Armorsmith Archive
Thread: Looking for opinions
I am considering the following path for my character:
- 3/4 Tailor (not sure exactly which skills yet)
- 2/3 Armorsmith (no personal shield generators or final acid layer)
- 1/2 Smuggler (slicing and dirty fighting lines)
- whatever is left for basic Medic or Scout skills
My primary motivation is a belief that in the future many combat types will prefer to wear a combination of BE-enhanced/socketed clothing and armor. Smuggler gives me the ability to slice my armor to further reduce HAM costs plus the Feign Death skill should be handy given my normal reckless playstyle. ![]()
The drawbacks are: A) having to choose between basic Scout for harvesting and basic Medic for heals and B) not being as combat capable as Pistoleer/Rifleman/Carabineer/TKA. Also, I will have to drop my Business skills but I think I have a friend in my PA that will let mestock avendor.
Has anyone else considered this path and if so, what are your thoughts?
Oh, I should mention that I have a buddy that is going the BE/CH route and he should be able to provide me with tissues (once they work) plus hide/bone. Also,currently I am a Master Artisan and Carbine Specialist so I am facing a lot of untraining if I go this route.
Thanks for any input.
Well..it's nice and all, but I hate to burst your bubble.
I may have failed statistics 2 times in college, but unless you are nearly twice the main you used to be, there is no way in all that is holy in quantom mechanics that you can be:
3/4, 2/3, and 1/2 of anything. That would make you 23/12 of a man. That would be amazing, however it is impossible (unless you have a twin latched on to you of course). I think you'll have to rethink your strategy purely based on mathmatical concepts.
*wipes eyes* That was good Ben. ![]()
Just in case you weren't just being funny, I meant that I will take 3/4 of the Tailoring skills, 2/3 of the Armorsmith skills and 1/2 of the Smuggler skills....
you want funny...check out my man boobs thread..i will definately be posting some screen shots later.
Repost from the Tailor board. Hoping for some Armorsmith perspective.
I am considering the following path for my character:
- 3/4 of the Tailor profession (not sure exactly which skills yet)
- 2/3 of the Armorsmith profession (no personal shield generators or final acid layer)
- 1/2 of the Smuggler profession (slicing and dirty fighting lines)
- whatever is left for basic Medic or Scout skills
My primary motivation is a belief that in the future many combat types will prefer to wear a combination of armor and BE-enhanced/socketed clothing. Smuggler gives me the ability to slice my armor to further reduce HAM costs plus the Feign Death skill should be handy given my normal reckless playstyle.
The drawbacks are: A) having to choose between basic Scout for harvesting and basic Medic for heals and B) not being as combat capable as Pistoleer/Rifleman/Carabineer/TKA. Also, I will have to drop my Business skills but I think I have a friend in my PA that will let me stock a vendor.
Oh, I should mention that I have a buddy that is going the BE/CH route and he should be able to provide me with tissues (once they work) plus hide/bone. Also, currently I am a Master Artisan and Carbine Specialist so I am facing a lot of untraining if I go this route.
Has anyone else considered this path and if so, what are your thoughts?