Architect Archive
Thread: Can't make a torch not good enough at cooking
padren wrote:
Can anyone recommend good fighting skills that are effective for an architect/artisan that don't take up too many slots? At this point I can't see how I could get both architect and artisan. My combat skills are basically marksmen 4/0/0/4, brawler 0/0/4/0, scout 4/0/0/4 (I think, its the CH line), novice CH (0/0/0/0) and just the skills on my medic to use/make stimpack Bs.
I'd like to be an effective architect and make what I need but I don't want to have to go to a different server to fight.
I have been a arch/artisan, both at master and at two different times, been a TKM and a Master Pistoleer.
Both are great for keeping the wildlife off of you. If that is the only combat skill you have, dont go picking any fights with other players
Basically you have enough room for both of those crafing professions at master and enough points for 1 elite combat master based on brawler or marksman. BH & Commando are out I think. So you can go Pikeman, Swordsman, Fencer, TK, Carbineer, Rifleman, Pistoleer. Cant do smuggler though. So there ya go. Enjoy.
Message Edited by Maasedge on 02-21-2005 12:16 PM
My combat skills are basically marksmen 4/0/0/4, brawler 0/0/4/0, scout 4/0/0/4 (I think, its the CH line), novice CH (0/0/0/0) and just the skills on my medic to use/make stimpack Bs.
First step is, get rid of the medical crafting. Take a look at the Bazaar, you'll find factory crates of that stuff there usually. (Those will be noticeably stronger than your Stims, due to more experimentation points and advanced components, usually you should be able to find crates of 10 on the Bazaar for 6k or less.)
Next step is, only take as much artisan as you absolutely need... though the marketing line may be interesting, in the long run a vendor is very essential. (And if it's just to deposit orders of your customers... when you first time waited for an hour or twofor a customer to pick up his order, you know what i am speaking about... ) The rest of artisan, there are plenty of master artisans running around, make a deal with him. At the start, buy just as much as you need, in the longer run you could also have him produce 1000 units of all essentials for you, then you'll be settled for a very long time. (Though, be prepared to have a big storage available...
)
Third, why the heck have the brawler skills when havingrifles available? Decide, eitherguns or swordsman, better invest the saved skillpoints into the corresponding Elite-profession. (I see no defence bonuses in the brawler lines, only center of being... which requires to use the corresponding weapon, so yourgun is not helping any more. Novice Brawler might make sense for intimidate, your personal taste.)
Fourth, why having the fourth line in marksman? Aiming sometimes is nice, but usually not used, so you can forget it. The only thing from that line which is helpful is warning shot. You have to find out yourself if you need it or not. (9 skillpoints for that ability. Most people would say, it's better invested in an Elite-Profession, i personally like it, saved my hide more than once... Supression fire is totally worthless, though, so the fourth box is junk.
Ranged defense can be found better at other places. )
The skillpoints which you save from the mentioned points you can invest into:
- better creature handler (more and better tanks along are never a bad thing.)
- get into rifleman. That class really pays off.
-alternatively you can drop the whole marksman thing and go for Swordsman. (I have no experience with that, but it also is a viable class. Though, creature handler only makes sense with a ranged profession in my eyes...)
- Invest in the First Aid or Pharmacology line of medic. (The first gives you more healing per Stim B, the second allows you to go get some Stim D. You'll shop more expencive, but also heal a lot better...)
Which of the choices are best for you, you have to figure out yourself. ![]()
Message Edited by Sylow on 03-03-2005 11:22 AM
I buffed once, as a joke. I have 3 combat xp, from a rat or something I hit by accident and someone else killed. I have never worn armor, even my own, but I will probably start doing that now that I have my 11th point and I think can get my ubese on without buffing, and now that I used up my last noob death a few weeks ago, after a year or so. Usually I can lead any mobs away from my harvestors, lthough it takes some skill in and of itself sometimes with nightsister rangers and other observant swoop-haters. Famished sludge panthers are annoying because they'll chase you for a LONG time. A spare bike or two, especially on dath, is a must.
It's much better now that you only have to get off your bike to actually drop harvestors. Everything else you need to do in the field can be done mounted and mobile!
Spice/equilibrium/burstrun has proven very useful, too.
In a real pinch (twice, including the episode with the ns rangers who had opened a coffeeshop in the middle of my harvestor field), a guildmate has been more than happy to come slay the dragons assailing me.
I say carebear uber alles!
Morrow