Merchant Archive
Thread: Merchant Templates To those complaining they can't do it.
Many folks have been saying how the need to use skill points to own vendors is meaning that they can't be a good crafter, or have both crafting and combat skills etc, I have worked out some templates for different needs, including the ability to own vendors to show that this is a fallacy:
All Rounder:
- Artisan 4/0/4/4 or 0/4/4/4
- One elite crafting profession mastery
- One elite combat profession mastery
- Merchant 3/0/1/4 - 2750 items,9 vendors
Dedicated Crafter:
- Two elite crafting profession masteries
- Master Merchant - 4000 items, 12 vendors
Doctor:
- Master Doctor
- Artisan 0/0/4/0 - 250 items, 2 vendors
- Elite combat profession 4/4/4/0 or equivalent
Bio-Engineer:
- Master BE
- One elite combat profession mastery
- Scout 1/0/4/0 - Some terrain negotiation
- Novice merchant - 750 items, 3 vendors
Loot Hunter:
- One ranged and One melee elite combat mastery
- Scout 1/0/0/0
- Medic 2/0/0/0
- Artisan 0/0/4/0 - 250 items, 2 vendors
Organics hunter:
- One elite combat mastery
- Ranger 0/0/4/0
- Medic 1/0/0/0
- Artisan 0/0/4/0 - 250 items, 2 vendors
Unless you want to be an high-end PVPer with a knife edge template there is plenty of room to have vendors while still having a good range of other skills. Obviously this isn't an exhaustive list of options and there are plenty of other combinations possible, but this shows that you can comfortably have business/ merchant skills and still have plenty of other skills.
Add a combat profession.
You have enoguh skill point to get 3 box in Merchant.
that's what I already have.
TKM,MA,MDE, Merchant 3-0-0-0.
SP left : 0.
The only problem I have is the unlocking of second character.
If I have to spent 24 skill point to unlock the second character, I'm screwed.
Although I agree us Smugglers have gotten the shaft since day 1, If you work it right youll do fine. Im Master Smuggler, TKM, Merchant 3000, and survey 4. thankstothe Merchant tree I make loads of credits with my business.
WerdgiB wrote:
you also left out smugglers...but we generally get screwed up and down and all over so were pretty used to it.
but there are many armorsmith or weaponsmith /smugglers out there who are gonna run into some serious problems
4/0/0/0 brawler
0/4/0/0 marksman
master smuggler is a huge drain on skill points
master as or ws
then add in 4/0/4/4 artisan and youre at244 already
Master TK
Master Amorsmith
Novice Merchant (3-0-0-0)
Novice Scout (3-0-3-)
Now I was thinking that this is not a bad template it allows me to have a crafting profession, be a heck of a fighter, and sell my own items. I am on the map, have multiple vendors (so can sell all that wonderful armor I make). The only thing I have to do is work with a tailor for my components. So with creative juggling, deciding where best to focus points you can craft, fight and sell.
Javac wrote:
For the 'all rounder' you're forgetting you need medic skills too. Just one elite combat prof isn't all that effective.
Which is why you have to make choices. If you want to be effective (which one combat mastery gives you plenty of) you do this. If you want to be "teh uber" then sorry but you can't have tons of vendor's. You could also skip surveying to get Novice Medic. With my doc toon I do all my surveying with just novice artisan. It's not the best thing in the world but it works.
Hard choice but a simple fact.
I think the toughest choice (where owning a vendor is not possible) is to master an elite combat profession plus a 2 tree profession like Doc or Ranger.You don't have enough points left for a vendor which means you'll either have to buy a second account, or drop down on your combat prof (as stated in the original thread)OR realize the game was based on player interdependence and just hire a merchant to do your business for you.
Message Edited by atimes on 08-20-2004 01:24 PM
atimes wrote:
Javac wrote:For the 'all rounder' you're forgetting you need medic skills too. Just one elite combat prof isn't all that effective.Which is why you have to make choices. If you want to be effective (which one combat mastery gives you plenty of) you do this. If you want to be "teh uber" then sorry but you can't have tons of vendor's.
Hard choice but a simple fact.
I think the toughest choice (where owning a vendor is not possible) is to master an elite combat profession plus a 2 tree profession like Doc or Ranger. Then you don't have enough points left for a vendor which means you'll either have to buy a second account OR realize the game was based on player interdependence and just hire a merchant to do your business for you.
Message Edited by atimes on 08-20-2004 01:20 PM
I'm not expecting to be 'teh uber' hell, I'm a pistoleer! MDE + Nov Medic + Master Pistoleer + 0040 Smuggler was far from 'uber'. I felt that I could at least have some combat fun without resorting to buying a second character, even if I couldnt' do high end content. I already have to hit up a Master Artisan every week for GP and MM modules, and an Armorsmith on occasion, not to mention making DSCs for folks, so I understand interdependancy.
Message Edited by Javac on 08-20-2004 01:28 PM