Artisan Archive
Thread: Master Artisans... just an idea
I think Maddog just meant to say he believed (as do I) that after we attain a Novice Elite Proff of our choice the GCXP we get should not only go toward yet another potential Elite Proff, but also be useable to attain levels in the Elite Skill Tree.
And I also believe that being a Master Artisan should make a difference in your abilities as your Elite Proff of choice - a few extra experimentation points would be nice. Does anyone know if there is some benefit we do get programmed into the game(maybe a small amount extra of XP per crafted item maybe)?
The only real benefit I know of is the extra Schematics we get as Master Artisan. We get a few items that are needed by some folks, so it wasn't a total waste getting the Master Artisan title. Besides it is also a bit nice to be a well-rounded crafter. As Master Artisan I can make a small sampling of items the other Elite Proffs other than mine can make. sorta...![]()
My first task as a Master Artisan was....well actually I just HAD to make a Nemoidian Birdcage. But my second task was to whip up a micro sensor suite for a weapon repair tool. You see, I foolishly tried to make a weapon repair tool when I was way far down the skill tree. I made a basic tool and then tried to repair my DLT20a rifle that I had (over) paid 4000 credits for. Ignoring the little warning, I foolishly continued with my little repair task. Guess what happened...I'll give you a hint, there was one less DLT20a on the bazaar at the end of that day. Anyway, I did the same thing with my new, fully-optimized repair tool once I got MA, and it worked like a charm. There's really no point to this story, I just wanted to tell it.
p.s. buy my powerups.
It could have been that I did not have that option droid thingy but more likely was that it was down to only 23/103 condition to start with.
Glad to see there are some people in agreement. It was nice to get the special schematics at Master, even though no one seems to know what REAL use they have on the repair tools etc... would be nice if an "examine" of the tool would describe what improvements have been made to it by adding the options! I haven't had the same trouble with the weapon repair tool as others, I was able to make one without the optional bits and have some relatively successful repairs. I assume that adding the optional bits will help me, but unless someone adds some kind of descriptive element I can also assume that the results of a repair session are totally random.
I also kind of wonder why the craftsman who made the item doesn't get an advantage to repairing that item. Why is that? Does anyone know if weapon and armor smiths have any skill bonuses to repair? Wouldn't that make a lot of sense? Would make the 'smiths more useful (if the degradation request gets put in, players might complain less if they could keep their uber-weapon just THAT MUCH LONGER 'cause they had it repaired by their local 'smith).
And I agree, the GCXP should be "convertable" or something... to provide more usefulness in the long-run. Even if it wasn't a 1:1 conversion of points, I think I could accept that.
-Fuzzball
Hello all,
I haven't read every post in this forum, so please don't hate me if someone already brought this up! I am a Master Artisan and proud to be one... worked hard to get where I am, took my time and enjoyed myself doing it. I have just picked my next-up profession (chef) and now I am experiencing a little remorse... I would love to know what other people think about this idea:
Now that I am a novice chef (which I realize I could have done as soon as I hit the top of the Domestics bar) I know that certain things about my crafting should change because effectively I am now a newbie in a new profession but here's my point: I am a MASTER at something, so why does that not modify what I can do as a newbie in another profession? (I speak only of professions which depend upon the artisan skill-tree). If I had gone straight up the domestics tree and trained as a chef right away, I can truly understand the way things are setup. But since I chose to Master an entire profession-tree, why is there no real benefit, post-Master?
I only suggest simple things like maybe allowing me a few more experimentation points than others (I have two points now, how about 4? or even 6?). Or perhaps the foods I could make as artisan could now give me the food crafting XP i desperately need for moving up in the world of chef-ing. Rationale: I know how things go together... having spent so much time building all different kinds of items, so it should be a little easier for me to "grasp" the idea of crafting my new items. It's like the real-world argument that people who have a college degree are a little more 'well-rounded' than those who have been to a vocational school. I'm NOT putting down anyone that skipped Master Artisan in order to get to the "meat" of their game-play, I was just kinda hoping that the seeming-exclusiveness of our class would have an effect on our future endeavors.
Do any of you other Masters who have moved along to another profession (I know Tailors have their own complaints as well) have the same kind of thoughts? Just wondering if I am alone in this...
Cheers!
Fuzzball - Master Artisan - Corbantis - Naboo
Nope, GCXP is it's own type. Advanced professions have their own Exp types.
Bianca Minola