Crew Skills. I have Biochem to 700 and can't learn the Blue Premium Kyrprax Medpac due to no research being available on the Green Premium Kyrprax Medpacs that I craft. I still have an Artificer to level. 0. Since then, BioWare. 30. This Biochem Leveling Guide will show you the fastest and easiest way to level your Biochem Crew Skill from 1 to 700 using the least amount of materials. The reusable packs are created by first reverse engineering the green quality. SWTOR 5. Youll be able to craft more than enough stims/adrenals/medpacs for all your other toons. Posted March 8, 2021 (edited) Search GTN for the word Adrenal. They enable you to have a far more enjoyable experience fighting trash mobs than you would with a sustained DPS build since you’ll be utilizing effects designed specifically for use. the practice of collecting genetic material from creatures and. You'll level up much faster than going through the low level planets and advancing sequentially, and faster again than sending the companions out on missions. Feel free to ask any SWTOR related questions in this thread! New & Returning Players are also welcome to post their introductions here too. Method #3: Buy It All steps of making or finding Ice Scrabbler Jerky can simply be skipped by stopping by the GTN and buying some of the things you’re missing – including the. To be honest, not sure how much you'll make with people switching over to the reusables that. Purple reversed gets gold. At the very least that's few hours of pvping. So for two gathering and one crafting to go 0-700 takes three days. English. 3. In this degree, you’ll take courses while you. Echoing previous poster, Biochem can makes ridiculous credits at the top level. Get to a higher vantage point to get a better look at the camp. Will take some time regardless. X) Armstech Leveling Guide (4. Anyone power level it up and happy with it? Thanks =)Posted December 13, 2011 (edited) I believe they get reusable consumables to help balance Biochem with the other skills which will see a large demand. And theres always biochem. Pay the fee to enable 601-700, and start working on top-level gear, since that's where the money is. To be fair, Biochem is twice as easy as any other crew skill, and the item you make is a magic reuseable medpac/stim/adrenal (just requires biochem 700). The odds and cost of getting the grade 11 schems are brutal. Biochems can craft medpacs to restore health, stimulants that provide a longer boost to physical abilities, adrenals that provide a short-lived boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. Biochem is a crafting crew skill. Once you learn the schematic for the Biochem Tactical 3 you are able to craft one Solid Resource Matrix. It is the art of accessing secure computer systems and lockboxes to acquire valuable items, credits and rare tech schematics. They cost a certain amount of credits. Common slicing targets include electronic safes, data stations, security mainframes and biometric footlockers. Game. Hoth Location. SWTOR 7. They can craft reusable stims, adrenals and medpacs that don't ever run out, but they require Biochem 700 to use. Overview. x's content. Crew skills dont make endgame gear but they do make augments. SWTOR Armormech Crafting Guide. One of our final guides before launch, we walk-through the basics of the profession, why you should pick it, and what you need to know about it. Theres one for biochem but you can make one for cybertech with it by just using cybertech mats for the different grades as values are identicalThe toons that raid the most should be first in line for Biochem, of course. 1k more. 2. I want and kindof need to pickup biochem for him (+ it can supply my other guy with healing "pots"). Consider Biochem the Alchemy or potion making profession of Swtor. Sergeant Fideltin Rusk: +10 Armstech Efficiency, +10 Scavenging Efficiency. Also don't forget the importance of lvl 700 biochem as it provides you with reusable medpacks/stims/adrenals for life. If you don't have biochem 700 you can still buy regular adrenals and medpacs off the GTN. I used to play the game back when it released for a year or so. Here is my 7. question about biochem . 0? I'm not 100% sure when they were removed. Armstech Leveling Guide (4. In this video I take an in-depth look at swtor's current endgame to figure ou. Updated for 7. I am having a similar issue. In this video, we’ll be going over how to…. The reusable packs are created by first reverse engineering the green quality. Biochem Schematics; Item Type Slot Skill Level Components Source Compact Medpac: Medical 001 / 020 / 050 /060 x2: Trainer Battle Command Stim: Stimulant 001 / 020 / 050 /060 x4: Trainer Battle Might Stim: Stimulant 001 / 020 / 050 /060 x4: Trainer Battle Reflex Stim: Stimulant 001 / 020 / 050 /060 x4: Trainer Battle Resolve Stim:All of the Onslaught stims and adrenals are reusable but require level 700 of Biochem to use them. You can grind 0-700 at about one skill per day. Diplomacy. I just think I'll get more benefit from Biochem at my lvl (55. Store. BUT, the Biochem 600-700 requirement for me to be able to use them is just a detriment to the gameplay especially for people who craft and need diverse crafting skills, not biochem all. In the past two years I have never had occassion to use medpacs outside of PVP. It appears that even tho Artifice goes to 700 Archaeology and Treasure Hunting are capped at 600. It also added 100 new points to the crew skills cap, as I explained above. Hord’s Makashi Strike - Retaliation consumes Aegis Assault damage reduction and grants Retaliating Defense. updated Jan 26, 2012. yesterday i went from 0 biochem to 700 in about 2 and half hours (3 lv 50s and bunch of high 30s) (and crafting war supplies at same time which slowed me down considerably) [had guild bonus for speed going which also helped, and crafting crit bonus]Other crafting skills probably have insane requirements too. • 2 yr. The purple polybiotics ones, which I used before 7. Stims persist through death and last 8 hours, you really don't need the mto be reusable. EA's Star Wars license ends in 2023. . Posted January 11, 2012. Woohoo!!!If you look thru Vulkk Class Guides you will read up on what stims and adrenals are used. Augments and Augmentation Kits are still craftable, and able to be used on all 7. You can reverse engineer the stims, adrenal and medpacs to get better versions, and the highest reverse-engineer versions are re-useable but are only useable by Biochem 700 crafting characters. I had quite a few Alts that had 700/700 before the 6. I mainly focus on crit augs and accuracy augs, which. . I just don't know what goes with armormech as far as other crew skills. Which makes you bound to improve your Crew’s Skills. 0, biochem is the only viable crafting skill now so just run it on every character and make seperate crafting alts if you really want to. gathering professions, but your character won’t be standing at a workbench or a forge in SWTOR. So it's only the tier 11 medpacks/shield adrenals I make for the non-biochem alts. You can take shortcuts by buying stuff on the gtn, but I normally pop with 800k to 1 mil in credits, so I can buy things like columi. V. The reusable medpacs are amazing but so are artifact light sabres enhanced with artifact crystal. Hi everyone, I planned on rolling a new toon (assassin) tonight and have a quick q regarding his future crew skills. Go to swtor r/swtor • by. Each guide lists the Maximum Materials required to go from Level 1 - 500 (assuming you didn't RE crafted items as you go), and uses Crew Skill Trainer schematics exclusively (some schematics you can get from other crew skills or the GTN may be slightly cheaper, but I. LOL Biochem still has schematics that only have a 5% success rate. There is no point in crafting gear. And theres always biochem. It costs 500,000 Credits to unlock manufacturing capabilities in the 600-700 floor and can be purchased unlocked from Biochem Trainer. It requires biochem at 600. . . It costs 500,000 Credits to unlock the ability to craft in the 600-700 tier, and the unlock can be bought from the Biochem. 0, don't seem to give research results anymore, just like most other purple medpacs/medunits don't seem grant research results either. Diplomacy, yes, these mats will sell very fast on the AH for those who need it for Biochem. HIGH END SWTOR ACC DARTH MALGUS(EU) Orginal owner. Hoth Location Map View. Just to unlock the ability to go from crafting level 600, the previous expansion’s crafting level limit, to 700, the current crafting level limit, will cost you 500,000 credits per skill. Synthweaving is a crafting crew skill. Artifice’s complementary skills are Archaeology and Treasure. If you wan. Crafting Skills. Get other crafting skills and non. Recommended Crafting Skills: Armormech, Armstech, Cybertech . They can reverse engineer their crafted implants and possibly. EDIT: The Ultimate Guides of Guides for 2021 is now available! Hello everyone! I have compiled as many guides as I could find about the game in to one ultimate resource list. 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. . Are you Biochem 700? If you are, make sure you aren't sorting the schematics in a weird way so that you might not spot the schematic. You can reverse engineer the non-moddifiable armor to get. 12. New SWTOR Server! Shae Vizla APAC (Asia-Pacific. These are stims (8-hour temporary buffs), medpacks (off-GCD burst heals), and adrenals (15s temporary buffs with a 3 min CD). This Biochem Leveling. So if you have a crafting skill and two gathering. X) Guides. With the reusables back in the game, I'm sure there will be many people relearning Biochem on their mains. Posted January 1, 2012. 0 crafting, this is pretty alarming lol. Whether that was what BW intended or not, I'm not sure. There is not much needed for a guide since it's mostly just crafting all the grafts as they become available. Getting the blue recipe is a 20% change. Author. Combat Styles is the new reworked class system introduced to Star Wars The Old Republic in Game Update 7. If you are new to the game, you can learn about how. Crashen17. Crafters actually create items from the materials acquired from the gathering skills, who roam about in the. For full. Nothing comes even close to the utility of biochem in endgame, all other crafting skills are worthless post 50. net is a non-profit Star Wars fansite run by Jedipedia e. However, it should show you that there is no new schematic that can be learned. And once you pick up Diplomacy you'll be able to get the blue and purple components you're looking for by doing the 6-8 minute missions for 'medical components'. ago. Those two will give you all the crafting materials you need for Biochem plus Diplomacy you get companion gifts that you can use or sell. To be honest, you. Posted February 22, 2012. Orange difficulty patterns level your skill by 4, yellow I think it's 2 or 3, and green 1. You are also above level 75 so I assume you have a tactical equipped. Reusable stims were in the game since launch, and always required Biochem. Crew Skills. Star Conflict: The Old Republic has 6 different crafting skills yourself could choose from: Armormech, Artifice, Armstech, Synthweaving, Cybertech and Biochem. By Jon M , Andrew , Tanner Sundwall , +44. Good Crafting Skills for a Jedi Consular (Advanced Class not important) are Artifice, Synthweaaving, Biochem, and Cybertech. Advanced Anodyne Absorb/Attack Adrenals - I sell these in stacks of 99(!) at ridiculous profits. *optional* getting biochem 700 can be important now for stims/adrenals/medpacs - cost me around 35million to get to 700. First, do all the super easy objectives that are available in this week’s conquest, in the guide above. RAİD READY HIGH END SWTOR ACC DARTH MALGUS(EU) Orginal Owner No bans 960 CC and getting 500cc every month Active subscription until 18. You can buy them on the GTN (only two tiers, a level 70 and 75), but you have to have Biochem 600 and 700 to use them. If they aren't planning to renew, there isn't going to be time for another expansion. You still need to level up your skills, and you still have production vs. RAİD READY HIGH END SWTOR ACC DARTH MALGUS(EU) Orginal Owner No bans 960 CC and getting 500cc every month Active subscription until 18. Being at level 700 will allow that character to use reusable Stims, medpacks and Adrenals, saving you a ton of Credits. Learn how to level up your SWTOR Biochem 1-400 with SWTOR Saviors Biochem guide at more SWTOR guides visit. What must I do to be able to make these stims and adrenals?Il existe 14 métiers actuellement dans le jeu, et vous pourrez en apprendre 3 au maximum. Missions take a certain amount of time which varies depending on the influence you have with the companion you send. If you do craft them, they sell for a pretty penny on the GTN. The pve and pvp are both super stellar. Julian_rc • 12 yr. Get them to 700 and sell them in bulk. Go to swtor r/swtor • by Matzumura. Star Wars: The Old Republic has 6 different crafting skills you can choose from: Armstech, Artifice, Armstech, Synthweaving, Cybertech and. They were briefly removed and then. One of the major letdowns with Game Update 7. SWTOR 7. All crew skills are the same in terms of leveling. fordfield02 • 1 mo. I spent 45 minutes by the hunting lodge and farmed almost 1000 each except the purple mats, which I had to get from nodes. Biochem became a cause of great love and I started trying to get the Advanced Kyrprax Medpac MK-2 schematic. Posted October 7, 2014. You may learn 1 Crew Skill. I finally reached lvl 700 in biochem thinking I would be able to make adv kyrprax prof stim mk2 and adv kyrprax crit adrenal mk2 for myself. It unlocks the Galactic History 42 Codex Entry. The Aurebesh word is “Status”, by the way. 0 gear. If you farm mats for about an hour on the new planets and buy like 500 of the biochem med supplies for 200k from the supply vendor. Notable ones include Iridescent Goo and Experimental Serums. Just craft the basic components (Cell crafts for biochem, Bonded attachments for synthweaving, etc ) the ones you need to actually craft anything. Alternatively, if you don't want the top of the line ones, you can go to Odessan and buy the schematics for the level 70 reusables. 31. So not a huge market for them, because if you can use them you can craft them. Been levelling up to 700, and the only one that gives a percentage of research seems to be the Kyrprax Medpac/Medunit. KOTOR II. I don't even bother with the tier 11 stims since they're not much of an improvement over the tier 10s. 0 Menu Toggle. Reverse-Engineer them until you learn the Reusable recipe! Technically, the answer is: Yes, you can put the GOLD crafted item into the Deconstruct/Reverse Engineer window. 2 “Showdown on Ruhnuk. Denimjo • 3 yr. Biochemists use these materials to create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and. Being at level 700 will allow that character to use reusable Stims, medpacks and Adrenals, saving you a ton of Credits. Grade 11 was added with the Update 6. Only certain items require Diplomacy mats, which you can find on the GTN. If you are totally new to this, I. IMPORTANT 2022 UPDATE: With the new expansion on the horizon, there are not that many updates for 2021 before February 15, 2022 when the expansion launches. All reusable Bio schems (except raid drops from launch, now long unavailable) are from deconstructing your own lower tier ones except the grade 10 reusables, the schems for which are sold at a vendor in Odessen by where you leave for the Fractured Alliances FPs. HIGH END SWTOR ACC DARTH MALGUS(EU) Orginal owner. . The following crew skills have been. Here’s all you need to know about the Arena and Warzones PvP changes that are coming to Game Update 7. Kaelani •. Shae is best DPS, Z0-0M is best healer, but it's not THAT huge a deal if you don't have access to them. Star Wars: The Old Republic has 6 different crafting skills you can choose from: Armormech, Synthweaving, Armstech, Artifice, Cybertech and Biochem. 3 green cell grafts to make 1 blue cell graft, 3 blue to create 1 purple, 3, 2 purple cell grafts as well as. Now the new cap is 700. Swtor crew skills chart. They enable you to have a far more enjoyable experience fighting trash mobs than you would with a sustained DPS build since you’ll be utilizing effects. Like, there's an item high up the Artifice tree that required grade 10 sliced parts (which I had like 100. I find Biochem has the most impact on your gameplay through the use of reusable stims, adrenals, and medpacs. It is not yet complete but it shows approximately 250 implants combinations. Recommended Crafting Skills: Artifice, Synthweaving. I made my money by selling implants. 401. Artifice at level 600 after you purchase the unlock to get to 700 allows you to instantly craft item-rating 268 non-modifiable lightsabers, offhands, and relics, and item-rating 264 hilts for dps/heals and tnaks. It is the practice of collecting genetic material from creatures and vegetation. The materials required to craft. Anything green or lower will auto add to the bag when you click the diamond atop the inventory pane. No bans. 1. Check back at the trainer at Biochem 620, 640 and 680 for new schematics. After the publication of this story, EA addressed the news in the. Biochem Leveling Guide (6. Even still, right now Biochem is still the best raiding profession. Archaeology - Artifice, Synthweaving. I was wondering what's the fastest recipes to make to level up biochem quickly? I feel like it's pretty behind for me and that's because a lot of the mats I need don't come up often in diplomacy and bioanalysis missions. – Cybertech is the skill to assemble droid armor, earpieces, grenades, armoring, mods and miscellaneous gadgets. I uploaded to google docs because I am unsure where else to put it in this format. • 2 yr. So I would recommend biochem to someone who grinds alot of heroics. Swtor biochem guide 1-700 Biochem allows players to create performance enhancing serums and various biological implants. 960 cc and 4 more months subscription period Characters; Level 80 Marauder/Sorcerer (330 rating rakata set, full golden augment) (Crew Skill full Biochem(700) most comp 50 level) Level 80 (TANK)Juggernaut/Sentinel (330 rating. ago. Crew Skills. Yagron_the_jedi Darth Malgus • 7 yr. g. yip@ubc. Biochem/Bioanly, No this is for you and will make your leveling,pvp, and end game much easier. Business, Economics, and Finance. Swtorista. 960 cc and 4 more months subscription period Characters; Level 80 Marauder/Sorcerer (330 rating rakata set, full golden augment) (Crew Skill full Biochem(700) most comp 50 level) Level 80 (TANK)Juggernaut/Sentinel (330 rating rakata set, full golden augment) (Crew. . Adrenals are high-consumable items. To continue your progress with each crew skill after you reach a cap, you need to stop by the crew skill vendor and purchase a new token to unlock the next 100 points – up to 700. This article or section is a stub. Less diplomacy missions needed, less materials needed, etc. Wouldn't worry too much about crafting mods or earpieces early on unless you are. If you’re looking for a specific material, use CTRL+F on your. Empty crafting trainer. While most combat styles had their survivability nerfed in some way with the release of 7. I have deconstructed many (probably 25-30 stacks of 4) of the purple stims but have yet to learn a recipe for a reusable variant. Hello. There is however a GOLD/legendary "Advanced Kyrprax Medpac MK-2" (light green/teal ony heals you). Go to topic listing. Reusables aren't profitable at all, you have to be biochem to use them so people just make their own. Queue up 2-3 of each of the Medpacks, Stims, and Adrenals. All Activity. 228K subscribers in the swtor community. Scavenging. I have biochem on all my endgame alts, and just make the purples for the other toons. at least one person in. The more people swap to Biochem for this, the bigger this negative impact will be. Star Conflict: The Old Republic has 6 different crafting skills yourself could choose from: Armormech, Artifice, Armstech, Synthweaving, Cybertech and Biochem. Rare Material. Swtor biochem guide 1-700 Biochem allows players to create performance enhancing serums and various biological implants. This will give you good utility in casual play, you’ll pick up a lot of mats and be able to sell them in bulk on the GTN. The only exception is Biochem. Synthweavers can craft adaptive armor and item modifications such as armorings, augments, and augmentation kits. Biochemists can create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating. Crafting Endgame Gear. X) Artifice Leveling Guide (5. Unable to use 700 biochem items. (HK-51) (Altuur or Fen Zeil, new companions) 17. This video discusses how to use Biochem in Star Wars The Old Republic. Archaeologists can send their companions on missions to gather resources. On Star Forge, the cheapest reusable Fortitude Stim (stim. In this video, we’ll be going over how to start Armstech crafting, how to level up your Armstech crew skill and unlock more crafting schematics, and lastly, we’ll. Even better, with a high skill level it allows you to craft and USE the endlessly reusable med packs, stims, and adrenals no matter who crafts them. guide 1-400,swtor best sniper build 1. medullah Star Forge • 14 days ago. r/swtor • It’s in the game files from the beginning, but was never added, but there was going to be a “Slave Collar” headpiece to be a Cartel Market armor. Is biochem still the most useful of the crew skills if I don't plan on using any of them to make credits? For self use, yes. Space: Cybertech is the only crew skill that can create components for spacecraft. They can be traded or bought/sold, but they require 600 biochem to use. tv/swtorista. If you have Bioanalysis at 700, The Orlax Snappers, The Mother beasts, and any strong beasts can be harvested for materials as well. But as far as I remember, the next big thing they are currently focussing on, ostensibly targeted for 7. Biochem 700 lets you utilize the reusable stims, medpacks, and most importantly the adrenals. So, what is it? Bug or mandatory feature? English. now needed. 4. 1 Level 80 Item Modifications Guide;. X) Artifice Leveling Guide (5. SWTOR 7. There actually are level 21 implants, but you don't get the schematics from the biochem trainer. English. ago • Edited 3 yr. Artifice is a crafting crew skill. e. After a very long time I finally got it. I absolutely love those things, but I think there should be exclusive items in other skills to draw people to put those on their mains. So I would recommend biochem to someone who grinds alot of heroics. . Complementary skills: Biochem, diplomacy (if aiming to maximize the usefulness of biochem) Collect actively or use credits for missions to passively collect material as well. The objective reads: “A camp of mysterious observers has attracted your attention on Odessen. Biochem $$$ I just recently got BioChem to 700, as well as Bioanalysis and Diplomacy. I put biochem on my sniper because I could for a dps character and for crafting for low alts as I play slowly. Star Wars™: The Old Republic, a story-driven MMORPG from BioWare and LucasArts. Lokin - Bio farm, tons of cash spent on GTN or time spent on Event mats. Commander’s Compendium to boost companion to influence level 50. Crazy, but doable. The resusable stims are made using schematics you can get from the vendor near the entrance to the Umbara FP. Im realising just getting to max lvl in biochem isnt the way. The grenades just suck, they are on a 5min cooldown and really don't do much. Slicing. ago. The first thing you’ll need to know is that crafting for level 75 is EXPENSIVE. Lets be honest, at this point they need to just give up. Ok I'm trying to make sense of the new 3. It is VERY much worth playing, yes, absolutely. All you need is to get to 600 for the lvl70 reusables just buying them off the market since it scales down and you’re usually 70 in most content right now or lower. Doc: +5 Underworld Trading Efficiency, +5 Biochem Critical. This effect can occur more than once per second. Here is a list of the mats you will need to go straight to 600 via the graft method: All. Biochem purples are all better than blues now. Energized and Exotech stims and adrenals no longer require Biochem to use. Once you get to lvl 50, you will be able to get better armoring and mods from dailies and HM flashpoints and ops. Lightsaber modifications include color crystals and hilts that augment a Force user’s combat attributes. Your last step is to catch the Taunlet with NVSCCS, but you have to be quick (you can be on your speeder). X) Armormech Leveling Guide (4. SWTOR Biochem Crafting Guide (level 75 Medpacs, Stims, Adrenals) SWTOR Augments Guide (level 75 Augments) Tactical Items Guide in SWTOR (crafted section)Swtor biochem guide 700. Suggestion Box. Every crafting skill except Biochem needs grade 11 slicing materials to make the best stuff. Biochem is quite different than any other crafting crew skill as all its crafting materials are not used by any other crafting skill. New Superior 77 Augments in SWTOR Guide. The one thing I keep hearing about SWTOR tho is that the end game is pretty. 3. cybertech schematic drops in ops are sooooo rare anyways. These are a huge boost to survivability. I have biochem on all my endgame alts, and just make the purples for the other toons. . When is the eta for an emergency fix patch? This isn't a cosmetic bug. 10 Artifact Intravenous Injecto. Cybertech is worthless endgame, unless you can planning it use it to keep alts in mods. Artifice is least popular, since crystals and relics are not that relevant, while dyes can make some profit. Whenever I try to add something like biochem (specifically what I'm trying to add), it says: You must unlearn one of your crew skills before you can learn 'Biorhcem'. Biochem is a Super important Crew skill for a raid character. 2. Green to Blue to Purple: no. There is no Legendary Med Unit. Armormech gets alacrity. Medpacs can be crafted or purchased from medical. I used to play the game back when it released for a year or so. Posted May 24, 2012. Crew skills crafting skill combos that make sense in swtorSwtor crafting Swtor slicing guide / augment swtor crew skill : this cybertechSwtor crew skills crafting combos skill synergy character spy sense chose compliment heavy. Missions tend to cost 5 - 10k, and you’ll get 6 - 10 materials from the better missions. . A SWTOR Augments Guide to help you learn what Augments are, how to craft them and why Augmenting your gear is important for your character! The guide is up-to-date for Patch 7. With the release of patch 6. We got a little news about crafting. Eh, feel like dropping synth and powerleveling biochem for the obvious reasons. But to my disappointment it requires biochem 700 to use it. Same as always. Im stumped. 11. And some of them will be learned from breaking down the stuff you already know how to make. The fastest, most efficient way of levelling any crafting skill is to just make the assembly components for each tier as you level up (cell. So, on my main I have painstakingly got Biochem, Bioanalysis and Diplomacy to 700/700. 15. I have compiled as many guides as I could find about the game in to one ultimate resource list - there are currently 2,803 links in the list of guides, up from 2,463 from last year! I've endeavored to find guides that are up to date or as close as I could. 11. Galactic Season Objectives: Nov 14 - Dec 18. Your crew will be able to craft weapons, armor, stimulants and other very useful items for you to use. 0 BioWare added a ton of new armor sets with unique new set bonuses for all classes. 2 patch that ended up being 600/700 or 700/600.