Armorsmith Archive
Thread: Self Sufficiency / Advice on Template
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Slider067
Wed Jun 16, 2004 7:41 am
#14
Areriye wrote:
To me, Exploration I is irreplaceable. The +20 terrain negotiation outdoes harvesting +5 on hunting I in terms of units per hour, imo. Vehicles don't completely negate the need for a little TN, especially on Endor and Dathomir.
I also was doing swordsman for a while, but since I don't usually need to hunt big game and meditate replaces novice medic in most cases, I went with TKM instead and dropped novice medic.
I could see dropping surveying IV for the5 SP (and might do so for management I on merchant), but I wouldn't want less than surveying III... maybe II.How functional is finding material at surveying I? XD
Also, why domestic III? Artisan experimentation?
I do miss the terrain nego sometimes. Most of the critters will come back though and /taunt works pretty well. I'm at hunting 4.
Survey 1 pretty much blows. I've found you can have pretty good success by overshooting the last high concentration marker by 100-200m. You need to stop right at the first one though...to find the best direction to travel.
I'm human, so still have 10 points for artisan. The only thing I make from artisan are power-ups. I have yet to need 11 points. I've been thinking of dropping this further and just buying artisan goods. I'd use the points in medic for 30 skill use stim Cs probably. Or better terrain nego.
Mainly, I like to explore and be able to kill stuff for loot/harvest (When not crafting).
StarchMonkey
Wed Jun 16, 2004 8:41 am
#15
This is likely to be my final template:
Master Armorsmith - Of course...
Artisan 4030 - Just enough for a vendor and I have mine in a Vendor mall, no need for advertising. I do just fine with no Surveying. I never have problems finding stuff.
Master Swordsman - Sword is just too damn cool. My favorite combat prof by far. Would give Melee mitigation 3.
Brawler 0040 - For Swordsman
Pistoleer 0010 - For Ranged mitigation 1 and some ranged combat.
Marksman 0040 - for Pistol
Scout 0010 - For harvesting
Thats 250 points.
I think this would rule. I might give up the Pistoleer/Marksman part if I find I don't really need it. If I had those points back I would likely put them back into Artisan, maybe even Master. That would leave 1 point left over.
Gemni
Wed Jun 16, 2004 8:59 am
#16
My current template looks like...
Master Armorsmith
Artisan 4-0-0-3 (Eventually gitmerchant back to novice. dropped it to check out some other classes :smileyindifferent
Master pikeman
Novice pistoleer
Novice scout 0-0-0-0
I can't count on rangers to check out all the hides/bones/meats on all planets. Thats too much to ask, I think.
So, I have novice scout.. and fighting skills to be able to deal with any mobs.
I started as doc/cm when I started to play starwars back in July since then I never go without survey. TN and medic I can live without. hehe.
Pann
Shadowfire Imperial Deflector Tech
Okram2k
Wed Jun 16, 2004 9:35 am
#17
Areriye wrote:
o.O!
Do you have rangers in your guild?
I do have a very nice guild that helps me quite a bit with harvesting organic resources.
Areriye
Thu Jun 17, 2004 3:40 pm
#18
I'm looking at how I can free up 15 SP in order to do novice medic so I can switch back to swordsman. TKM can hunt normal mobs just fine, but it's a horrid profession for higher end hunting. (Kinetic damage + only light AP = useless versus SBDs and such.) But when I am checking harvestors and hunting voritors for leather hide, does it really matter so much? I do miss being able to be an integral part of the adventure park hunts though... swordsman would at least give me some flexibility in damage types and AP.
I would hate losing the ability to negate disease and poison however, and that is something novice medic cannot do.
Thanks for the help, guys.
Preloaded
Thu Jun 17, 2004 4:08 pm
#19
I like the DWB what can I say
Master Armorsmith (Primary)
Master Tailor
Master Droid Engineer
4433 Artisan
= 250 points
raw_messiah
Fri Jun 18, 2004 4:54 am
#20
Yo dude, I've been following some of your posts about just getting Master AS.
Personally I now have 2 accounts:
rawmessiah: Master Rifleman/Master Doc/ Novice Scout
raw': (will eventually become) Master Tailor/Master Armoursmith/Master Merchant/Rest in Artisan (currently novice in all but artisan which is 4443)
I am expecting to get Master Tailor very soon (probably Monday or Tuesdaynight hopefully) and I'd be keen to establish a business relationship with regards to producing the Tailor goods you need. I'm not a holosmith and I'm getting tailor as I thoroughly enjoy the profession so you can rely on me to be about for a while. If you're interested then drop me a /tell or email in game and we can have a chat about it.
Tirgwystraff
Fri Jun 18, 2004 5:22 am
#21
Drop the 1/0/4/0 scout to basic novice scout. You obviously don't use mask scent anyways, so no need for anything above novice. With veghash ( last about a lair each hit/use) you can harvest the same as a master scout. With a harvesting droid+veghash ( can be a bit buggy to use, but once you get the hang of it, you can get spanking) +100 or better, you can harvest the same as a master ranger. Just remember to carry alot of batteries. That's 16 skill points you can free up. I don't reccomend going below survey 3. I've done it at all levels, and went back to survey 4 on all my alts. Survey 3 however, is functional. I just get annoyed having to stop every 100m, hop off my swoop, and resurvey.
DarthChristos
Fri Jun 18, 2004 7:56 am
#22
I've been following this thread, since I'm in the same situation. I'd like to approach the problem by identifying what I want to be able to do.I've never done AS before, so I don't have much knowledge about crafting armor yet.Here goes:
Making all types of armor and all components. For this, I guess I'll need master AS and Tailor.
Gathering the resources for the armor. I figure I can have Artisan so I can make BER 4 harvesters.
Hunting and harvesting creatures. I really want to go melee since this is interesting to me, so I think I can do either TK or Swordsman. Any thoughts on this? I figure that if I go TK, I won't really need any med skills, but I read that Swordsmen are deadlier and can kill groups of creatures better. And then I can grab novice Scout w/ Exp 2. So...
Master AS
Master TK/Swordsman
Tailor 0-3-0-0
Artisan 4-4-0-4
Scout 2-0-0-0
Brawler - 4 in unarmed or two-handed
Thoughts?
Areriye
Fri Jun 18, 2004 9:01 am
#23
Tirgwystraff wrote:
Drop the 1/0/4/0 scout to basic novice scout.
Mask Scent comes with Exploration II, I believe, and unless you have exploration IV, it is a useless skill anyways. (Former master bounty hunter. ^^_) )Exploration I is irreplaceable. I don't like having to crawl uphill when doing a lair mission, and being able to jog to my next mission only 300-400 m away versus dropping the bike or having to leave it out is worth the 2 SP. Hunting I could do without. I have a nice havbot, and I don't see a lot of difference between when I had no hunting and hunting IV. Dropping down to hunting II would probably be sufficient.
Slider067
Fri Jun 18, 2004 9:57 am
#24
Many interesting options here. I may play around with my template a tad.
As far as survey goes...much nicer to have 4, but you quickly get used to the lower range and compensate by overshooting the target. It gets easier after you've done it a few times. Also, I'm at a point in my profession that I don't need to jump on many harvests. The resources I have are very good.
Based on some of the responses, I may drop a few more artisan and hunting boxes and pick up a little terrain nego or other fighting skills. Scout exp is so easy to get when you have a master combat prof, there's no point in not giving some of this a try.
As for the harvesters....if possible, don't waste much time with the 4ber personals. You won't be able to support much business with them. Mediums are the most efficient, but as you generate more income, you'll want the extra 3ber of the heavies.Of course, it all depends on your business model.
Areriye
Sat Jun 19, 2004 9:35 am
#25
I don't use a BER 13 unless it's a resource that justifies the cost. In general, the cost does not cover the extra BER3 you get, imo.
I'm now considering finding a way to add novice medic and going swordsman again. Being able to hunt everything on the PvE food chain would be nice.
Areriye
Tue Jun 22, 2004 2:58 pm
#26
I have decided to keep TKM... the drop in offense does not compensate for the drop in defense. In fact, while looting Tuskens, I was getting looting rights most the time versus a master sword with a power hammer... so I was the damage dealer.
Granted, it will take me longer to solo nightsisters and such... but for the 15 SP advantage of not having to pick up novice medic, it's worth it.
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