Breakdown: The Cybertech Mods You Want!
Breakdown is designed to to fill that stressful void while Star Wars: The Old Republic is down for maintenance. Each Tuesday morning, we’ll look at a topic and try to break it down to the basics. In the end, we hope to educate, entertain, and prevent you from having your own Breakdown!
This week’s Breakdown is about Modifications! If you’re an avid customizable gear user you know that keeping up with all of the different modifications for your gear can be dizzying. Every class, and every spec, has something different you want to focus on. On top of that, once you hit the 30s, the number of options you have grow considerably! If you haven’t already, go back and read my previous article on Enhancements (there were so many they needed their own article!) This week, we’re going to break down all the different types of Modification mods and Armoring mods available to you, so that you know which ones you want to slot into your favorite set of custom gear.
First, let’s start with some definitions:
When you’re a “lowbie” (below level 30) You’re going to use one of the “Basic” mods. These terms work for both Armoring and Modifications.
- Might = Strength (Jedi Knight & Sith Warrior)
- Reflex = Aim (Trooper & Bounty Hunter)
- Resolve = Will (Consular & Inquisitor)
- Skill = Cunning (Smuggler & Agent)
22 Series: Each time you go up a level range, the series of Enhancements, Modifications, Armoring, Hilts, Barrels, etc… will increase. The 22 series is the highest level that crafters can make (not to be confused with the different qualities such as prototype and artifact). Every time you increase in rating, you’re increasing in the level requirement and the magnitude of the stats that are on that particular item modification.
Rating: If you look carefully at the Armoring mods, they will have something that shows you the rating. In the above example, it says “Armor Rating 70.” This doesn’t really mean anything until you slot it into a piece of customizable armor, and that will depend on if it is heavy, medium, or light armor. The higher the rating, the higher the value of armor. Artifact pieces will have the same level requirement (such as level 31) but instead of being rating 70, they will be considerably higher, granting you a better bonus (and better stats) for the same level range.
Now without further ado, I give you Ask A Jedi’s newest Breakdown crafting modification chart:
This chart includes the previous one on Enhancements, as well as Modification mods and Armoring mods. The bonuses marked in here are for the basic prototype quality that anyone can make. Prior to level 31, you’ll want to use the “lowbie” ones I mentioned above. Also, the italicized and
struck out Enhancements are the repeats (exact duplicate) of the one above it.
Hopefully this will help you next time you decide to peruse the Galactic Trade Market (and remember that the one on Nar Shaddaa is cross faction), or the next time you hit up your local crafter. As always, I hope I’ve helped educate you on more of the basics, and I hope you’ll join me next week when the servers are down for another Breakdown!