have said whether we will be able to use augment kits to add augments to matrix cubes and legacy items (orange belt and bracers)? Curious if that will be viable. 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. These restrict the level of augment that can be slotted in. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. net is a non-profit Star Wars fansite run by Jedipedia e. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)Augment kits have a clearly defined cost. If you craft the PLSBA and deconstruct it from your pack, you will get the MK-11 component. 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) . 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. We will not be getting a new tier in the immediate future, so you don’t have to worry about wasting credits on expensive augments and kits only for them to become obsolete. 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. My question is what precisely goes in that "new" slot? it wont accept more armor, mods, etc. Thanks for any help given!So I know that Biochem won't be able to make augment kits. Part of Vulkk's "SWTOR Basics" series. Posted March 12, 2020. . This. The dedicated guide contains tips for all roles in both PvE and PvP. It can be. To place an augment into the slot, next right-click the augment from your inventory. phalczen. The most recent type of augment kit is called the Augment Kit MK-11, and. 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 (*). 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. Have the augmentation kits, says it will bind item to me, but does not add the slot. 2k credits at present, and I predict at worst ~ 48. Then you have to mount the Augment Kit to the gear item. Support. . The dedicated guide contains tips for all roles in both PvE and PvP. General Discussion; SWTOR. All Activity; Home ; English ; General Discussion ; Augment slots leaving crafting? What?Aug confusion : r/swtor - Reddit. Augment Kit: An item produced by Armormechs, Synthweavers and Armstechs. With no crits at all, they break even, and the crits are pure profit. 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. Augment : Advanced Accuracy Augment 25: 58: 50: Modification: Augment : Advanced Alacrity Augment 25: 58: 50: Modification: Augment : Advanced Command Augment. Posted July 2, 2012 (edited) Augment slots are tiered from MK-1 to MK-6. Armormech is a crafting crew skill. Get the augments with the stats you want. . 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. So i was wondering which would be the b. So my. So, any piece of armor, implant, earpiece, weapon, or offhand works. The Kit is just used to install a graded slot for an equivalent grade augment . 9k. 1. Credit costs are still being tuned, but it will be less than 50k for the highest augment slot. It will cost under 100k to get each piece augmented, including the price of the kit and the upgrade cost BW charges. 3 Class Changes;. Home Game News Store Forum Support PLAY NOW All Activity; More. Augmentation Kits are for adding a fourth slot (augment slot) to the weapon (i. I think you are thinking of the augmentation kit schematics (the things you use to add augment slots to gear). 20 votes, 43 comments. Armstech: Fortitude (END+PWR), Critical (CRIT+END), Accuracy (ACC+END), Surge (SURGE+END) and Power (PWR+END) Augments simply add more of two stats to a piece of gear. Yeah def the trainer for this. These stations allow you to add and remove augments from your gear. 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. By Dragonexadon May 16, 2012 in Crew Skills. be upvotes. Posted November 23, 2012. Just try to use them to balance your Shield and Absorb rating. 0 gear, remove anything you want to keep like crystals, tunings or augments. 3 Augment 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. The dedicated guide contains tips for all roles in both PvE and PvP. They are available to low level players, but aren’t really worth it, and are more recommended for level 75 players who are working on the hardest content in the game including Ranked PvP and Master Mode operations. Horrible, I know. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. Doesn't matter if it crit crafted or not, though. Augments are mainly to fix holes in stats. Hi, back when i started my char, i planed on only playing the story of all classes and no engame stuff. Item Modification Stations can be unlocked by paying 250,000 after reaching legacy level 25 or by paying 50. These are overall best-in-slot (BiS) and will provide a noticeable DPS increase, but they are obscenely expensive. The dedicated guide contains tips for all roles in both PvE and PvP. augment_kit. I mostly do heroics, warzones and GSF. Play Now. By MidichIorian May 18, 2012 in General Discussion. 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. Its sole intent is to support players of Star Wars: The Old Republic ("SWTOR") and make their gameplay more enjoyable. 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. So you would steadily progress your augment similar to your mods, enhancement, barrels, hilts, etc. They are available to low level players, but aren’t really worth. . Followers 0. 3 goes live. So i've got 2mil credits to start and train a crew skill. 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. To craft an Augmentation kit you will need 10 kit. Game. Aizure • 10 yr. 227K subscribers in the swtor community. Most likely new materials from crafting 450-500. The crafting table on your ship is for your companions, pretty sure your character can't use it. com . 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. Edited May 8 by DawnAskham Sometimes is anecdotal, but you are correct that I did not adjust for the critical chances involved. 0:. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical) The kits add augment *slots* to gear. How to make augmentation kits guide on how to augment all of your items. 0 Augments. 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. Best View in SWTOR Contest has returned!. 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. Augments: x14 Augments and x14 Augment kits, either the Legendary item-rating 300 augments, or if you can’t afford them, the blue or purple versions; Questions or comments?I tryed Augmenting my PvP Gear - i allready have Augmentation Kit's MK-8 on 5 peaces of my "Examplar Force-Lord" Gear (my class is Jedi Consular…View data for the Augmentation Kit MK-11 SWTOR Schematic. Go to swtor r/swtor • by. Code recombinators are going for 195 credits per and I think that means it. News. Augmentation Slot Component MK-1 can be obtained by reverse engineering Tier 1 crafted gear; any crafted equipment item that is reverse engineered. Credit sinks in SWTOR, or Star Wars: The Old Republic, refer to mechanisms within the game that deplete players’ virtual currency. In the new system, you can add an augment slot to any piece of equippable gear, from earpieces to implants to generators. SWTOR. Armstech makes Barrels. It's like getting and applying an augment kit, but automatically and for free. Just craft level 54 green implants then RE, you'll have an ingredient for MK-9. 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. I understand that means a critical success. 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. 3) General speculation in advance of 4. Armstech Augments; Augment 73 – General; Augment 74 – Advanced; Augment 77 – Superior. Put money into 3 points of Critical Crafting in your legacy. 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. FQN: itm. Augments and Augmentation Kits are still craftable, and able to be used on all 7. Store. 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)SWTOR: Star Wars the Old Republic. Augment Kit: An item produced by Armormechs, Synthweavers and Armstechs. Almost everyone should get this tier of augments. Introducing cosplay kits for various characters from SWTOR. To craft an Augmentation kit you will need 10 kit components which can be obtained from reverse engineering crafted items and other crafting materials. 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. mat. Star Wars: The Old Republic has 6 different crafting skills you can choose from: Armormech, Artifice, Armstech, Synthweaving, Cybertech and Biochem. . They range from Mk-1 to Mk-6. 3) General speculation in advance of 4. 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). So which craft and item is the easiest to make and then breakdown to make? Thanks27 votes, 20 comments. Crit crafts give an augment slot that you'd otherwise have to buy. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic You are not logged in. See moreInstalling Augmentation Kits and Augments is simple and quick, but be careful. Click this to say thank you if my post was helpful! : So post-4. 01. Going back to my original point, Biochem is the only crew skill that an endgame BoE item requires to use the things it produces. Posted November 25, 2012. , flux). 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. 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. There are augment slots and there are augments. The system of adding augment slots to gear in SWTOR underwent a radical transformation in patch 1. . That cost is 10 units of materials, and these units are attained by REing 10 crit-craftable pieces of gear. Almost everyone should get this. Members. 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. It used to be that your augments were linked to your level. Synthweaving allows the crafting of kits, augments that class can use and puts the default crew skill bonuses his class has to good use. 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. Well, you will need someone to be Biochem to make all your consumables: medpacks, stims, and adrenals. You left endurance and accuracy off your list. Upgrading deletes the old item and replaces it with the upgrade and as a result. e.