1) Supply and Demand. Augment Kits require 10 Augment Slot Components of the appropriate MK-#. Also a hint for when you plan to craft them. 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. But I would like to bring it up. Am I wrong in thinking armstech can craft augment kits as well as augments themselves? DrizOnly augments go into augment slots, hilts/barrels, mods and enhancements all have their separate slot. com . Step 3 – Sell the rare crafting materials to other players on the GTN. Armstech can also make them. SWTOR. Let Us Remove MK-11 Augment Kits from Gear. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. 1. Forums. The same goes for armour except that hilt/barrel is replaced with an armouring piece. Hello, If this post is covered in another thread I apologize but I could not find it. Slicing is the crew skill that generates the schematics for augments. This is important to note because it has caused no small amount of headache for players finding out the hard way - when you buy an upgrade, like a bump up to IR 322 of your Decurion chest piece, the new item automatically and completely overwrites the previous, which is irretrievably. In order to add the slot you would buy or craft the kit then go to the station put the item you want to augment in and select which slot you want to add from the drop down. Hey guys, quick question. I recently tried my hand at making augmentation kits, starting at level 5 and intending to work my way up with my slicing character. By Dragonexadon May 16, 2012 in Crew Skills. Viridionyx. Gold 300 augments (Superior [type] Augment 77 + Augmentation Kit 11). Crew Skills. Augment slots are added to your gear using a augmentation kit and a augmentation station. Followers 0. x I used to RE stacks of the Assembly. As a newbie, I'm still feeing my way through the game. Just try to use them to balance your Shield and Absorb rating. . Business, Economics, and Finance. I have one of each and then any additional alts I give biochem for the reusable items. It takes 10 components to create a kit. 2012 , 07:20 PM. Buying the kit and the action of using the station and adding it will both cost you money. Just curious do you need to buy all the augmentation slots and install before you can add the mods ? Ex. 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. Anyways, do you need high lvl crafting skills to. SWTOR 7. 4. 5 Million, per character, to augment your gear, if have have your sights set on operations/raiding. They were added in patch 1. Recommended Posts. Put the augment kits on your gear. Augmentation Slot Component MK-1 can be obtained by reverse engineering Tier 1 crafted gear; any crafted equipment item that is reverse engineered. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic You are not logged in. ShareI'm a Cybertech and I've been lucky, I guess, in having two pieces of Droid tech come up [Augmented]. Individual Pieces. - armortech makes the aim, cunning, absorb, shield augments. a source of additional stats over and above un-modified weapons). 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 (*). Right-click on the modification station and drop the piece of gear on the window that appears. com to find the look you want) you can already start to get the augment slots, with the kit's. Hey, first post so please be patient. 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. I also concluded that people's concerns about inflation were a bit overblown in my opinion, because there are ridiculously few situations in game that require you to spend an amount of credits that. It used to be that your augments were linked to your level. These can be purchased from the "planetary" commendation vendors for. Members. The gear's level requirement is determined by the level requirement of the modifications and augments in it. In order to add the slot you would buy or craft the kit then go t To make higher "Grade" Augments, you will have to level up your crafting skill. Augments can be crafted by the Armormech, Armstech, and Synthweaving Crew Skills. [Augmentation Kit MK-1] [Augmentation Kit MK-2] [Augmentation Kit MK-3] [Augmentation Kit MK-4] [Augmentation Kit MK-5] [Augmentation Kit MK-6] Posted November 25, 2012. British spelling solidarity. for 11th level slot comp. You will need an Armstech to make accuracy augments at end game, a Synthweaver to make critical augments, and an Armormech to make alacrity augments. I can't make the 5 or 6 ones. If you actually go out and scavenge for metals and compounds instead of running missions for them, the math becomes even better. Go to swtor r/swtor • by. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)Augment kits have a clearly defined cost. tomzi • 1 yr. New SWTOR Forums are now live!. Read More. Legendary Embers, which have a small chance to drop from rich crafting missions, and a high chance to drop from the special one-time wealthy crafting missions from datapads. Credit costs are still being tuned, but it will be less than 50k for the highest augment slot. 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. They all require two of each appropriate gathering skill material: AT, AM, CT - Scav metals and Scav compounds and Vendor. . They are overall best-in-slot and will provide a. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. 3. I read you need 10 components from REing crit craft able items. Augment Kits require 10 Augment Slot Components of the appropriate MK-#. net is a non-profit Star Wars fansite run by Jedipedia e. You might already know that. The one on the fleet is located in the crew skills section. No but you do need to be high enough in synthweaving, armormech of armstech for the vendor to show the schematic. 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. Existing user? Sign In All Activity; Home ; English ; New Player Help ; Augmentation kit Augmentation kit. Augmentation Kit MK-1 is a premium -quality augmentation kit. Going back to my original point, Biochem is the only crew skill that an endgame BoE item requires to use the things it produces. Even SoV Solo or Story can be done without augments. David: There are two primary reasons that Augment Kits are limited to Armstech, Armormech and Synthweaving: 1) They are the augment crafters, and Augment Kits extend that service. And if 236 is too expensive for you rating 228 augments is good enough. Getting 45k at a minimum for these kits (50-60K if you time the weekly swings on GTN) is netting you 30K per kit. 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. They are available to low level players, but aren’t really worth. Alacrity speeds up your gameplay by letting you activate abilities faster and abilities with. 6k. Preferred/F2P pay more. Star Wars™: The Old Republic, a story-driven MMORPG from BioWare and LucasArts. 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. Sometimes you might have gear with a lower grade slot that you want to. . The Kit is just used to install a graded slot for an equivalent grade augment . News. Almost everyone should buy the blue 276 augments because they provide the greatest bang for the buck. There are 3 different tiers to consider. There are two parts to augmenting your equipment. A quick tutorial aimed at new players. Store. 9k. . 6. Click this to say thank you if my post was helpful! : So post-4. So you should augment the tier 1 shells or a set of orange shells you like. While this is how augment tables work now, all Crew Skills will continue to evolve based on player feedback and game data. They can reverse engineer their crafted armor and item modifications and possibly discover new ways to improve their creation. View data for the Augmentation Kit MK-11 SWTOR Schematic. With 90 slot components most crafters can churn out consistently 10-11 or so augment kits and make about 70k profit by selling each. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. The crafting table on your ship is for your companions, pretty sure your character can't use 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. Armourmech, synthweaving and armstech. I found that reverse engineering bonded attachments used to give augmentation slot components and now do not. 3. Augments are mainly to fix holes in stats. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical) Add in the 28% crafting crit bonus and this brings down the cost to 15-16K. 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. 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. 0, I have schematics for Augment kits 1-7 but there is not schematic on the Synthweaving vendor for MK-8 kits. Remember that there used to be a bug when reverse engineering stacks of crafted items. For Augments. What do I need to add an augment slot? How much does it cost? Credits: A flat credit cost to add or upgrade an augment. Used to install Augmentation Slot MK-1 at an Item Modification Station. I can make the MK1 thru 4 augs at this time. Artiface- Makes the enchancments. So, it seems like the whole mechanism for creating augment kits encourages you to just sit at the screen and doing nothing but craft. More sharing options. The rather prohibitive cost is for using the kit, not the slot. Type: Augments. 0 vendors on the Republic Fleet. 1) Acquiring an "Augment Kit". 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. The vendors sell 330 Rakata Gear, 286 Augments, and MK-11 Augment Kits for 1 credit each. At least. 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. These are overall best-in-slot (BiS) and will provide a noticeable DPS increase, but they are obscenely expensive. For example if you have 109,8% accuracy but you don't want to change one of your power/critical or powe/alacrity enhancements to power/accuracy then just add one accuracy augment to get over accuracy cap. How do augments actually work? Do I have to buy a kit for each piece of armor and then install the augment? Can I recover them like mods, armorings, etc? 2. Step 3: Select the Gear – Select the. augmentation slot component MK-11. I've now created and additional augmentation slot on a lightsaber. This caught a few people on the PTS, before you upgrade the new 7. x -- check out the blogs and enjoy the theories. ) 2) Using one of the "Modification Tables". . then the augment kit can stay in the "shell" you use. Purple 228 augments (Advanced [type] Augment 45 + Augmentation Kit MK-10) from 5. - armstech makes the presence, endurance, defense, power augments. Stations can be found on the fleet and kits can be crafted or purchased on the GTN. Augment kits are graded 1-9, 9 being best. The dedicated guide contains tips for all roles in both PvE and PvP. Augmentation Kit MK-5 is a player-created item. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. . Each tier has their own credit requirement: Mk-1 = 1k, Mk-9 = 36k, Mk-10 = 42k. V. Put the augments into the augment slots. 21. There are 9 kits graded MK1 to MK9(Highest) . ago. View data for the Augmentation Kit MK-1 SWTOR Schematic. Hi, back when i started my char, i planed on only playing the story of all classes and no engame stuff. com . CryptoUsed to install Augmentation Slot MK-1 at an Item Modification Station. I know all three can make the augment kits, but each of the three make different augments. New test server, Shae Vizla, will be opening up in the APAC region April 3 - April 18!. Train Slicing as a gathering skill to access secured terminals for credits. Now, with this update. Individual Pieces. Individual Pieces. Its sole intent is to support players of Star Wars: The Old Republic ("SWTOR") and make their gameplay more enjoyable. Reply replyArmstech, armormech, and synthweaving are able to craft augment kits on the PTS. You will need your Crew Skill to be 600 to learn the "Superior 46" Augment Schematics, as well as for the "Superior <something> assembly component" that goes in them (exact name varies by Crew Skill). 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. So we're looking at about 700-770k total off your 630k components. This has been bugged for MONTHS. You can only add the slots at a modification station. Followers 0. 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. - synthweaving makes the strength, willpower, critical, surge augments. com . 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. Augment slot kits are also crafted by all the crew skills above. I know many of us are on the PTS testing and I have seen a few kits for sale on the GTN but that is not at all a good indication of the price I could charge on a live server. As a synthweaver you will be able to create both the augments kits to add another slot to your lightsaber (s) and also the strength augments to go into these slots; though you will need to get schematics from slicing missions, specifically critical results on sliced tech parts missions. CTRL+right click one of them and you will see each of the 4 items you can put in it. Go check your Armormech trainer again. 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. To craft an Augmentation kit you will need 10 kit components which can be obtained from reverse engineering crafted items and other crafting materials. Suggestion Box. It can be produced by characters trained in the Armormech, Armstech, or Synthweaving Crew Skills. 224K subscribers in the swtor community. Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. The highest rating augments gives just a few more points than r236 but cost around twice as much. Have the augmentation kits, says it will bind item to me, but does not add the slot. Stations can be found on the fleet and kits can be crafted or purchased on the GTN. 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. Put the augment kits on your gear. Step 3 - Apply augments to your LEGACY SET. The dedicated guide contains tips for all roles in both PvE and PvP. Share More sharing options. All crafting professions can RE their stuff for the mats you need to make kits. Hey all: Over the past few weeks I have steadily been collecting mats to craft MK-6 Augment kits once 1. 8k. Play Now. 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. Home ; English ; New Player Help ; Q about Augment Slots Q about Augment Slots. Additionally, it removes the station requirement when modifying augmentation kits. Barrels, hilts, armoring, mods, enh. - 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). Used to install Augmentation Slot MK-1 at any Item Modification Station. Credit sinks in SWTOR, or Star Wars: The Old Republic, refer to mechanisms within the game that deplete players’ virtual currency. Basically, augments are an extra item that you have to first add the slot for, then put one in. Isn't this contrary to this game's entire philosophy of having your crew members do all the work so that your character is out actually playing the game? For examp. Augments and Augmentation Kits are still craftable, and able to be used on all 7. SWTOR patch 1. 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. Fire Emblem Heroes Fire Emblem Warriors Pocket Mortys Star Wars: The Old Republic You are not logged in. On the PTS Mk6 kits priced less than 500k sell instantly and they seem to sell at a respectable rate up to 1mil. Possibly you get them later, but my biochem skill is 410 (need to get my bioanalyse and. Game. Thanks for any help! Crafting Trainers have the kit schematics. for 11th level slot comp. Installing Augmentation Kits and Augments is simple and quick, but be careful. Is it even worth trying to augment my gear right now with 7. So an Augment Kit MK-1 couldn't 'hold' a Level 55 Augment. 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. Can't put everything in the title, but when disintegrating items that have been in the crafting inventory, we're STILL not getting augmentation kit slot components. Jump to content. These are overall best-in-slot (BiS) and will provide a noticeable DPS increase, but they are obscenely expensive. Crit crafts give an augment slot that you'd otherwise have to buy. 22. The Legendary Items provide the following advantages to your EndGame Gearing Process at level 80 compared to what it was at level 75 in 6. 6. g. Store. I keep seeing posts about people discussing which Augs to use in PvP gear. Followers 1 1Business, Economics, and Finance. I checked the patc. I am on par on this on the global level (as using augments only really starts to serve you on end game), but if you have found the modable gear you like (get on Tor-Fashion. 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. 3 guide on how to make augmentation kits for synthweaver. By MidichIorian May 18, 2012 in General Discussion. Best method is just to RE the assembly components. Item Modification Stations can be unlocked by paying 250,000 after reaching legacy level 25 or by paying 50. When reverse engineering the items, you are guaranteed a component, plus a random amount. . Who from #SWTOR is moving from Bioware to Broadsword and will keep working on the game? A list of devs we know so far, and their thoughts on the move!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. See also How to Leave a Guild in SWTOR: A Foolproof Guide to Breaking Free To create Augmentation Kits, you’ll need to dabble in another crafting skill: Armormech. As a general piece of advice, do not worry about. Cybertech makes Armor and Mods. Used in the creation of Augmentation Kit MK-10. Read More View Comments. Posted May 9, 2013. SWTOR. Game. How do i get 'Augmentation Slot Component MK-10' ? According to an old thread "The only way to get these is by Reverse Engineering Premium (Green) quality items from crafted items" -- is that is still the case and if so what is the best item to reveres engineer it from, for a cybertech ? 3. Thanks for any help given!So I know that Biochem won't be able to make augment kits. Posted June 1, 2012. 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) . 3) General speculation in advance of 4. Almost everyone should buy the blue 276 augments because they provide the greatest bang for the buck. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Individual Pieces. Take care, neighbour. This equates up to an additional 252 points of any stat you choose and 168 points of Endurance or Power (depends on which stat you choose, offensive stats are paired with endurance, defensive are paired with power). It gives you a simple 1 to 1 ratio. phalczen. Credit costs are still being tuned, but it will be less than 50k for the highest augment slot. Gold 300 augments (Superior [type] Augment 77 + Augmentation Kit 11). . I have carefully checked the vendor and my own schematics and it is not there. x -- check out the blogs and enjoy the theories. Each tier has their own credit requirement: Mk-1 = 1k, Mk-9 = 36k, Mk-10 = 42k. Jedipedia. The Kit is just used to install a graded slot for an equivalent grade augment . - Use 228 augments and mk-10 kits or 286 augments and mk-11 kits (the in-between ones cheat. But it appears one makes the augments and one makes the kits? I suppose I'm just confused to. As for which one to use, whatever one you have a lot of mats for, but don't plan on using to craft much else. Share1. Why force the ext. Crafters…Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize your spending and optimize your build. More . Reply reply. These will allow you to put augments in--all over your equipment. They can reverse engineer their crafted weapons and item. Store. Its sole intent is to support players of Star Wars: The Old Republic ("SWTOR") and make their gameplay more enjoyable. So you would steadily progress your augment similar to your mods, enhancement, barrels, hilts, etc. Posted November 23, 2012. 0 gear, remove anything you want to keep like crystals, tunings or augments. 0 PTS cycle since it was opened to. 1) Supply and Demand. and is not endorsed by or affiliated with Disney, Lucasfilm, Broadsword, BioWare, or Electronic Arts. By deepdarksoul June 26, 2012 in Suggestion Box. Store. Viridionyx. This CM-1337 item is made up. Posted July 2, 2012 (edited) Augment slots are tiered from MK-1 to MK-6. 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. 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. I heard something about an augment kit. I think you are thinking of the augmentation kit schematics (the things you use to add augment slots to gear). But get the MK-10 kit's as everything lower then that is a waste of money. So, one wrong click sending the items from our inventory to the crafting inventory and we lose a ton of credits in mats. I found that reverse engineering bonded attachments used to give augmentation slot components and now do not. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. The others make different augments and augmentation kits which sell pretty well but require a ton of resources. I would like to make a suggestion as to an alternative approach to handling augmentation in Patch 1. If taken out of the materials bank to deconstruct, no component is rendered. Individual Pieces. The dedicated guide contains tips for all roles in both PvE and PvP. 1. 0 Guide (Healing, PvE), suitable for both beginner players and more advanced and experienced veterans: builds, rotations, tips. Step 2 - Find a nice legacy set that you may occasionally use as your active outfit (alternatively, give zero f*s to appearance). So which craft and item is the easiest to make and then breakdown to make? Thanks27 votes, 20 comments. 1. Adrenals and medpacs are like additional abilities that make a big difference to survivability and damage in hard content. Swtor augmentation slot component mk-1Swtor how to get augmentation slot component mk-10 . In that case the level requirement to use the gear would be level 9. 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. 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. You will need your Crew Skill to be 600 to learn the "Superior 46" Augment Schematics, as well as for the "Superior <something> assembly component" that goes in them (exact name varies by Crew Skill). Sort by:Armstech, Armormech, Cybertech Components; Artifice, Synthweaving Attachments; and Biochem Cell Grafts, are the most efficient method of MK-9 Augmentation slot kit component acquisition. The MK8 Augment Kit is now the highest Augment Kit. ObiJuanShenobi: 07. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical) RKLimes. Hello, I wanted to use in my two lightsabers augment and wanted to know if I need a kit mk? and what? . Get the mk-10 augment kits. Game. 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. 10 votes, 12 comments. 3) General speculation in advance of 4. Posted July 2, 2012 (edited) there are two ways to get an Augment into an item: Crit or Kit. 4. I tried RE these and I'm not getting any MK 11 slot components. the OP is talking about the augment schematics (the things you put into the augment slot in gear). I debated either taking arms or armor tech with my trooper. 0: Faster Gearing – You’ll only need 2 pieces of gear to get the full effect of a full set bonus as opposed to 6. RE'ing those crafted items will give you the component you need for the kit. 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. Given the cost of augmenting, it is best to wait till you get your set bonus gear and then augment them. 1 Armormech 2 Armstech 3 Synthweaving 4 See also Armormech Absorb augments - Absorption Rating / Power Shield augments - Shield Rating /Power Versatile augments . 1. 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. The rating 208 purple augments are fine to start, and are much cheaper than the gold 228s. So the opportunity cost (materials only, not time) to create a single augmentation kit is 33. To craft an Augmentation kit you will need 10 kit. 3 augments and noticed Artifice cannot make the augment kits. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)SWTOR: Star Wars the Old Republic. 1. 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. Augments: Blue 276 augments ([Type] Augment 73 + Augmentation Kit Mk-11) Crystals: Advanced Eviscerating (+41 Critical)Level 80 Crafting Guides. . The latter can have actual Augments inserted into them, which are modifications just like Hilts, Enhancements, Mods, Barrels, and Armorings. Business, Economics, and Finance. Star Wars™: The Old Republic, a story-driven MMORPG from BioWare and LucasArts. and you can install any grade kit in any peice but it costs credits higher level kit higher cost, thsi is what the mod stations are needed for installing Kits. 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). Along with these general changes which are affecting Crafting, there are some more detailed changes which impact very specific Crafting Skills . Crafting is already suffering badly, why would Biowa. 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. 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.