Architect Archive

Thread: Support Skills for the Architect?

Cealan
Fri Jun 27, 2003 8:56 am
#1


I'm a newb that wasn't in beta. I was wondering what other skills compliment the Architect who is mainly interesting in tradeskill professions and not combat?

YukonSam
Fri Jun 27, 2003 9:21 am
#2

It's pretty much wide open. If you can build houses, you can:



  • Open a cantina (entertainer, dancer, musician)

  • Open a clinic (medic, doctor)

  • Run a vendor (merchant)

  • Createcrafting stations for any crafting discipline

Then again, you can do all those things without being an architect. The profession of most use to the Architect, the Miner, was removed from the game for launch and probably won't be back for a couple months at least.

SierraBravo
Fri Jun 27, 2003 9:27 am
#3

As a starting Artisan, you'll probably want to pick up Scout and Marksman right away, each at a cost of 100 credits. Just type /find, then select "Trainer: Scout" from the dialog box and follow a similar procedure for the Marksman.

Why Scout and Marksman, you ask?

Scout will allow you to harvest resources from creatures you've killed, which is the only way to get Meat, Hides, and Bones (unless you buy/trade).

Marksman will allow you to fight and defend yourself more effectively with your starting pistol. Even if you're not interested in *looking* for combat, sooner or later it will find its way to you, so it's best to be prepared. Also, if you want to harvest critters, you'll need to kill them first.

I also recommend that any starting character purchase all six initial Novice professions as soon as you have the money. They're cheap, they let you explore each of the major game systems, and they give good starting abilities to otherwise weak characters. Remember, you can always drop them later on if you need the skill points back.

Hope this helps,

SierraBravo
Avirda
Fri Jun 27, 2003 11:52 am
#4

Sierra,



You made some good points, however I think that there is more than one way to play the character. You won't *have* to fight anything. There is always the "RUN AWAY" option. =) I plan on playing my character as a pure crafter. Zero combat skills at all. Mainly because I want to be able to become master in a number of professions and need every single point available. So, I think it is wise to get some combat experience, but the problem with using those points there is that you limit what you can craft and become. I would like to be a multi-talented crafter so I'll keep my points in crafting.



As far as the architect goes, I've read guides and such that say to continue with surveying/sampling while increasing your engineering tree. After you do that, you are home free for architect. But in order to make certain architect things you have to either craft them or buy them. So there you run into the problem or what you want to do. It is feasible to purchase all parts and resources that you will need, but you'll have to find a way to gather money in order to buy all those things. =)



Avirda




_________________________________________
Arvida Dremora
Make no MYSTake, I'll shoot you in the schwartz if I have to!
//MBH//MRifleman/Pistoleer xxx3/Medic xx2x
Joshie
Fri Jun 27, 2003 1:58 pm
#5






Avirda wrote:

You won't *have* to fight anything. There is always the "RUN AWAY" option.




You won't be saying that the first time you find a lair full of aggressive creatures has found its way next to your harvesters or house! ;-)


AzidarNath
Fri Jun 27, 2003 3:41 pm
#6

I've found the following combination to be a pretty good skillset for building an Architect.


Start out as a scout.


This gives you a general crafting tool and harvesting capabilities.


Train as an Artisan.


This gives you your general Artisan tools and schematics.


Train as a Marksman


Yeah, you can run away, but most things will outrun you. Best to know how to use a blaster, even if a novice.


Train as a Medic.


Healing is essential when you're cruising around the landscape. You only need the basic medical skills.



As you advance up the ladder, concentrate on filling out your Artisan tree, and your scout Survival and Exploring trees. They'll serve you well later.


While a lot of people preferred rifles, as a marksman, I specialized in Carbines. I found Carbines to be more useful to an Artisan than a rifle.




------------------------------------------------------------
Korbyn Daxx
Master Shipwright
Daxx Shipyards, 200m East of Rebel Outpost on Rori, Bria.
------------------------------------------------------------
GenChaos
Fri Jun 27, 2003 4:32 pm
#7

If you watch your radar while surveying and avoid red mobs, you won't need to ever fight anything to be an Artisan.


One profession I like when taking an artisan is Entertainer. You can then craft instruments and this gives you a bunch of musician XP. In fact, this is the quickest way to advance as a musician, and you never have to play a note.

SierraBravo
Sat Jun 28, 2003 8:43 pm
#8

Azidar,

I'm curious... why carbine instead of rifle?

-SierraBravo
Naufragus
Sat Jun 28, 2003 10:50 pm
#9

you have to get exploration 1 in scout...that will let you move about much easier and faster to gather resources...you might also get hunting 1 if you want to harvest your own leather for furniture..



i think everyone should also have combat skills...you can give these points back later and they will come in handy at one time or another....radar tip: set radar on the 128 setting....and you can easily avoid any comabt

Vyper51
Sun Jun 29, 2003 3:41 am
#10

My starting crafter is a brawler. With his beserk ability, you can kill things in a hurry, and sometimes when you should have had no chance at all. Going to work up to Master Unarmed until I need to drop it for Architect skills. Starting as a brawler and then getting the survey tool and crafting station from other people gives me the option to start running the lower destroy missions right away. Sure, you could start artisan and then train in brawler, but picking brawler sets your stats for winning fights, which you can tweak to get a good crafter. Later on, you can rebuild through stat migration when you don't need to run the missions for cash. It's worked great for me. Pick up Scout Exploration 1 and Novice Medic, and you're good to go on Difficulty 8 missions, no prob.



Kollkess Brightlance: Krynn Industries: Starsider


Guildmaster =Lords of Krynn=
Master Architect

That master title above my head used to mean something. Now it just means sucker
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