Combat Medic Archive

Thread: Combat Medic crafting question

JadeGoddess
Fri Jan 14, 2005 4:21 pm
#1

Hi, I'm new to the profession but wanted to create a combat medic vendor her on Bria since there aren't very many


MY question is what do people actually look for and buy?


I wouldnt think secondary disease and posions sell that well, so I was looking for suggestions


thanks



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JadeGoddess
Master Rifleman / Master Marksman
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RubyGoddess -- Please offer anything I managed to win at 6099, 6655 naboo
Master Tailor/ Master Merchant
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Dextrix
Fri Jan 14, 2005 5:45 pm
#2

I cant speak for the masses, but I know what I look for.

Effectiveness...basicly thats all I care about, while maintaining a decent pottency of course.

I could care less about charges and range means little but has value.

Just mho...



Dex Fay'Scatha
{Leader of Rua Dona }
\ Rua Ardan ~ Dantooine /
JadeGoddess
Fri Jan 14, 2005 6:08 pm
#3

I meant ummm what to make exactly


Action/Health/Mind things


and ranged stims and stuff like that?



==============================================================
JadeGoddess
Master Rifleman / Master Marksman
==============================================================
RubyGoddess -- Please offer anything I managed to win at 6099, 6655 naboo
Master Tailor/ Master Merchant
==============================================================
Vaashtkk
Fri Jan 14, 2005 11:12 pm
#4

As for what to craft, I'd suggest mostly mind poisons and diseases. It's the most common pool people aim for in general. Also carrying area stims and a few ranged stims (they go further than area stims) would be good.

Your most likely customers will be MCMs who don't enjoy the crafting part of the prof, and non-masters who pick up just enough CM to be dangerous. So you'll want to stock some product that has a CM use at or under 75. Keep all levels so that krayt hunters can stack poisons. Nothing brings return business like a well-stocked and varied vendor.

This is your eventual goal of course. Start by carrying mind poison Cs (both high effect and some 75 use) and some area stim Cs. Place a "read me" item on your vendor asking for feedback from your customers. Then give the people what they want. :-)



Greedo did NOT shoot first!
Pahdbacca
Sat Jan 15, 2005 2:13 pm
#5






Vaashtkk wrote:
As for what to craft, I'd suggest mostly mind poisons and diseases. It's the most common pool people aim for in general. Also carrying area stims and a few ranged stims (they go further than area stims) would be good.

Your most likely customers will be MCMs who don't enjoy the crafting part of the prof, and non-masters who pick up just enough CM to be dangerous. So you'll want to stock some product that has a CM use at or under 75. Keep all levels so that krayt hunters can stack poisons. Nothing brings return business like a well-stocked and varied vendor.

This is your eventual goal of course. Start by carrying mind poison Cs (both high effect and some 75 use) and some area stim Cs. Place a "read me" item on your vendor asking for feedback from your customers. Then give the people what they want. :-)





Good reply



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
JadeGoddess
Sun Jan 16, 2005 1:20 am
#6

thank you for the advice



==============================================================
JadeGoddess
Master Rifleman / Master Marksman
==============================================================
RubyGoddess -- Please offer anything I managed to win at 6099, 6655 naboo
Master Tailor/ Master Merchant
==============================================================
Aperaiser
Sun Jan 16, 2005 5:52 am
#7

I craft the following:
Health area Cs with +220% (PvP penetrator)
Mind area Cs with +220% (PvP penetrator)
Mind single Cs with +220% (PvP penetrator)
Mind area Cs with +110% (Almost all exp goes into eff)
Mind single Cs with +110% (Almost all exp goes into eff)
Mind area Cs with 75use or less. 2 Types, one effexped and one potencyexped.
Mind single Cs with 75use or less. 2 Types, one effexped and one potencyexped.

I craft diseases for personal use only. We got enought good CMs to craft diseases on Chim. I dont want to go into a pricewar on the insectmeat.



Aslarf Wooble, Resident of Remiel, Member of BoR
Weewapa08
Wed Mar 16, 2005 8:05 pm
#8


hey, what is the maximum amount of additional med exp skill tapes can u use after master? like what is the exp cap? +5 after master? need help!




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alucard82
Wed Mar 16, 2005 8:58 pm
#9

you need exactly +20 in experimentation skill tapes (since it goes by 10s and you cant get +30), anda max of +25 in assemblyto be considered a 12point CM Crafter.



[ Vix Acworth ][ Rays Hope ][ Famine ]
My_Pride,_My_Power,_Your_Peril
N Roughneck Warriors N
RW GENERAL

...and (Colonel) Sanders too!


Weewapa08
Wed Mar 16, 2005 9:57 pm
#10

dang how do people manage to get all of those skill tapes...?




0000000000000000000000Weewapa Itzimossk
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Quemine
Thu Mar 17, 2005 2:18 am
#11

If you got money, try the trade forums for your galaxy.. if not.. go hunt!



Quemine Aweron / Caeron Auger
NWW Ranger
Medical Resources, Components, Supplies, Food & Drinks Vendor
Vesania, Corellia, 4639 -6000
Weewapa08
Thu Mar 17, 2005 5:35 am
#12

lol i guess i wont do crafting, ill just buy my stuff. the only problem is on shadowfire there is like no combat medic vendors




0000000000000000000000Weewapa Itzimossk
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000000000000000000000Never Let Down Your Guard

0000000000000000000000The Few, The Proud, The Empire
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Eskie
Thu Mar 17, 2005 6:38 am
#13



alucard82 wrote:
you need exactly +20 in experimentation skill tapes (since it goes by 10s and you cant get +30), and a max of +25 in assembly to be considered a 12point CM Crafter.




The assembly is mandatory, also? I always thought +20 exp / +0 ass already is 12pt.

You can have a max of +25 from clothing (BE / SEA) to any of your stats.

For experimentation, every +10 in exp skill give you one more point during experimentation. So with +20 exp, you will be a 12pt crafter. You can have +25, but the additional 5 just give you behind-the-scenes advantages in getting good experimentation rolls, not a third additional point.

You can also have a max of +25 to assembly, which will give you behind-the-scenes advantages to the initial assembly roll.

On how to get SEAs: Loot them yourself if you have enough luck, or pay somebody else who had that luck. Prices on SEAs depend on your server, on Ahazi CM exp currently is pretty cheap (150k to 500k per point).



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
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