Artisan Archive

Thread: Skill tree question

ArkhamCafe
Fri Jul 18, 2003 1:43 pm
#1

I've seen contradicting information on this, and I'd like to clear it up once and for all.


To become a Smuggler, do I need to top out my Business and Engineering skill lines? The manual seems to intimate that I need to, but I've seen guides that say I don't. Could someone give me a final answer? Spec Engineering/Business? Part of them? None of them?


Thanks in advance.

MrKaplan
Fri Jul 18, 2003 1:53 pm
#2

No you do not, you can check it out on this link.



http://www.beafraid.com/swgcb/swg-cb.php?prof_id=1



You can layout all your skills here and see how many points you ahve left to work with.




Kaplan
ArkhamCafe
Fri Jul 18, 2003 2:03 pm
#3

Fantastic, thank you! That gives me a heck of a lot more points to work with now. Maybe I'll take some of those TKA skills I was looking at. Or more Scouting. Or...or...


Dang this game, anyway. So many things to try...

Sireh
Sun Aug 17, 2003 3:46 am
#4

I just made Master Artisan (go me!), and I'm heading toward Chef. I also want to get Merchant, and have a few melee skills and medical skills.


If I decide to drop some of the artisan skills, like engineering, so I can pick up more medical or melee skills, will it hurt me in the Chef and Merchant lines later on?




Sireh S'Atte
Novice Chef
Valcyn
Pythagoras
Sun Aug 17, 2003 4:11 am
#5

The only way I see it hurting you is if you want to make your own personal harvesters to gather resources. If Chef is anything like Tailor then none of your experimentation points will carry over (except for that Rugged Jacket).



Kavenn Looran
giggamonkey
Fri Sep 19, 2003 9:43 am
#6

I am a master Ch, but i need some extra skill points. Does anyone have less then master Ch and still be able to pull out rancers and gurrecks? .....Except Wookie.....i know they have a bonus. I was thinking of getting rid of Creature Empathy 4 and 3 and management 4. Does anyone know how this will work? I would try myself, but i dont want to build it back up if it doesnt work.


thanks for any info.

CavemanGamer
Fri Sep 19, 2003 9:44 am
#7

see sig.


Wictor
Mon Sep 22, 2003 7:34 am
#8

Hi everyone

Currently I am CH 3-2-1-2
I have one graul, one gsp and one klinik queen harvester.

What I am wondering is how far up do I have to go to have a rancor?
And do / should / can I "surrender" some / all of the pets I have to get a rancor without being a MCH ?


All help appreciated!

-Wic



______________________________
Mike of ATO ( Formerly LFD )
IGN Wictor @ Bria Galaxy [ & Darth Clownshoe ]
[ ATO ] [ id ] [ db-2 ] x-Counter-Strike "Pro"Gamer

Galpar
Mon Sep 22, 2003 7:40 am
#9

Rancor is CL 50.



You will need 4/4/4/0 or 4/4/0/4 both give you the ability of controlling a CL 50 creature, of course 4/4/0/4 gives you the ability of calling 2 creature up to CL 50.




Galpar Asipien - Master Creature Handler/Rifleman/Ace Pilot
Rafael - Master Politician/Artisan/Architect/Shipwright/Master Pilot
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Kunderu17
Fri Oct 10, 2003 9:33 am
#10

Hi, I'm a ranger that specializes in organic harvesting for crafters. Unfortunatley with my other skills I can only fully climb up two of the trees of carbineer I was wondering what two trees would be the most useful? I only do PvE, so PvP won't matter to me at all. I am also a Creature Handler so I have a tank and I try to hunt as big a prey as possible (maximize harvest).



Thanks in advance to all replies.

Batt
Fri Oct 10, 2003 11:49 am
#11

My advise would be the first 2, 4/4/0/0, This will allow you to shoot faster and hit more, with the bonus of crippling shot.
Genrader
Sat Oct 11, 2003 5:59 am
#12

If you have the skill points try to get Counterinsurgency 1, you get burstshot and it roxxx.

Karikaru
Sat Oct 11, 2003 2:47 pm
#13

actually id go with 0/3/1/4 you get a KD and our two best damage specials



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