Money makes the world go round, they say. This is true even a long time ago in a galaxy far far away in the game of
Star Wars: The Old Republic, where money not only makes the world(s) go round, but will also enable you to go round the worlds faster, by buying yourself a ground vehicle as soon as you hit level 25.
Not to mention being able to expand your inventory holding capacity or just picking up a nice new piece of gear or mod from the auction house when you really need to.
So you'll want to get your hands on some credits in SWTOR and I'm gonna tell you how. At level 25 I had amassed just around 100k credits in game, and I had still bought every single skill available to me as I leveled up, and even expanded my inventory space twice (that's a total cost of 25k credits alone).
This meant that as soon as I got back to the Imperial fleet, I could go train the first speeder skill and buy my very first speeder, allowing me to ride in style and separate myself from those filthy filthy poor people that were still travelling using their feet.
How quaint!
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My inventory (expanded twice) brimming with items to sell and my cash balance looking good |
So tell us, oh rich one, how can we also amass these piles of currency and be part of that elusive 1%?
Well, I'll tell you. My tips are simple and straightforward, but judging by the amount of people that were complaining about lacking money for a speeder, they are not heeded by a lot of the player population.
1. Gathering skills are key
In SWTOR you're allowed to pick three crew skills, of which only one can be a crafting skill. But there's no rule that states that you
*must* pick one crafting skill. Instead of going for two gathering skills and one crafting skill you should pick three gathering skills instead.
I suggest you pick Bioanalysis, Scavenging and Archaeology.
Why these three? Well, all these gathering skills are skills that you can use out in the play areas. You'll find nodes that can be gathered for all of these skills and for Bioanalysis and Scavenging you'll even be able to gather resources off some of your slain enemies. That means that you'll be able to get materials for 0 cost, so the sale of them is 100% profit straight into your pocket!
I've seen a lot of people advocating the advantages of Slicing, which is more aimed at straight up bringing in money directly, without the need for the middle step of having to sell an item to another player.
The big issue I see with Slicing is that it's not going to be corrected for inflation. That is, you'll always get X amounts of credits for a Slicing mission of a certain level, but the price of crafting material Y is going to increase as the economy gets going and players grow wealthier.