Companion Basics
Every companion has two “modes/stances” that you can toggle
between. Some of these toggles represent different roles (i.e. tank vs. dps). On
the companion command bar to the left side of your screen (next to your
companion’s portrait), there is “+” sign that will allow you to expand your
companion’s ability bar. Where that expansion happens (i.e. where the companion
bar goes) can be set in UI preferences. I have mine set to the bottom center
quickslot, but you can use whatever you like.
The expanded “companion abilities” toolbar allows you to
look at the different abilities your companion can perform. Although there aren’t
advanced settings for ability usage, you can toggle the automatic use of
certain abilities off and on. A green circle on an ability means that it is
currently turned on, an empty circle means that ability has been disabled and
is unavailable for automatic usage. For example, if your companion is taking
too much threat or using AoE abilities and disrupting your CC, you can toggle
off those threat and AoE abilities to solve the problem.
You’ll notice that your companions gain more abilities as
you level. A basic low-level companion like Kaliyo will gain many new abilities,
while high-level companions like Temple have most of their abilities already
unlocked.
Helpful Tip: Your codex updates with information about each
of your companions as you unlock them while progressing through your story. For
the Sniper, these are often “Intelligence Dossiers” or other files. You can
find them by hitting “L” (the mission log hotkey) and clicking on the “Codex” tab
at the bottom of that window. Codex entries will give you insight into a
companion’s personality and their preferences in gifts.
The Affection System and Companion Gifts
You can win the affection of your companions (or earn their
enmity) through your responses to conversations in the world. Your
main/summoned companion is the only one who will experience these gains and
losses while you are questing in the open world. If you have a class quest
conversation on your ship, however, it is possible to gain and lose amounts of
affection with all of them (i.e. because they are part of the larger audience).
It is possible to be negative on the “affection bar” (it’s
part of your crew skills window, use the “N” hotkey), but never fear – you can
give your companions gifts in order to win them over. Different companions like
different gifts. The best source of information for who likes what is the
codex. Usually a companion will take three different types of gift, but they
may not be intuitive. If you aren’t sure, experiment with a “Rank 1” gift and
see how they react (right-click on a gift in your inventory to use it). Note
that this test only works at low affection levels.
At higher levels of affection, be aware that lower ranks of
gifts will no longer have any impact. It is impossible to lose affection with
your companions when you give them a gift. The worst that happens is that you
gain nothing and learn a little more about what your companion likes and doesn’t
like.
Which companion is best for Sniper?
All companions are useful, but their individual capabilities
vary. Which companion you use will depend on the difficulty of a fight and what
you might need your companion to do.
Sniper Companions
Each of these individuals play an important role in your
story. Organized by unlock order:
Kaliyo Djannis (Hutta)
Summary: Heavy Armor with Tank/DPS modes, uses a Blaster Rifle
main hand and a Shield offhand, Aim stat primary
Uses: Kaliyo will be your companion throughout most of the
early and midgame until you reach Alderaan. This means that it is to your
advantage to keep her geared. Be sure to equip her with a shield rather than a
generator. It can be difficult to distinguish the two by item icon, alone. A
shield will provide Kaliyo with significant defense bonuses, while a Generator
will not. Kaliyo is most useful for tanking tough fights. In the most difficult
instances, you will want to toggle her threat abilities on or off so that she
is not getting focus-targeted. It is often better to share damage between
yourself and your companion (two health pools are better than one!). The longer
both you and companion are alive, the more damage you can do.
Vector Hyllus (Alderaan)
Summary: Light Armor with Melee DPS with Armor Penetration
and Internal Damage modes, uses an Electrostaff main hand and a Focus offhand,
Willpower stat primary
Uses: Vector is great for clearing normal quest areas and
speeding up the leveling process. He does respectable melee DPS and is quite
survivable under the right circumstances. Try switching between his DPS modes
to see which you like better.
Doctor Lokin (Imperial Taris)
Summary: Medium Armor with Heal/DPS modes, uses a Blaster
Pistol main hand and a Vibroknife offhand, Cunning stat primary
Uses: I prefer to use Lokin for very difficult fights (i.e.
gold elites) and higher-level class quests when I expect to be fighting a long
time. Lokin also has a DPS mode (but I prefer Vector and Temple for DPS). At
higher levels, I use Lokin almost exclusively for the reduction in downtime
from his heals.
Ensign Temple (Hoth)
Summary: Medium Armor Ranged DPS with Single Target / AoE
modes, uses dual Blaster Pistols, Cunning stat primary
Uses: Temple is a fit companion for any Sniper. With her
single-target ranged DPS mode on, it’s quite easy to focus down targets with
her help. Most normal questing in the world can be completed using either
Temple or Vector, whoever you prefer. I still tend to turn to Lokin for longer
fights and I start to use him more often after I’ve improved my gear at level
50.
??? (Belsavis)
Summary: Heavy Armor (WARNING: can only be equipped
with droid armor upgrades) with Tank/DPS modes, uses Techstaff (note, this may
be Cybertech-only) main hand and Shield offhand, Aim stat primary
Uses: Makes an excellent tank when
geared. Unfortunately, that usually means buying expensive droid armor from
Cybertech crafters. If you are a Cybertech, yourself, this companion might be your new
best friend.This is the last companion you get and I haven't done much testing. I may do some more as I level Cybertech. Name withheld for story reasons.
Crew Skills
IMPORTANT: Only one of your three crew skills may be a “crafting” skill, but you
can have as many mission skills or gathering skills as you want until you reach the three-skill limit.
This section focuses on players attempting to choose a
crafting skill to master. Your “crew skills” tab can be reached with the “N”
hotkey. After you’ve acquired your skills from a trainer, you will then be able
to access them by clicking on the appropriate image next to a companion’s
portrait.
Update: If your goal is to maximize your DPS output, Biochem is REQUIRED.
Every other craft is optional in comparison.
Every other craft is optional in comparison.
Be warned that prototype-grade (and above) materials now
come only from mission skills and not gathering nodes. Leveling a mission skill
is essential if you want to craft prototype quality products (and I assure you,
you do).
All of this information is also available in the in-game
codex as well (find your codex in a tab at the bottom of your mission log, using the “L”
hotkey).
Armstech (Optional)
Associated skills: Scavenging (gathering) and Investigation
(mission)
Crafts: Weapons of all types and weapon modifications (specifically barrels)
Biochem (Required for Max DPS)
Associated Skills: Bioanalysis (gathering) and Diplomacy (mission)
Crafts: Consumables
Armormech (Optional)
Associated Skills: Scavenging (gathering) and Underworld Trading (mission)
Crafts: Armor of all types and levels
Cybertech (Optional, PvP applications)
Associated Skills: Scavenging (gathering) and Underworld Trading (mission)
Crafts: Modifications, droid armor, earpieces, grenades, and
other miscellaneous stuff.
NB: Slicing, another gathering skill, provides unique
schematics. You may find it easier to level Cybertech by taking Underworld
Trading (and you can always talk a friend into taking slicing for the steady
bonus to income).
How to Level Crew Skills
Get your skills as soon as possible, either on your Fleet
Station or your Capital world (Dromund Kaas for Snipers). In the case of
gathering skills I’d just pick up every resource node you find while you’re
leveling in the open world. That’s a pretty safe way to be sure you’ll have
enough materials to level your craft skill. As far as crafting skills are
concerned, use the schematics that take the least amount of materials first. You may
also prioritize crafted greens that are upgrades to your current gear and then
follow up with schematics that “cost” less. Be sure to Reverse Engineer
everything you craft in order to recycle materials and potentially learn new and higher quality schematics.
The only way to level Mission Skills is by sending your
companion away, which can at times be a prohibitive barrier to entry for Snipers (your craft skills will level slowly until you get your second companion on Alderaan). Mission skills also tend to be both credit- and time-intensive.
Tips
There’s a “resource” indicator on your main map (“M” hotkey,
left sidebar). You can toggle this on while you’re traveling in order to more
easily find gathering nodes.
Modifications often require fewer materials to craft than
weapons, armor, and other gear.
Your gathering skill, in the case of Scavenging (I have most
personal experience with this one), can be a valuable source of the “additional”
materials you need to craft at higher tiers. For Scavenging and Armstech, these
materials are known as “Fluxes.” They’re an extra component to craft
higher-tier schematics. You can also buy these materials at “Crew Skills
Vendors.” I have found that sending my companions on gathering missions to
retrieve these saves money (though the missions can take a fair bit of time at
higher levels).
You can queue up to five items for your companions to craft.
You cannot, however, queue up actual crafting missions.
You can now sort crafting missions. This means that a level
400 (max) Scavenger can send companions to collect any grade of resource. It
used to be that you’d have to go gather them yourself if you needed more
low-level materials.
You can also sort your known schematics by level,
difficulty, and name.
Permissions: This guide may be reproduced in whole or in
part. If you do, please give me credit and link back to the original content
either here on my blog (imperialsniper.com) or to my stream: http://twitch.tv./fentanyl213 Thanks!
I just want to thank you for this incredible blog! I only managed to get into the universal beta but had decided on rolling a Sniper months ago. This blog is extremely helpful while I'm getting ready for launch! Thanks again!
ReplyDeleteGreat BLOG, your live streaming helped me decide that the Sniper playstyle is the one I want. Had trouble between Op and Sniper but as I prefer ranged, Sniper it is.
ReplyDeleteWould it hurt much to swap out Underworld Trading for Slicing as the mission skill?
ReplyDeleteIn my experience, you'll have a hard time finding Prototype and Artifact materials from mission skills unless you level the mission skill yourself and choose which to harvest/obtain. I plan to take my primary "material-gathering" skills on my main and take Slicing on a same-faction alt. No schematic I've seen so far has been unable to fit in a mailbox.
ReplyDeleteYou can level using Slicing if you really want (I can't stop you), but if you plan to be a dedicated crafter you may get more use out of Underworld Trading.
Thanks, you have backed up other guides I have read aout this. Still tempted with Biochem but I think I would enjoy Cybertech more. :)
ReplyDeleteQuick note, technically you get a 2nd companion that can be used for crafting as soon as you get your ship. When you leave Dromand Kaas I found my crew skills shooting up because I had my droid always gathering and crafting.
ReplyDeleteWhy is Biochem so important?
ReplyDeleteBiochem Adrenals act as an additional cooldown you can use to maximize your DPS. BWA has recently been nerfing the top-tier Biochem reusables (Rakata) to put them more in line with the regular blue crafted (Exotech) stuff. If you are DPS and you want to participate in a progression environment, my particular group requires its members to bring their own stims, medpacs, and adrenals.
DeleteBiochem saves me a lot of money.
"Pure DPS" classes like Sniper and Marauder tend to gain the most from the additional healing and damage options provided by Biochem -- despite the recent nerfs.