Combat Medic Archive
Thread: OK... I am a little new to CM, need some help...
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Caqoshor
Wed Aug 25, 2004 11:50 pm
#1
We have couple CM's in our guild, but none of them have ever crafted anything before and are just PvPers, and our only crafting CM has left the game and so I have taken it upon myself to craft CM stuff for the guild. I have some nice resources that the old crafter left behind, but there are still some things I need to get. Just wondering if anyone had any good tips on crafting, you know, what to do, what not to do, etc...
I basically just want to make the best stuff for PvP as I can, and I do have some spider venom and stuff like that, but the only crafting stuff I have done before this was like basic artisan crap, so I don't know exactly how all the stuff works with components and crap like that. I just grinded up to master today, and I have my +20 experimentation clothing ready to rock, just need to dive in I guess... So anyway, if anyone wants to help a noob CM out, feel free to leave me any suggestions here...
Thanks...
I basically just want to make the best stuff for PvP as I can, and I do have some spider venom and stuff like that, but the only crafting stuff I have done before this was like basic artisan crap, so I don't know exactly how all the stuff works with components and crap like that. I just grinded up to master today, and I have my +20 experimentation clothing ready to rock, just need to dive in I guess... So anyway, if anyone wants to help a noob CM out, feel free to leave me any suggestions here...
Thanks...
Message Edited by Caqoshor on 08-25-2004 11:51 PM
Mmaxx
Thu Aug 26, 2004 4:15 am
#2
hehe save your venom until you've figured it out a bit. I was a Master for a day and though that meant I was actually capable of crafting. I used my last two venom vails in an area poison that ended up tiking for just over 600...... but with a potency of 62..
Lovely stuff, when it works.
somerandomuser
Thu Aug 26, 2004 4:23 am
#3
until you get the hang of which resources to use for what..
head by the local bazaar terminal and pick up a few looted and premade components (modified dispersal mechanisms spring to mind).. as well as the substittes like rancor bile and donkewah poison..
also get some grind-grade resources to play with..
spend a day to 2 using this 'junk'.. and see what stuff comes up like..
once you've made a few poisons and seen hwo they turn out.. then start working on making individual components..
pay very close attention to the schematics and tailor your resource needs to affect the particular stat you wish to improve..
make a small factory run of each of these components (crate of 50 of each should be enough).. ask other Cm crafters in your galaxy for stats on their components and compare..
after that.. if you feel you have a decent grasp on crafting.. and are happy with your components.. go ahead and use the good stuff to make poisons.. if you're not overly pleased.. keep using the grind grade and compare to the looted components..
now assuming you've been thru all that.. try another series of components.. by this point you should have a fairly good idea of what you want.. and a relatively good idea of what you have.. go ahead and see if you can improve on your previous run..
repeat for your poisons using this latest batch of components..
now you should have functional poisons.. compare to your old stash of what you used to use.. and tailor them to your needs accordingly..
really though the trick is spending a day getting messy until you understand the process..
if you'd like a hand or someone to walk you thru it the first few times.. i'd be more than happy to pop a toon on your server and give you input..
speaking from my own experience.. my first couple batches were utter crap.. my more recent stuff while not being the best in my galaxy is quite competitive from what i'm told.. and i'm currently in the process of stocking up on resources to go into full production..
the hardest part for me was remebering which stats were important in which resources.. and knowing which resources work in certina areas seeing as i don't have artisan so 'non-ferrous metal' is one of those things i have to look up to remember what works from time to time
head by the local bazaar terminal and pick up a few looted and premade components (modified dispersal mechanisms spring to mind).. as well as the substittes like rancor bile and donkewah poison..
also get some grind-grade resources to play with..
spend a day to 2 using this 'junk'.. and see what stuff comes up like..
once you've made a few poisons and seen hwo they turn out.. then start working on making individual components..
pay very close attention to the schematics and tailor your resource needs to affect the particular stat you wish to improve..
make a small factory run of each of these components (crate of 50 of each should be enough).. ask other Cm crafters in your galaxy for stats on their components and compare..
after that.. if you feel you have a decent grasp on crafting.. and are happy with your components.. go ahead and use the good stuff to make poisons.. if you're not overly pleased.. keep using the grind grade and compare to the looted components..
now assuming you've been thru all that.. try another series of components.. by this point you should have a fairly good idea of what you want.. and a relatively good idea of what you have.. go ahead and see if you can improve on your previous run..
repeat for your poisons using this latest batch of components..
now you should have functional poisons.. compare to your old stash of what you used to use.. and tailor them to your needs accordingly..
really though the trick is spending a day getting messy until you understand the process..
if you'd like a hand or someone to walk you thru it the first few times.. i'd be more than happy to pop a toon on your server and give you input..
speaking from my own experience.. my first couple batches were utter crap.. my more recent stuff while not being the best in my galaxy is quite competitive from what i'm told.. and i'm currently in the process of stocking up on resources to go into full production..
the hardest part for me was remebering which stats were important in which resources.. and knowing which resources work in certina areas seeing as i don't have artisan so 'non-ferrous metal' is one of those things i have to look up to remember what works from time to time
Pahdbacca
Thu Aug 26, 2004 12:23 pm
#4
I'd be more than happy to answer any questions you have.
Don't accidently use any resources for advanced components on other stuff.
For resiliency compounds, you need advanced stuff these days. Always put all the points into potency that you can.
Let me know about any other questions....
Caqoshor
Thu Aug 26, 2004 12:27 pm
#5
Oh I am sure I will have plenty, just looking for others' tips and experiences at this time, I am gonna have to get my hands dirty and craft some stuff, then I will see what questions I have, thanks for responding!
drjeckyl
Fri Aug 27, 2004 6:21 am
#6
How about the order and importance of crafting food/drinks? Do you wait a certain period between food/drink consumption when making a schematic? Do you have all the necessary extra tapes to put you over the 20 crafting/experimentation to get the extra experimentation points and what combination of components do you put together (ie gloves, shirt, pants, boots, hat with what kind of tapes). Did you buy or find your tapes?
somerandomuser
Fri Aug 27, 2004 1:04 pm
#7
haven't touched the foodstuff yet..
currently as far as clothing goes.. i have a hat.. a vest.. a blouse.. gloves.. pants.. boots.. a a hula-hoop (belt)..
all have at least +1 assembly and +1 experimentation and 2 open sockets
with the exception of the vest which has +4 experimentation and 1 open socket (presumably for a better assembly tape if i come across one)
currently as far as clothing goes.. i have a hat.. a vest.. a blouse.. gloves.. pants.. boots.. a a hula-hoop (belt)..
all have at least +1 assembly and +1 experimentation and 2 open sockets
with the exception of the vest which has +4 experimentation and 1 open socket (presumably for a better assembly tape if i come across one)
drjeckyl
Fri Aug 27, 2004 2:07 pm
#8
So are MCM's making effective products without having the extra two experimentation points from extra clothing attachments?
I think some explanation of what people have done to put their experimentation points into what fields for the beginners for each advanced component and the final product would be very helpful. I am waiting to see if I can really make useful products without the extra tapes.
SolSpur
Fri Aug 27, 2004 4:41 pm
#9
Weather crafting with 10 points or 12 points the end product comes down to your resources. A 10 point cm with good resources can make better then a 12 point with average resources. Before you start experimenting, where it says good or amazing success you will see three percentages. 30% down the line is perfect. Try to get as close to 30% base as possable.
Iwoow
Mon Aug 30, 2004 8:06 pm
#10
May i suggest you wait untill tuesday because theres a new little thing added into crafting basicly it shows how good a resource is for a slot, its kinda helpfull....just wait and see anyways maybe I dont know anything lol.
somerandomuser
Wed Sep 08, 2004 6:57 pm
#11
situationally health/action diseases can be useful.. or diseases to theri secondaries..
if you can cram enough status effects on 1 target.. when they get that 'tick'.. their battle fatigue will skyrocket..
but in PVP.. from my understanding 'mind is king'.. so you should be ok with just mind/focus/willpower area/singles
if you can cram enough status effects on 1 target.. when they get that 'tick'.. their battle fatigue will skyrocket..
but in PVP.. from my understanding 'mind is king'.. so you should be ok with just mind/focus/willpower area/singles
Caqoshor
Thu Sep 09, 2004 12:57 am
#13
OK I have been playing around and making some good stuff, so far I have some really nice area heals and ranged heals, and I have some good area/single mind poisons and diseases... I also hand crafted poisons out of all the venoms I had and they turned out really nice. My next question is what else is good for PvP? Should I be making focus and wilpower poisons? Or just diseases for those stats? Is it worth making health and action stuff at all? I know most people use mind because you can't heal mind (unless you are a CM) etc...
Thanks for all the help...
Message Edited by Caqoshor on 09-08-2004 01:03 PM
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