Merchant Archive

Thread: Master Merchants...what is the best combat proffesion to add?

Little-Green-Guy
Thu Jun 23, 2005 11:10 am
#1

Well, I think im 'officialy' giving up all the crafting and just sticking to my beginings =being a 'master merchant'/ resource broker.



What is the best combat proffesion to add w/master merchant?


will i be of more use to groups as a Doctor or Combat Medic?


or, will I be better off getting Master Rifleman or Master TKA?


any advice of combinations will be highly appreciated.


I


thank you kindly.





Mucus' " tHe FiNe aNd gRiNd "
Specialty Resources - Premium Grade Resources - Grind Resources
South Coronet (SoCo) Ship Systems
Both located: 600m South of Coronet (JTL) Shop @ (-266 -5514), (Resources) Shop @ SoroSuub Mega-Mall (-235 -5560),
Uber Ships & Components for Uber Pilots (SoCo) Price List : -Clicky-


ItemCreator
Thu Jun 23, 2005 3:15 pm
#2

First think about what you would enjoy doing. There is no point in doing a profession you are not happy with, so look at what would give you the most fun.


For my alt its pistoleer, I love running around with a gun and it meant if it was a quiet day and most of my guild was at work I could stillgo do my own thing. From a resource point of view, as that's what you are interested in, pistoleer and scout enables me to gather hide/meat/bone/milk/eggs without a problem.






~~~ Kelsaka Rymi ~~~
Clothing-Obsessed Elder Tailor of Infinity
Kelsaka's Clothing Boutique -6820 2700 Tyrsis, Naboo
(Maisaka ~ Outfits, Shasaka ~ Hunter, Teisaka ~ Fashion Armour)
(Survived 2 crafting trips to the DWB)
SwenLaransa
Thu Jun 23, 2005 3:21 pm
#3

I'm biased. Go for smuggler. You get stuff to sell, services to render, and also your crowd control abilities are much loved in a group.




Swen Laransa
Fish of the Force & Smuggler at Heart

Anoron
Master Shipwright & Smuggler
Ships and Jedi Resources at -387 2901 Dantooine

Vastar
Thu Jun 23, 2005 8:28 pm
#4

I went with Combat Medic. I'm using more skillpoints, I'm very much weaker than as a Master Rifleman and everything attacks me when I'm in a group. For some reason, though, it's a heck of a lot of fun. So, yes, I would agree that effectiveness should take a backseat to fun. (Not necessarily suggesting Combat Medic for you, just illustrating the point.)



____Zlatan Fulgere________________
Zlatan baby, Zlatan
Meaningful labels don't require self application.
Corsican_Ogre
Fri Jun 24, 2005 8:53 am
#5

I would tend to go Smuggler gives you deep discounts on faction items for the GCW which can be sold for fairly high prices. At the high end part of the game your only going to be a group hunter any way and good crowd control is a major help in any group. The problem with being a medic at level 54 is with the agro your going to get your really going to miss the extra health you get from a double combat master.



Vrailus Novawolf
12 Point Master Armorsmith Master Shipwright Master Merchant
Daragon V Mall At Lake Destiny (Near Keren) 3125 2819
Flatfingers
Fri Jun 24, 2005 1:24 pm
#6

To suggest a different way of looking at this question: Why insist on mastering any combat profession if you're going to retain Master Merchant?


To createa survivableresource broker, your best bet might be a sampling of skills from any ranged weapon profession (Pistol, Carbine, Rifle)plus the Terrain Negotiation and Hunting lines of Scout. The Scout/maskscent skills (esp. combined with appropriate plusses from clothing), combined with the "no longer aggro'd by gray cons" rule, will prevent you from being lit up at all by many creature mobs.


If you do get attacked,the combat skillswill allow you to mitigate some damage by wearing armor, and may even allow you to fight back. In the latter case, spending a few skill points on Medic skills could also be a wise purchasing decision. (And havingthe Scout Hunting skills will let youharvest a reasonable amount of creature resources while you're tending your planted harvesters.)


Now if only there were Entertainer skills that could be useful in the wilderness, I could build the most well-rounded character on my server....


--Flatfingers

Little-Green-Guy
Fri Jun 24, 2005 3:58 pm
#7

well, thanks all for the input..but let me re-phrase the question a bit (i think i wasn't too clear).


I am curious as to the 'best' combat proffesion to add along with a 'Master Merchant'....post-cu


With all the skillpoints sucked into 'Master Merchant', I didn't know if one template was more viable vs. another.


also, when i say 'resource broker', what i mean is..i would just need to be able to survive out in the field (checking harvesters). not, harvest any creature resources...so that makes it a tad bit easier.


hope this clarifies..




btw, i've been down to the DWB (pre-cu) about 3 dozen times as a: Master Shipwright/ Master Artisan /Master Merchant / novice box of rifleman...lol..



i'm hoping to nab a good combat proffesion..gonna be nice to be able to fight back.



Mucus' " tHe FiNe aNd gRiNd "
Specialty Resources - Premium Grade Resources - Grind Resources
South Coronet (SoCo) Ship Systems
Both located: 600m South of Coronet (JTL) Shop @ (-266 -5514), (Resources) Shop @ SoroSuub Mega-Mall (-235 -5560),
Uber Ships & Components for Uber Pilots (SoCo) Price List : -Clicky-


Shadwe
Sat Jun 25, 2005 5:01 am
#8



Little-Green-Guy wrote:
Well, I think im 'officialy' giving up all the crafting and just sticking to my beginings = being a 'master merchant'/ resource broker.
What is the best combat proffesion to add w/master merchant?
will i be of more use to groups as a Doctor or Combat Medic?
or, will I be better off getting Master Rifleman or Master TKA?
any advice of combinations will be highly appreciated.
I
thank you kindly.





Not sure how much artisan you have but go here and down load this post-CU prof-calc.

Clicky

You can mix and match and find this best combo for you.



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Plateau Mall located @ waypoint 980 -4100 behind the shuttleport in Mesric Sanctuary on Tatooine.
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