Artisan Archive
Thread: Stoopid Noob!
Crustyfur wrote:
Another stack of great advice.
I did actually have a think last night about where I am going to go and decided that Master Artisan is def on the list for the reasons you mention Jjiaah. I think I read on the DE forum about the need to be MA as well as DE. In order to do this I need to drop my Master Scout, but TBH I actually got bored of it anyways. Although I will see how long I can hang on to my Marksman’s skills though. Anyone know if I can do 2 base Masters and a specialist?
EDIT: What are droid batteries listed under on the Bazaar?
- Total skill points available: 250
- Points required for novice of a base: 15
- Points required for novice of an elite: 6
- Points for one full skill tree: 14
- Points for 4 skill trees: 56
- Points for master boxof a base: 6
- Points for master boxof an elite: 1
Total points for mastering a base = 77
Total points for mastering an elite = 63
In response to your question about droid batteries, I believe they are listed as a generic item. If they are in a factory crate they will definitely be listed with generic items under the subclassification factory crates.
You will find it easier to train people in Marksman that in Artisan. Once I became a Master Marksman I had to beat people back with a stick as far as training goes. Before I became a master WS I actually hit the AP cap at 1240. I am back over 1000 AP again too.
Crustyfur wrote:
Great.
I have dropped Master Scout , that was alot of hours playing. I realised the only skill from scouting I used was Maskscent.
I am going to continue to master Markmans - I like testing my power ups too (Impressive Scope I made is great).
I now have Artisan 4-4-4-4 Just need those Apprentice points now. I assume standing around the Spaceport with a spammy Macro will do the trick?
I am so greatful for your help so far. This is the most fun I have had in ages
- Go to the structure management terminal at your shop
- Make sure your building is marked as public and not private (private structures cannot have vendors)
- In along with all of your other structure management options you should now have the option to create a vendor. Click on it and you will be walked through the process of creating a vendor
- After you've gone through all of the steps a vendor will be placed in your inventory. Please note: Once the name of your vendor has been set, it can never be changed. So make sure you're happy with it. The only way to get a new vendor name is to place a new vendor.
- Go stand where you'd like to place your vendor and double click on it in your inventory. Viola! You have placed a vendor. Please note: once you place a vendor you cannot move it. The only thing that you can do to it is rotate it or delete it. You cannot pick it back up again (although the system will tell you you can).
- Once you've got a vendor on the ground and are happy with both it's name and position click on the radial option that says initialize vendor. Congratulations! Your vendor is now ready to be used! Although at this point you do still have to put some maintenance on it. Vendors, much like houses, will go poof if they don't have maintenance paid on a regular basis. Unlike houses, you can get your money back from your vendor by withdrawing maintenance if you decide to remove the vendor at a later date.
As a master artisan you are only able to place some of the ugly "box" and droid vendors. I would suggest that you place a few vendors to start getting some merchant XP and invest 6 skill points in novice merchant as soon as possible. At the novice merchant level you can get NPC vendors and you also get an additional vendor (bringing your vendor count up to three).
Whew, okay that went on longer than I had planned. ![]()
Hope all of that helps! Good luck!
Message Edited by Dpjarrett on 10-21-2004 06:10 PM