Bio Engineer Archive
Thread: Template
Davriel
Fri Aug 05, 2005 9:27 pm
#434
is master riflemen and bounty hunter better or is carbineer and bounty hunter better please state your reasons
Arrogance79
Sun Aug 07, 2005 9:44 pm
#435
LS 0404
Healer 4000
Enhancer 4404
Defender 4040
Powers 0400
What you think of it
Healer 4000
Enhancer 4404
Defender 4040
Powers 0400
What you think of it
cmreeves
Sun Aug 07, 2005 9:48 pm
#436
Good template, but you will have a low force pool and regen without having at least 1 Master.
Message Edited by cmreeves on 08-07-2005 09:48 PM
MissMir
Sun Aug 07, 2005 9:48 pm
#437
works well, covers everything that needs to be covered, but force poolwill be a little bitsmaller since you dont have a master box
FarSuperior
Sun Aug 07, 2005 9:50 pm
#438
cmreeves wrote:
Good template, but you will have a low force pool and regen without having at least 1 Master.
Message Edited by cmreeves on 08-07-2005 09:48 PM
yeah
Double Master ftw
IrebItadle
Tue Aug 09, 2005 1:20 pm
#439
whats a good template for armorsmith
i was thinking M AS and partly tailor and some merchent but i dont know
LeviticusD
Tue Aug 09, 2005 1:24 pm
#440
That's a good one to start at as AS will definately take all your time and you can be self sufficient. If you want, go to bloodfin.org and download the character builder to see how much you can put into each profession.
Other favorites include armor/weaponsmith and armor/smuggler if you are into faction armor.
I was going to do armor/shipwight, but I definately don't have time for both! Maybe later!
pykescylla
Tue Aug 09, 2005 2:08 pm
#441
I copied this out of one of my old posts. I'm currently MAS 4440 smuggler 0004 mechant 4044 artisan.
* * * * *
If you aren't concerned about combat ability, you could try
Master armorsmith
4000 Smuggler (for buying faction points for schematics plus the ability to pull a trigger and wear armor)
0300 Tailor (lets you make all the tailor components required for armor)
0004 Merchant (10 vendors with a total of 1750 items on them)
4444 Artisan (for all the crafting prereqs and surveying)
In merchant, you might want to go up the hiring tree and make some nice vendors for your shop (Hiring 4 lets you put clothing and armor on them). Then drop all of hiring (your vendors will be fine) and go up to advertising 3 and list your vendors on the planetary map (some people will say this is useless now that we have the vendor search, but I still think it's nice). You can then drop the entire advertising line, and your vendors will stay registered.
I use one vendor for each of the three types of armor plus one more for PSGs. I also use one in my workshop for storage. Some people have vendors for faction armor or for special orders.
If I can get rid of tailor , I'd do
Master Armorsmith
Master Artisan (You can make the two PSG components this prof makes)
4000 Smuggler
0004 Merchant
and have 14 points left to play with, which I'd use to go up and down the merchant trees, say getting 3004 to list my vendors, then 0043 to dress them up, then going back to 0004 merchant and 4300 smuggler just to play with slicing a bit.
Or
Master Armorsmith
4044 Artisan (Get someone else to make PSG components)
4400 Smuggler (More combat level and the ability to do some nice slices)
And have 18 skill points to play with. You could go 4440 smuggler for a bit more offense. Or pick up novice scout and a box of hunting to accompany groups on hide gathering expeditions. Or go 0404 merchant so you can get another vendor, place merchant tents, and get a 20% discount on all structure maintenance.
Those 18 skill points would be a lot of fun. You could constantly drop and pick up helpful skills as you need them. Stay at 4000 smuggler and you'd have 32 free skill points.
* * * * *
If you aren't concerned about combat ability, you could try
Master armorsmith
4000 Smuggler (for buying faction points for schematics plus the ability to pull a trigger and wear armor)
0300 Tailor (lets you make all the tailor components required for armor)
0004 Merchant (10 vendors with a total of 1750 items on them)
4444 Artisan (for all the crafting prereqs and surveying)
In merchant, you might want to go up the hiring tree and make some nice vendors for your shop (Hiring 4 lets you put clothing and armor on them). Then drop all of hiring (your vendors will be fine) and go up to advertising 3 and list your vendors on the planetary map (some people will say this is useless now that we have the vendor search, but I still think it's nice). You can then drop the entire advertising line, and your vendors will stay registered.
I use one vendor for each of the three types of armor plus one more for PSGs. I also use one in my workshop for storage. Some people have vendors for faction armor or for special orders.
If I can get rid of tailor , I'd do
Master Armorsmith
Master Artisan (You can make the two PSG components this prof makes)
4000 Smuggler
0004 Merchant
and have 14 points left to play with, which I'd use to go up and down the merchant trees, say getting 3004 to list my vendors, then 0043 to dress them up, then going back to 0004 merchant and 4300 smuggler just to play with slicing a bit.
Or
Master Armorsmith
4044 Artisan (Get someone else to make PSG components)
4400 Smuggler (More combat level and the ability to do some nice slices)
And have 18 skill points to play with. You could go 4440 smuggler for a bit more offense. Or pick up novice scout and a box of hunting to accompany groups on hide gathering expeditions. Or go 0404 merchant so you can get another vendor, place merchant tents, and get a 20% discount on all structure maintenance.
Those 18 skill points would be a lot of fun. You could constantly drop and pick up helpful skills as you need them. Stay at 4000 smuggler and you'd have 32 free skill points.
pykescylla
Tue Aug 09, 2005 2:12 pm
#442
But if you're truly new to the game and don't have money or resources, I'd head for 4040 scout or better, master rifles, 0004 artisan and work on armorsmith on the side.
Why? Because armorsmith is about nothing but resource gathering, my friend. You might master armorsmith, but if you don't have the resources, you can't do jack. You're time would be well spent getting a nice stock of hide, bone, and resources to launch your business.
Edited: Noticed your sig. You might have all the hunting capacity and cash you need then.
Why? Because armorsmith is about nothing but resource gathering, my friend. You might master armorsmith, but if you don't have the resources, you can't do jack. You're time would be well spent getting a nice stock of hide, bone, and resources to launch your business.
Edited: Noticed your sig. You might have all the hunting capacity and cash you need then.
Message Edited by pykescylla on 08-09-2005 05:13 PM