Business And Economy Archive

Thread: Money making + respec options

KrogGonRong
Wed May 25, 2005 5:47 pm
#1

I need advice.


So I've played since launch. Took a long break from JTL to CU...but now I'm back into it.


Ihave a secondary character, Gorkk, who was my jedi rezzer (master doc) and vendor stooge.


Now with the CU his doctor skills are pretty much useless for support of my jedi.


I still have 1-2 more respecs in him. I thought about making him combat/money maker.


His options are;

Chef

Armorsmith

Weaponsmith

Tailor

(other cool profs for money making?)


What are the pros and cons with those professions? Does it take forever to make 1 suit of armor or weapon?


Or I could just make him some combat toon but I already have an MBH/Doc and a Jedi so I don't know what other profession would be fun for combat.


Anyway, let me know your thoughts if you were making the same choice.


Thanks!






KrogGonRong: Elder Bounty Hunter
Gorkk Gon'Fishee: Master Armorsmith/Master Weaponsmith
Krogg Gon'Kotor: Elder Master Jedi
Vendor Located, Theed -6831, 3773
Vastar
Wed May 25, 2005 5:59 pm
#2

Chef - I dunno

Armorsmith - You'll need to track down resources and that could take time and credits. With the CU, armor is far more simplistic to make as far as the actual crafting process goes, so, nothing you'd really need to lean there (unlike the old system). You don't need a 12 point suit anymore really and definatley not to start out. Established smiths were gimped pretty good with the CU too so now might be a good time to start up for that reason. Oh, factory times are longer now but you might not notice since you've not gotten used to anything.

Weaponsmith - From the little bits and pieces I've heard, the experimentation system for Weaponsmiths sounds more interesting than Armorsmithing now. You'll still have to collect resources and set up shop with this one too.

Tailor - The return won't be as high here but the investment won't either. If you don't enjoy making clothes, however, Architect might be a better choice.

Merchant - If you understand supply/demand and can pick up on it by observing the environment here in SWG, Merchant can be profitable on it's own.


That's just one person's viewpoint there though.



____Zlatan Fulgere________________
Zlatan baby, Zlatan
Meaningful labels don't require self application.
Kryxal
Wed May 25, 2005 10:15 pm
#3

Further note: from what I've heard, 12 points is even MORE important for WS now, since Damage and Speed were split up.



...has mastered the Pilot profession

Kryxal Lightsky - Radiant - Cancelled Dec. 7
Kagami Lightingdark - Radiant - Cancelled Dec. 7
Kikuko Inoue - Starsider - Cancelled Dec. 7
Momoko - Radiant - Cancelled Aug. 22
Alukolli
Thu May 26, 2005 3:20 am
#4

chef make good money now since peeps need food as the new buffs..


also WS are always needed for, and they make good cash


and yes WS need 12pt more then ever now. but you can still make real good guns without 12pt....


AS- Armor arent needed to much, but in the last patch animals,npc kills armor faster then ever..


Tailor- easy to get resources, making cash, hmm not muchi guess


But none of theese proffession are easy to play and gather resources.


BH make tons of cash atm since they can kill jedi when group. and jedi cant get help to defend. thats what my guild jedi told me anyway, one are down -400k in xp due to 5-6bh in an row..


thats how i figured out stuff on ahazi though. but play what you would like, something that make game fun to play





____________________________________________________________________________________ Name: Craminu
Profession: Trader-structure-enginnering
Vendor: 1810 4749 Jackpot on LOK
Vendor goods: Architect Structures-Resources-
Custom orders: yes by mail-Architect/artisan goods
Guild: Charm
Mayor of jackpot
Mason_St_Jon
Thu May 26, 2005 7:00 am
#5


Crafter Professions:

Chef - If you want to go this route, know that stacking foods and drinks are not an option any longer. You can't drink 2 brandies at the same time (so much for the my drunken monkey :robotsurprised. Also, as always, it is important to make friends with a BE. Its tough to sell foods that don't have BE components in them.


Armorsmith - At first AS had become one tough son-of-a-xxxxx to play. Lots and lots of details, time, and resources became the norm (especially more hides). However, with this new patch coming out, who knows. Also, if you haven't already seen the complaints on other boards, faction armor can sell for a ton of cred. Just need a friendly person to delegate faction to you so you can buy it from a recruiter.


Weaponsmith - This one I play personally. And I really, really wish I had a 20pt suit! Yes, damage and speed are now separate experimentation slots. However, there are 2-3 others as well. The standard integrity is still there. The two new ones: Weight and Accuracy: You can increase the accuracybonus of a weapon. If the accuracy of the attacker is higher than the defenders defense against that weapon, the difference between the two is additional damage. Elemental: Some weapons do elemental damage, and that can be increased through experimentation. I only have a 10 pt WS. As such, I don't sell my weapons for as much (10k max for any weapon), but, I will say that I still cannot keep these babies stocked fast enough. (May have to raise prices).


Tailor - From what I have seen, there are some new BE clothing materials. At least it was post-CU that I bought a shirt for 50k that had +16 Range Defense/+16 Melee Defense/4 Sockets in it. Also, with the defense/speed/accuracy system in place, there is an even greater demand for undershirts, gloves, and boots that have sockets in them for all the new and lovely CAs out there.


Merchant - Never play a bear market. With that said, there has been such dramatic changes to the game, trying to second guess the market well enough to pull this one off will require someone who has been playing a while. If you want to try it, I would suggest waiting until things have settled a bit.


Droid Engineer - With the respec came many, many Master Bounty Hunters. As such, a good DE can make a killing off of hunter/seeker droids. Also, I have started seeing a tactic of combatants sending in their droids ahead of them into POIs. They can test out the dangers with their droids b4 going in themselves.


Artisan - If you just want to play a basic Artisan then I would suggest the new ground vehicles. There are new ones coming out with this new patch as well as all the multi-passenger vehicles. Also, many NPCs now know how to attack vehicles that are left out during combat. With all those vehicles getting destroyed faster, more will need to be made . The Master Artisan may actually have a use now.


Shipwright - Sorry, can't really help you here. Was going to try it, but so many people became MSWs, that I never even looked into it.


Architect - As always, very little to none of the Architect's merchandise actually decays. Thus, its harder to have repeat business. But, hey, everyone needs harvesters, right? And also, there is not the specific resources needed for this prof, just LOTS of resources.


Combat Professions:

From what I have heard/seen/read, the combat professions to go for are BH/Rifleman, Swords/Doc, TKM/Doc, or Rifleman/Doc. Don't knock your Doc. They now get a total of +45 melee and range defense upon reaching Master. Also, you no longer need to craft items to heal/buff with. Middle of combat? Buffs run out? Buff in the middle of being attacked. AND...Unlimited magic...er...bacta shots for healing yourself and others.


As for making money with these profs. I have been offered 100k cred and a share of loot from missions if I would be the tank/doc of the group.



When all else fails.....wait

Exyx Deuxs - Master Swordsman, Master Medic, Master Doctor
Axia Deuxs - Master Merchant, Master Weaponsmith, Master Architect

EdOWar
Thu May 26, 2005 8:52 am
#6

Make a double elite combat character (CL 80) and sell loot for ridiculous prices (it's been my observation that the richest players tend to be looters, not crafters--though crafters do okay too). Learn how to run the Avatar platform over and over and over, and you'll never want for money again. If you have some spare skillpoints left over, take up the Artisan survey line as far as you can go, and sell resources as well. Those will both be great money-makers for you, and require much less effort than running a crafter toon.


If you enjoy crafting, and you have the time to dedicate to it, then I recommend weaponsmith. Post-CU weaponsmith has become much more interesting. However, you'll have to spend time and money tracking down your server's best resources, so there is a substantial set-up cost involved. And that will be the case for just aboutany of the big money-making crafting professions.


Slim Vargo, Corbantis


UmmonPrime
Thu May 26, 2005 9:05 am
#7

If you want a money making profession, go Ranger. Organics are in demand more than ever.


I wouldn't suggest going AS unless you have over 10 mil in start up revenue. Like I said, that's just start up. You would still have to find all the resources to get started.....


Armor does sell for a lot now, but it's real hard to get started in it unless you have a ton of credits and lots of patients.





Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


Oork
Thu May 26, 2005 9:05 am
#8


I think its more or less impossible to *start* a crafting profession these days when thinking about moneymaking.


Personally I am WS/DE/MA (have another toonSW/AS and a third one is Smuggler) and have BE andChef in our PA for getting their info.

Resource quality is the most important part in all crafting professions - it even became more important for WS. The pre-experimental stats of the final product rely 1:1 on resource stats - the higher the better of course. For WS I could handle 20 experimentation points without any trouble in the final product and even then I will not get maxed final products. So some of the stats of the final product will not get experimentation and stats do rely very strong on resource quality.


Same is definately true for Shipwright and Armoursmith (12 points here less important than pre-CU) and similarfor Bio Engineerand Chef.

Droid Engineer was always a bad seller and will stay so in the future I think (anyone remember the patch called "Droid Invasion" with practically no useful change for DE *g* ?) but resource quality is less important than in the previously mentioned crafting profession. And there are some product that have no stats and even sell quite well: Bounty Hunter Droids (looking at my sales 80% of people on Wanderhome are BH, 10% are crafters, rest is Jedi or something completely different).


A last (at least in parts) crafting profession might be worth thinking about: Smuggler. Drugs act like buffs with only very short downtime and crafting drugs does not depend on resource quality.


To sum up: moneymaking in large scales in pure crafting professions is only possible with the proper resources and even after nearly two years of resource gathering for my WS needs I find better resources than I stock already everyfew weeks. Smuggler might be the way to go for you and even supports your secondary combat profession.




Guul Dukat
12 Pt. Weaponsmith, (former) 12 Pt. Droid Engineer and 13 Pt. Artisan
CEO of GD Industries
providing you with weapons, (not any more droids,) ship equipment and more

GD Vendors available in the TOG Mall (Mos Togania, Tatooine, -1400 -5080)

KrogGonRong
Thu May 26, 2005 10:58 am
#9

This has all been great help.


A couple of questions (don't laugh and call me a noob....because I have no experience with crafting profs).


-12 pt experimentation.....would I achieve this be reaching master + having a +25 experimentation attachment? Or do I need multiple +25 exp attachments?


-For those saying don't start the higher end crafting professions....I have the credits to get in.....but are the resources that big of a problem right now to find?


-Also realize that I have enough respec pts that I'll be 2 boxes away from master....is that a huge hinderance?



Thanks again for all this feedback...great stuff.









KrogGonRong: Elder Bounty Hunter
Gorkk Gon'Fishee: Master Armorsmith/Master Weaponsmith
Krogg Gon'Kotor: Elder Master Jedi
Vendor Located, Theed -6831, 3773
Mason_St_Jon
Thu May 26, 2005 11:34 am
#10

To get higher than the Master 10pt experimentation, you would need a total of +10 experimentation attachments (either in one SEA or multiple Skill-Enhancing Attachments) for every +1pt. So, to get to 12pt, you would need an additional +20 exp points from attachments.





When all else fails.....wait

Exyx Deuxs - Master Swordsman, Master Medic, Master Doctor
Axia Deuxs - Master Merchant, Master Weaponsmith, Master Architect

Oork
Thu May 26, 2005 11:51 am
#11



12pt: just get to +20 experimentation by tapes (not certain if the old bug/feature about using similar tapes in same part of clothing is gone), best is getting some +5 or somthing like that and spread them over different parts of clothing. For WS: I think it is absolutely necessary to have 12pt these days.


I did not tell you now to start an elite crafter profession, but it is a massive problem to 1. get the best ever resources for your server and 2. (of you found them on some vendor) to pay the fat amounts the resource dealers charge for them. Personally my Irolunn Reactive Gas is older then a year, one copper is even older.


For many of the elite crafting professions you need a wide variety of resources - WS needs something in the 30th I think. 30+ different ressoures meaning not only a "metal" but a "link-steel aluminium" and this with high values in Overall Quality and Conductivity. Some of these ressource types spawn often, some spawn never (well, nearly...). You might be lucky to get the stock of leaving elite crafters these days as many respecced (or left SWG).


And master or not: Its a big differencebut when you can respec to near master then just buy grind resources and do the rest manually before becoming active crafter. Better results in the final product, less critical assemblies etc. Worth the time

Message Edited by Oork on 05-26-2005 08:53 PM




Guul Dukat
12 Pt. Weaponsmith, (former) 12 Pt. Droid Engineer and 13 Pt. Artisan
CEO of GD Industries
providing you with weapons, (not any more droids,) ship equipment and more

GD Vendors available in the TOG Mall (Mos Togania, Tatooine, -1400 -5080)

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