Mouse over the resource and it will tell you what type of material it is.
For example Green Goo for my beloved biochemistry is a Grade 1 Biochemical compound.
The grade is basically the level of mission that gives it. At first you only have mission for the 10-16 range which gives Grade 1, but as your crafting skill goes up, you get access to higher level missions which give higher grade materials which in turn are used in higher level constructions. The “Biochemical Compound” part is the category/type of resource it is.
When you are looking at the screen to send your slaves/companions on missions, they state what quality/quantity of materials they will give and the category at the bottom. The easy way to look at it is that the more expensive a mission, the more it will give.
Here is a pretty decent guide, including nice pictures.
I’ve been loving biochemistry. As a Juggernaut, i found myself looking at death a lot while tanking some 4 man heroics lately. Only my frequent use of healing potions saved me on some of the harder pulls. I also soloed BT a few levels ago through the use of potions.
I finally made the following after finding REALLY cheap alien blood samples on the auction house:
Reusable Battle Fortitude Stim (lvl 8):
+16 End
+6 DEF
60 minute Duration
Reusable
Reusable Battle Might Stim (lvl 8):
+16 str
+6 power
60 minute duration
Reusable
Reusable Surgical Medpac (lvl 16)
heals 1250 to 1525
90 second CD
Reusable
The stims are basically an extra item you’re equipping. They have unlimited uses and no CD so when i am soloing i can just use the str one and when i am grouping, the end one.
Because the medpac is unlimited use, i just use it whenever i am in danger instead of saving it until it is REALLY CRITICAL.
My agent went cybertech and while nice in its own way, biochemistry seems to havea lot more bang to it.