Artisan Archive

Thread: Pseudo-Newbie Master Artisan question

rubberduck4106
Wed Oct 13, 2004 8:01 am
#1

Okay, I just made Master Artisan (without macro-grinding!), and I don't have a lot of $$$ yet (still selling my stuff on the bazaar).


What profession is the most profitable, but more importantly, most satisfyingto go into next? (Armor/weaponsmith, architect, etc...)


Also, once I get there, what's the most profitable stuff to make. A buddy of mine says wookie armor is the hot thing right now on Eclipse.


Should I join a guild/town??? I'm just 2 weeks into the game and still learning.


And when can I learn to make more than just Personal Harvesters?


Thanks for your time, effort, and patience w/ a newb.


Dineto To'og, Eclipse



Dineto To'og
Master Artisan/Architect
Novice Rifleman/Merchant (damn, I'm outta skill points!)
Eclipse
Vendors in Anchorhead Mall just North of Anchorhead Shuttleport
mrlaze
Wed Oct 13, 2004 10:45 am
#2

Ok i'll answer best I can.


Armor/Weapons-complex, but profitable, and you need to have resource/loot stockpiled to really get going(the resource stats are really important to these proffessions)


Architect- simple, can make those heavy harvs your talking about, resources don't need to be spectacular, but you may need a stockpile of them to get going.


DE- not really sure, I know people that love doing it but I am not sure what all it intails.


Tailor- I don't think there is a real big makret for clothes so not much $$ there but quality of resource does not matter.


Most crafting proffesion are at a benifit if they have backing, i.e. a guild or 3-4 friends, for either harvestor lots, or hunting for meat/hide/bone.

Also if you get big you will want to pick up some merchant for additional vendors and vendor item limits.
rubberduck4106
Fri Oct 15, 2004 8:58 am
#3

/bump


Anyone else want to chime in for a response?


Looking for some wisdom here. Thanks!



Dineto To'og
Master Artisan/Architect
Novice Rifleman/Merchant (damn, I'm outta skill points!)
Eclipse
Vendors in Anchorhead Mall just North of Anchorhead Shuttleport
TheMalle
Fri Oct 15, 2004 9:32 am
#4

Well, first of all, congratulations on your achievment

Let's see...

Architect:

Used to be one myself. You need huge loads of resources to be an architect, so joining a guild or having supporting friends to either buy cheap resources or use their lots is a very good idea. If you are lucky, you could even find a town that needs another architect.

The stats on most of the resources doesn't matter much, but you need some good steel and some good ore if you want to make good harvestors. On furniture and housing you can use any old resources you want


Armoursmith:

Expensive, very expensive, but thus also highly payed, once you make your way into the market. Depending on if you live in a highly populated server or not, the cost two break into the market will vary. On Chimaera (which is one of the larger servers, if I rememebr correctly) there are multiple "12 point" armoursmiths, and the experimentation tapes sell for over 1 million credits per point (10 points on the tape for 1 experimentation point). You will also need specific resources, and good quality on them too, to be able to compete. Remember, when dealing in armour it's quality over quantity.


Droid Engineer:

Don't know much about it really. I presume it requires some special resources, but not many, but stats will matter here. Can't really say much more.


Weaponsmith:

About the same as armoursmith; it requires very specific resources, and good stats on them. If you manage to break into the market it will be rewarding. Just a note; the tapes on Chimaera sell for over a million per point too for weaponsmiths.


Chef:

Been this too Requires quiet long time for surveying for new, good flora, and a large amount of harvestors won't hurt, so you get a nice big supply of the good flora. If you manage to get together some good ingredients you can break through quiet easily with some advertising, I believe. People hunt for the best of the best brandy, vagnerian canape and so on. Extra points won't hurt here either, as there's so much to experiment on.


Tailor:

Stats only matters on one item, if I remember correctly. Being a tailor you would need to progress through merchant too, as a tailors best way to sell something is to have a wide selection of clothes, which requires vendor space. Don't expect to gain much money though, until you have built up a large customer base which comes and buys clothes regurarly. Taking seperate orders and being polite is very important for a tailor.


Merchant:

Not really a crafting profession, but it is every crafters companion. I would highly recommend you to take up merchant too if you want to be able to sell items while not playing, too.



General notes:

- Extra experimentation points is mostly needed for Weaponsmith, Armoursmith and Chef.
- A friendly guild is always a good thing.
- Be friendly, take time to see to your customers need and take orders. That way you can build up a customer base which will both spread the word and buy things from you.

Hope you enjoy crafting



-------------------------------------------------------------------------------
Malle the Mon Calamari
Mos Entha Role Playing Community
http://www.mosentha.com

"Behavior is a mirror in which every one displays his image" - Johann Wolfgang von Goethe
Sobyv
Sat Oct 16, 2004 12:28 am
#5

Best suggestion I can make is get some combat skills (any elite prof will do) and make some cash. You'll make friends, money, and have a source of harvested organics (armorsmith, chef, tailor).

Chefs can make a decent living, but are really tied into creature harvested organics. Same deal with armorsmiths, but not quite as heavily into organics as chef is. Any crafting prof you get into will need a large initial investment in terms of cred and time, so having a 'backup' combat prof to support it is a must without someone bankrolling you.
rubberduck4106
Sat Oct 16, 2004 8:58 am
#6

Here's a question for you:


I'd been going up the Rifleman tree because I'm Calamari & have a lot of Mind pts. I also like the idea of picking off stuff from long (read as "safe") distances since my red & green bars aren't anything to brag about... Love those headshots!


But, I notice you need to go up Pistoleer to get to smuggler. Would this be a better route for a Master Artisan? Are there enough total skills pts availableto be a MA and a smuggler???



Dineto To'og
Master Artisan/Architect
Novice Rifleman/Merchant (damn, I'm outta skill points!)
Eclipse
Vendors in Anchorhead Mall just North of Anchorhead Shuttleport
GraySeven
Sat Oct 16, 2004 1:58 pm
#7

Armorsmith is fun, but a pain. Finding resources with high stats consumes your game life, and your house will always have 3 or 4 clothing factories churning away...


DE only requires "High Quality" resources for a few items, such as detonation modules, repair kits, HAM on combat droids etc. The pain with DE is the sheer amount of components required. Scratch building a droid such as an R3 will require at least 18 crafting sessions as you build components. The alternative, of course, is to do factory runs of components, which presents storage difficulties...


I make good credits with both professions, and DE has the added bonus of being needed when JTL launches. Factory runs of BH droids alone can account for a good amount of business.


Never, however, underestimate factory runs of the MA components. Advertise these and people like me who have run out of storage room will by them by the hundreds....



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Dpjarrett
Sat Oct 16, 2004 2:09 pm
#8






rubberduck4106 wrote:


But, I notice you need to go up Pistoleer to get to smuggler. Would this be a better route for a Master Artisan? Are there enough total skills pts availableto be a MA and a smuggler???





There are enough skill points for you to become either a master rifleman or a master smuggler in addition to master artisan. Master Smuggler will take 29 more skill points because, in addition to pistols I-IV under marksman,you will also have to have novice brawler and unarmed I-IV whereas rifleman only requires rifles I-IV.


Here's an easy breakdown for you:


  • Master Artisan (77 skill points) + Master Smuggler (121 skill points) = 198 skill points. Total remaining skill points = 52

  • Master Artisan (77 skill points) + Master Rifleman (92 skill points) = 169 skill points. Total remaining skill points = 81

I would suggest Smuggler. Granted, rifleman leaves you more skill points, but smuggler is a blast! You get to craft spices (that always appealed to my artisan instincts) and you get to slice (which, incidently, requires that you craft yourself up some slicing supplies ) and you also become fairly handy with a pistol.


Good luck!




Kyyle Pellow
Vehicles k Drugs
- By Kyyle
If it doesn't say "By Kyyle" somebody else probably made it.
Coronet, Corellia 752, -5058

Jjiaah
Sat Oct 16, 2004 8:58 pm
#9


Ok. I'm going to chime in on this, as it seems the area I have the most knowledge is one that is needed:


Droid Engineer:


DE pairs VERY well with Master Artisan. The reason for this is a DE requires more Master Artisan made components than any other elite profession. We go through 1000's of EGP's, EMM's, Control Units, etc quickly, and even more so if you have a booming business. As stated before, few of the resources need to be of any real quality. There are some, that you want the highest quality possible... some of which are very rare spawns. But for alot of the "filler" components, quality doesn't matter at all. DE also has a little dependancy on Musician, Architect, and Armorsmith. But that dependancy can easily be overcome by getting schematics for the components you need from them, and getting -/-/-/1 in Architect. You *could* get schematics orpowercores from an Architect, but they take some doing to make and may cost some definitive cash.


The important thing to remember about Droid Engineer, is your customer base isn't as flowing as it is with Weaponsmith, Armorsmith, Chef, or even Architect or Tailor. While there are a few consumable droids (Detonation droids, Seeker / Probe droids, and Survey droids), the rest of them don't decay away. Which is a problem. Once somebody has all the droids they want, they're not likely to be back except for Droid Batteries (another Artisan item) and for Droid Stim's and Customization kits. Additionally, droids require tons of subcomponents and some of those are required to be from a factory crate. As a Master Droid Engineer you WILL need to have (or at least have access to) 1 Equipment Factory. I'd advise at least 2. I personally have access to 4, which sometimes isn't quite enough. With a booming business those will be running 24/7 making items for you.


That may seem like a huge downside, but it really isn't. At least not in my eyes. I personally *love* being a MDE. I get a great sense of accomplishment when I build a droid on the spot exactly the way someone wanted it, sell over the deed, then watch them call it. The creation comes to life! No other Artisan-based crafting profession gets to do that. The first time I made a combat droid and had it actually WIN and destroy the offending creature lair, I was exstatic. And that was literally the worse combat droid I have ever made. But I saw the potential, and have since made killer combat droids and other beeping companions for many people, brightening their day as well as mine.


If long factory runs, searching for a rare resource, and spending the time putting together a droid that could take 60 components (if not crated).... then DE might not be for you.


However... If you want to feel the way I do, and create something that interacts with the world around it... that you can use to vent frusterations with, hold your items, perform menial tasks, and stand by you to assist in your work and adventures... then DE might be right up your ally.


I hope this shed some light on it for you.


[edit: fixed tpyos]

Message Edited by Jjiaah on 10-16-2004 09:02 PM

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