Artisan Archive

Thread: I want my talent to shine What can a Master Artisan make really well that is profitable?

NinjaPizzaBoy
Tue Aug 03, 2004 4:11 pm
#1

Weaponsmiths hit master so they can make that really, really nice vibroknuckler with fully experimented damage/speed and the rest into HAM costs. They can truly show us a great product with their skills.


Armorsmiths hit master so they can make that really, really nice suit of composite with fully experimented resists and the rest into more resists or encumberence. They can truly show us a great product with their skills.


I put a stop to combat for and took up crafting. I was getting bored and needed a breath of fresh air. I have never had so much fun with SWG as mastering and tinkering with the artisan profession. So many choices. So many things to build and do. But, I have a problem -


As a master artisan, what can I make to show everyone my talent and still make good money doing so? Ultimately, I would like to become a 12 point artisan and craft the very best things. And that is the problem, what good would a 12 point artisan be? What thing can I make money from that would require the other +20 experimentation to be the best? Let's go down the possible list -


Vehicles? Experimenting on them does have an effect on how much HAM they have. This is quite a boon as the vehicle can now be driven for much, much longer without needing to be repaired. A 12 point artisan would be able to maximize the HAMof the vehicle each time, but they will also run the risk of having left over experimentation points. I can't quite show the world how good I am with only one line to experiment on.


Bone Armor? Experimenting on it can make it have great energy resists. You can also experiment down the HAM costs. Finding and adding some looted segments can make it have other nice protections. Yet, the market for this is next to null. This cannot compete with an armorsmith.


Artisan Food? Lots of great things to experiment on with these. There are also tissues that can make them even better. Yet, isn't there a chef version of each of these foods that does what we can do but better? And the ones that are unique to us don't seem to have as much use as the chef ones (they obviously deserve the best, I just want one unique, good food :smileyhappy No market here, either.


Power-Ups? There is a definite market. Yet, there is only one line to experiment on. A 12 point artisan would only be more successful in making the best power-ups, not genuinely make the best power-ups.


Tools - Big market, yet the same scene. Only one experimentation line means no huge advantage for a 12 point artisan.


Harvesters - Not a big market. This could definitely be something that a 12 point artisan could handle. Experimenting on BER and pool size are great! Yet, the market scares me.


The components at master - I don't even think quality matters on most of these. I hear droid engineers don't care about the components. Maybe architects care, but are they really needed by them and is there a huge market? This may be the answer.



Give me some help here. What can a 12 point artisan do that the master artisans cannot? What thing can they work with, make it amazing, show it to the world, then sell it for a nice profit?


Any thoughts? I'm dying to hear them.
Laffite
Tue Aug 03, 2004 7:58 pm
#2

Personally I think a well stocked general artisan item vendor is a great find. I cant tell you how many times I searched and searched for a black or brown leather (casual) jacket for the few weeks I gave up artisan.


The problem with an artisan vendor is that its not the first type on everyones mind but when its found and the word gets out, its a great repeat vendor. Its also a great vendor for starting players. Crspic (+ accuracy) is good for leveling brawler or marksman and voritor segments can easily be found for 500 cr each in Coronet, making enhanced bone armor worth it for a new player, not to mention cheap.


Rate 4 personal harvesters can be sold on the city bazzars as can high rated weapon and armor repair tools. Oh and 4-charge droid batteries are hard to find for anyone....I guess because they assume only DEs can make them


When it comes to master artisan items like control units, elec GP modules and elec memory modules,someone may get you as a supplier and can easily sell thousands of them. As a former DE, I used to make the gp and memory modules by the thousands (1000 of each only makes 249 adv droid brains, needed in all high level droids). For a DE the quality doesnt matter on any master artisan component and the extra34 skill points they would save can be put to use somewhere alse (assuming they keep survey IV).


Bikes are iffy. The market is flooded with them and can be found for way too cheap in my opinion. If you get a good run of 700+ rated steel/iron and copper/alum you can turn out a bunch for a profit. Use the table found in the artisan links post and put the approximate HAM on the deed. They sell quicker as far as I can tell. An artisan vendor wont get you mega millions like a WS or AS will, but its a great find.



Frog Thorne
Elder Smuggler - Master Pilot
Captain of the Nightjade
Nightjade Exports: Shipping and Misc. Sales
-6115 1020 Naboo, NW of Lake Retreat
"Proud leader of VC for over two years"
Vermicious_Knid
Wed Aug 04, 2004 5:51 am
#3


I'm bringing my master artisan vendor online now on corbantis, featuring many of the things you've mentioned. So far, the stock I've had on there has been selling well.


Best sellers:


Swoops (High durability and available in singles and also in cratesof 5, 10, and 25).


4 charge droid batteries.


Powerups.



I will soon be adding vehicle customization kits, weapon and armor repair kits, and the droid engineer components. Reception so far has been good.


I don't anticipate selling tens of millions of credits a week like a WS or AS can, but I do a few million a week, which keeps me in armor and buffpacks and allows me to buy stupid loot items when I want.


I plan to keep the profession long-term (or until something changes) and add DE in the near future.



Now, as to the original question of using 12 skill points and maxing experimentation, I think that could best be achieved in an elite crafting prof, but that doesn't mean that you can't be a master artisan too.





Laffite wrote:

Personally I think a well stocked general artisan item vendor is a great find. I cant tell you how many times I searched and searched for a black or brown leather (casual) jacket for the few weeks I gave up artisan.






Message Edited by Vermicious_Knid on 08-04-2004 09:53 AM



-




Every time I log in I'm terrified they changed the game to Dance Dance Revolution without telling anyone after holding a "focus group"

DirthNader
Wed Aug 04, 2004 6:31 am
#4

Good travel biscuits (+ terrain negotiation) andstarshine surprise (reduced incap time) would probably do well. There's another artisan food that is basically a light version of synthsteak (% damage reduction) that some players prefer because of its lighter filling.


I don't think too much of bone armor, because it lacks kinetic resists, which are essential for new players. Voritor hides, even purchased for 500cr each, will drive up the price of the armor beyond what a new player can afford.


Powerups, tools, and vehicles are essential, but you've already commented on them.



The artist formerly known as Ittov
Yasha
Fri Aug 06, 2004 9:58 am
#5






NinjaPizzaBoy wrote:

*snip*

As a master artisan, what can I make to show everyone my talent and still make good money doing so? Ultimately, I would like to become a 12 point artisan and craft the very best things. And that is the problem, what good would a 12 point artisan be? What thing can I make money from that would require the other +20 experimentation to be the best? Let's go down the possible list -





Actually, it's 14 points if you wish to be "the best". +15 race bonus for human, the +25 cap is after racial bonuses.


I'm 13 as it stands, not really worth a whole lot, about the only thing I've found it's good for are making the base cheese weapons for grinders and/or newbies (cdef, dagger, staff, etc). Not profitable, but fun, selling resources is essentially where the money is in artisan. Contracts with weaponsmiths, armorsmiths, etc. Can always make some sweeeet 10% resist bone armor. Probably the most profitable crafted items are the items needed by DE's from you, as most will keep artisan, but there are a few who rely on some other artisan to make 'em. Personal harvesters are a really good market if you can get the traffic and get the extraction rate higher than the next guy.


Happy crafting,

Message Edited by Yasha on 08-06-2004 01:06 PM



Yasha- Publish 9 Jedi Elder (EX)Light Jedi Force wielding master, borked but still f.u.n.
Arath'a Eagleeye Elder BH and (EX)Master Ranger/Rifleman
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