Business And Economy Archive
Thread: Money making + respec options
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.
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
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
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.
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.
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.
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