Artisan Archive

Thread: What Tradeskill makes the most money?

Tralmek
Fri Feb 13, 2004 2:26 am
#1

Overall, I've found that Architect and Tailor make the most money, although there are major downsides to each. With Architect, you will need thousands more resources than any other profession I can think of--this can be terribly difficult and/or expensive as you start up the Architect tree, however the further you go, the easier it seems to be. With Tailor, your main problem willlikely be finding a stable customer base. The most important issue with Tailor I have found is that many don't devote themselves to the class, it is something they pick up and then drop a short while later so there must be something unappealing about the class. HOWEVER, I do know several Tailors (probably 1 for each server I've played on)who mastered that profession as soon as they could after release and would never change professions.

Of the other crafting professions I know little about the main issues they face, but here are a few--Weaponsmiths often find that specificresources they need for crafting are not available on the server. (buying a rare resource can cost up to 50 or 60 cpu) With weapons crafting a critical failure can make the product virtually unsellable. Droid Engineers seem to have intermittent business at best, and their profession's products have lots of bugs--from R-units changing colors every time they're pulled out to 21B droids not having innate medical capabilities. Chefs haven't had an incredibly useful class so far. True their foods do enhance other players somewhat, but in the long run what they can do is of no consequence compared to a Smuggler's spices, however this new patch may fix that, I haven't really taken a close look yet.


You'll notice that I haven't mentioned Armorsmiths yet. I regret to say that Armorsmithing is one profession I have neither dabbled in nor purchased from. Because of this I don't feel qualified to offer a positive, negative, or even neutral opinion on it.


I hope this helps you in at least some small way.


-Tralmek




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Gavvot
Fri Feb 13, 2004 3:51 am
#2

Combat profession do the most money.


For crafter, I think that's architect.


DE being the best money sink in game (cost alot, don't pay the bill).





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Sirgleno
Fri Feb 13, 2004 6:11 am
#3

Armorsmith, hands down, that said, I could easily see a Chef making a couple million credits in the next few weeks, with the right marketing approach. Truthfully, combat professions can make good steady money, but at some point in the future, the successful merchants (the ones with lots of suppliers, good locations, and the right marketing approach will make everyone else look like paupers.



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Zilrion
Fri Feb 13, 2004 7:38 am
#4

Look at it this way:


Armorsmith: Makes Armor, require alot of rare resources to get the best results which means it will be hard to compete with the old-timers at your server.

Architect: Makes Furniture, Harvestors and Houses. Now almost everyone want a house (but their not worth making..) then again Furniture is a nice way to make money, afterall you don't need high quality resources or experimentation points to make them and noone wants a empty house.

Droid Engineer: Makes droids, and only doctors use these realy.. meaning you will only sell to a small group of people. Only good thing about Droid Engineer is the planned changes that will come in publish 7

Chef: Makes Food, which require alot of good quality organic resources. Something people need over and over (atleast hard-core pvp'rs) but then again thats just a small group of people.

Tailor: Makes Clothing, everyone wants clothing and all diffrent kinds (exspecially Girls) specializing at womens wear wouldn't be a bad idea
Weaponsmith: Basicly the same as Armorsmith


I think Furniture on Architect would be the best to start with ^.^



ingame name: Zilrion Hazzardous
d0qtrX
Fri Feb 13, 2004 9:20 am
#5

Armorsmiths are probably the richest, since their product is always in very high demand.


This is my advice on Architect.


Don't start Architect unless you have at least 1M start-up capitol toget someharvesters running, or a secondary combat-class character who can run missionsand pull in thebucks. Your harvesters are your lifeblood, but they're expensive beasts. If you have a bad month and don't sell you can find yourself hurtin pretty bad. It helps a lot to be able to sell off surplus resource stocks. You can make your own harvesters like I did, all the way up, but you will just end up replacing them over and over as you get better at building them.


Assuming you have 1 house, you will want to use your remaining 8 lots on 7 medium harvesters and 1 fusion generator. That will cost you about 12k per day in maintenance, and you will need to maintain a power output of at least8400 units per day. A BER-14 a 50% concentration will get you plenty plus some surplus. Good PE radioactive will stretch out further as energy for your harvesters. You could buy power, but you will need to have that much more money coming in to stay alive.


You will need to first mine up loads of ore and metal. Grind-quality stuff is fine to-- well, grind. Once you master, you will need to start using factories. More advanced installations require factory-built components. you can buy crates of these from other players if you like to wipe your ass with $100 bills. I prefer to make my own. So, you will need access to a factory. having friends helps. Especially when those friends don't need all their lots.


Your survival as a crafter will depend on your relationships with other players, and the reputation you build for yourself.

Tralmek
Fri Feb 13, 2004 9:53 am
#6








d0qtrX wrote:


Your survival as a crafter will depend on your relationships with other players, and the reputation you build for yourself.





Very much so. I have seen first-hand that having good relationships with my customers has kept them with me even through some rough times. When I wasn't able to make something they were willing to wait until I could rather than going to another artisan. (In fact sometimes its not bad to take a loss...one time a customer needed a vehicle in a crunchand I didn't have the resources on me so I bought a vehicle from another artisan and delivered it to my customer. Since then he has been with me all the way and even bought vehicles for his entire guild.)




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GaeBek
Fri Feb 13, 2004 10:53 am
#7

I'm in the middle of trying to master Weaponsmith right now. Can I compete with the established Master Weaponsmiths? You betchya.


I grinded up the experimentation tree first (give you 7 experimentation points...the most you can get before going to master). Now, I'm working on the firearms tree (no grinding). What I've found, is that with the right materials, that I can make some really kickin' n00b weapons.


With all the new players that have circulated in over the last month or so, you'd be suprised at how many people want a good DL-44, or even a good D-18 (I can make a D-18 that does 31-82 damage, at 1.9 speed!!!). That's one hell of a n00b gun for 1500 creds.


You wouldn't think that there'd be a market out ther for them, but mine never stay on the bazaar for more than a couple of days. I don't sell them on a vendor in my store (cantina/vehicle dealership), because most n00bs don't get out of the city much, and scour the bazaar for anything cheap and usable.


Master Weaponsmiths can make all the really cool guns, and sell them to a very specific (albeit lucrative) audience...most of them don't bother with the n00b guns. Granted, you won't make a mil off of them, but I'm having a great deal of fun with it, so far.





Lamar Calrizzian-
Master Artisan, Expert Weaponsmith, Master Merchant, Lady's Man Extraordinaire
Owner/Operator of "The Calrizzian Colt.45 Saloon" Cantina and Vehicle Dealership franchise, serving the greater Bestine and Dragon's Hold areas.
-664,-4168 on Tatooine (Radiant)
Dragon's Hold on Lok (Radiant)
WonderingMonk
Fri Feb 13, 2004 1:12 pm
#8

I'm new to the artisan class. Was just wondering which class makes the most money. If i feel id enjoy that class, I might play it
JimerLins
Fri Feb 13, 2004 2:54 pm
#9



WonderingMonk wrote:
I'm new to the artisan class. Was just wondering which class makes the most money. If i feel id enjoy that class, I might play it





Armorsmith or Weaponsmith- if you've got the patience and the chops. It's not easy to make really high-quality armor, although it gets easier as time goes on and you can acquire new and larger quantities of resources. I'm not and have never been a weaponsmith, but as far as sales go, armor and weapons are the two items in the game that:

* see more use than just about anything else
* are expensive for high-end/high quality
* cannot be repaired all the time
* decay rapidly through normal use

I made over 3 million credits my first day of selling advanced ubese. I haven't made as much per day since then and a lot of it goes back out, but it's a good way to make money. I can quite easily turn a million credits per day if I can keep churning out armor.



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Puck_Starfire
Fri Feb 13, 2004 3:27 pm
#10

Sounds about right. Even though as a DE I haven't had much trouble making money. But... with all the new "get rich quick" Novice DE's lately banking on Publish 7 & 8 to make them millions of credits, I'd say pick someting else up. Back in December me and another player were the only two DE's(well that anyone came to or that had a shop) on Corellia. Now there's about 10 and tons of Novices. And they're in for a surprise when they learn those cool combat droids that were gonna make them rich, ain't happening.
Bobby88
Fri Feb 13, 2004 4:38 pm
#11

Weaponsmith/Armorsmith by far. Think of it this way, a 50 unit Laser Carbine sells for 8-15k, depending on the serever you're on. The only downside is theres a lot of rare stuff. The up side is the huge cpu PLUS a renewable product thats ALWAYS in demand.


Architect is so-so, and I know this because I am one. It takes huge amounts of resources so you have to be constantly harvesting. Theres hardly any special resources, except for the furniture at master. The downside is your products dont appeal to everyone, just mainly the artisan/resource merchants. And the product isnt renewable. Once you have a harvestor, you can keep it as long as you want and as long as you can pay maint on it. Everything is expensive to make, so your cpu is nothing compared to a weaponsmith/armorsmith.


Tailor is cool. theyre kinda like WS/AS -- in the way of the cpu, but they dont have a renewable income really, since decay doesnt totally kill off clothes.


Chef is probably the next best thing to WS/AS now with the patch.


DE needs some fixin' before it gets good. BH's and crafters use droids, thats it.



Bob'o
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Mayor, Mos Verto, Tatooine
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