Shipwright Archive

Thread: Shipwright Vs Armorsmith

En1Gma
Mon Sep 12, 2005 12:12 am
#1

Ok..I came back after a long break..


I can respec my skills about every 12 hours for 2 weeks.


I was just wondering...what is more proftiable/less of a headache to pursue?


Master Shipwright or Master Armorsmith?


Thanks!



_________________________________________________________________________________

My SWG Review on Mmorpg.com
Thunderbyte
Mon Sep 12, 2005 12:27 am
#2

I don't recommend doing either profession unless you really enjoy them. And shipwright is not the same as any of the other crafter professions. With only partial factory support, and the difference in supply/demand compared to ground based crafting professions, you'll find that being a shipwright iscompletely different from armorsmith.


I would recommend Shipwright myself, but only if you enjoy being a pilot, and working directly with your customers alot more than you would if you were an armorsmith. Pilots have alot more questions for shipwrights than ground combat professions have for armorsmiths, because in a way you're the weaponsmith/armorsmith/tailor/chef/doctor(maybe) for that persons ship. And most of the time you know better about how to put it all together than they do, so you'll find yourself getting asked alot of questions about how to make their ships the best they can be.


I love it myself, but I only practice my profession for my guild, and even then it can be alot of work to keep up with thier demand. You might find it favorable to team up with other shipwrights if you do become shipwright, so you can maximize your actual playing time and won't get board with crafting part after part.


Hope that helps a little bit.





         /                   \            
//| |\\ Kauri:
/// \\\ Really BadJack - Shipwright/Swordsman
|\ /// \\\ /|
\//|/ /=======\ \|\\/ Radiant:
/|O|\ ///---+---\\\ /|O|\ Nabushin - Pistoleer/Commando
|-^-||------/// \ | / \\\------||-^-| Olaw - Artisan/Shipwright
|_O_||>====<|||___\|/___|||>====<||_O_|
| O ||>====<||| /|\ |||>====<|| O |
|-v-||------\\\ / | \ ///------||-v-|
\|O|/ \\\---+---/// \|O|/
/\\|\ \=======/ /|//\
|/ \\\ /// \|
\\\ ///
\\| |//
\ /

Jagged-F3l
Mon Sep 12, 2005 5:56 am
#3

I can't talk to Armorsmith, as I have never even so much as tried it. However, I have been a Master Shipwright since JTL went live and played with the profession for three months when it was in beta. Thus, I can provide you with some highlights:



  • The schematics available to shipwrights are very resource intense. Unlike other professions, a 100K stack of a resource is not going to last very long (whereas I have friends that are weaponsmiths and what not tell me that a 100K stack of a resource will last them virtually forever). Thus, I don't see how you can survive as a shipwright buying resources.

  • The only schematics available to shipwrights that call for named resources include component upgrades, and these include all the new "JTL resources". The nice thing about "JTL resources" is that they spawn for no less than 14 days at a time on a single planet before shifting.

  • Unlike any other crafting profession, there is very little in way of manufacturing support, which largely rules out "AFK crafting".

  • I personally enjoy catering to customers one-on-one. I sometimes spend hours talking to some customers learning their tactics, and in turn I buildout a ship for them custom to their preferences. There are so many ships, so many components, so many component upgrades, and so many stats per item that this can be an interesting puzzle.




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AhrienTerrik
Mon Sep 12, 2005 6:00 am
#4



Thunderbyte wrote:

I would recommend Shipwright myself, but only if you enjoy being a pilot, and working directly with your customers alot more than you would if you were an armorsmith. Pilots have alot more questions for shipwrights than ground combat professions have for armorsmiths, because in a way you're the weaponsmith/armorsmith/tailor/chef/doctor(maybe) for that persons ship. And most of the time you know better about how to put it all together than they do, so you'll find yourself getting asked alot of questions about how to make their ships the best they can be.






QFE





Please, deliver any items I buy to my "Astilleros AT - Ventas al publico" vendor. Naboo 6620 -4324

Ahrien Terrik, Master Smuggler & Master Shipwright (12/17/17 points).
Ko'yi Sacure, Light Jedi.
Allison Terrik, Master Doctor (original account, CANCELLED due to SOE turning medics into clerics)
Tangle
Mon Sep 12, 2005 8:19 am
#5






Jagged-F3l wrote:

I can't talk to Armorsmith, as I have never even so much as tried it. However, I have been a Master Shipwright since JTL went live and played with the profession for three months when it was in beta. Thus, I can provide you with some highlights:



  • The schematics available to shipwrights are very resource intense. Unlike other professions, a 100K stack of a resource is not going to last very long (whereas I have friends that are weaponsmiths and what not tell me that a 100K stack of a resource will last them virtually forever). Thus, I don't see how you can survive as a shipwright buying resources.

  • The only schematics available to shipwrights that call for named resources include component upgrades, and these include all the new "JTL resources". The nice thing about "JTL resources" is that they spawn for no less than 14 days at a time on a single planet before shifting.

  • Unlike any other crafting profession, there is very little in way of manufacturing support, which largely rules out "AFK crafting".

  • I personally enjoy catering to customers one-on-one. I sometimes spend hours talking to some customers learning their tactics, and in turn I buildout a ship for them custom to their preferences. There are so many ships, so many components, so many component upgrades, and so many stats per item that this can be an interesting puzzle.






I don't see how you can survive as a shipwright WITHOUT buying resources. You can't possibly mine all you need by yourself. I would never ever be able to keep up with demand. I buy 500k of a resource minimum and steel gets purchased by the million. People in the resource business have the type of size a shipwright needs to consistantly use the good resources to put out a good product. If I only mined my own resources, I'd be out of product very fast. Then I'd be stuck mining some crap resource that seriously hurts the quality of my products. I mean, there is a trade-off to this. My prices are very high. However, my products are consistant. The stats usually never change, unless I find a better resource in which they will get better. Then I buy so much of that resource it should last me a long time.


I'm not saying every shipwright operates this way, but how on earth can you even exist without purchasing your resources? There's just too many you need in big quantities.



Cerise - Master Shipwright - Master Droid Engineer - Master Artisan

Bloodfin - A & C Premium Ship Components
Pinnacle Base, Dantooine in front of shuttle

**BUYING SELF-POWER HARVESTER DEEDS FOR 500K**
**DROP OFF ON ANY OF MY VENDORS AND NOTIFY ME VIA EMAIL**
Jagged-F3l
Mon Sep 12, 2005 11:17 am
#6






Tangle wrote:





Jagged-F3l wrote:

I can't talk to Armorsmith, as I have never even so much as tried it. However, I have been a Master Shipwright since JTL went live and played with the profession for three months when it was in beta. Thus, I can provide you with some highlights:



  • The schematics available to shipwrights are very resource intense. Unlike other professions, a 100K stack of a resource is not going to last very long (whereas I have friends that are weaponsmiths and what not tell me that a 100K stack of a resource will last them virtually forever). Thus, I don't see how you can survive as a shipwright buying resources.

  • The only schematics available to shipwrights that call for named resources include component upgrades, and these include all the new "JTL resources". The nice thing about "JTL resources" is that they spawn for no less than 14 days at a time on a single planet before shifting.

  • Unlike any other crafting profession, there is very little in way of manufacturing support, which largely rules out "AFK crafting".

  • I personally enjoy catering to customers one-on-one. I sometimes spend hours talking to some customers learning their tactics, and in turn I buildout a ship for them custom to their preferences. There are so many ships, so many components, so many component upgrades, and so many stats per item that this can be an interesting puzzle.






I don't see how you can survive as a shipwright WITHOUT buying resources. You can't possibly mine all you need by yourself. I would never ever be able to keep up with demand. I buy 500k of a resource minimum and steel gets purchased by the million. People in the resource business have the type of size a shipwright needs to consistantly use the good resources to put out a good product. If I only mined my own resources, I'd be out of product very fast. Then I'd be stuck mining some crap resource that seriously hurts the quality of my products. I mean, there is a trade-off to this. My prices are very high. However, my products are consistant. The stats usually never change, unless I find a better resource in which they will get better. Then I buy so much of that resource it should last me a long time.


I'm not saying every shipwright operates this way, but how on earth can you even exist without purchasing your resources? There's just too many you need in big quantities.






First, understand that I have two characters on the same server. I dedicate all of the second characters lots to harvesting.


Second, I have had all 10 lots in use for the last 16 months. I pull upan average of1.2M units of resources per week. I had the fortune of being accepted into JTL beta about 3 months before it went live. Knowing I was going to become a shipwright, this gave me a bit of a headstart.


Third, my guild mates have occassionally used their lots to help me harvest some of the better resources that have come down the pike. Our guild isn't big, but the extra help can sometimes make a big difference when a rare or exceptional resource spawns.


Finally, I don't mass produce (not to be confused with manufacture) ships or components. Most of my business is custom orders. I'm not looking to become filthy rich, so much as I am just trying to have fun. My joy in being a shipwright is to talk to customers, learn their tactics, and come up with a buildout that will complement their tactics. I have a lot of fun doing this, and all my customers are happy.



010101010101010101010101010101010101010101010101010101010101Jagged' Fel
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EdOWar
Mon Sep 12, 2005 11:36 am
#7


I've done both professions. In my opinion, shipwright is the more interesting crafting profession of the two, but armorsmith is probably the more profitable. Both professions are fairly resource intensive: shipwright requires more overall resources, but armorsmith requires a lot of hides which are not as easy to get.


Shipwright involves more customization and has more variables in the crafting process (which is why I think it's more interesting). Armorsmith is pretty much one-line experimentation: max out the protections, put any left over experimentation points into condition. There's a little bit of customization in AS dealing with health enhancers, but it doesn't amount to much.


Shipwright only has partial factory support, so all the final goods have to be hand crafted. Armorsmith does have full factory support, providing for mass production. However, there is currently a major bug where armor pulled from factory crates will revert to "base" colors, instead of the colors you choose when you made the factory schematic. This bug is significant enough that many armorsmiths (myself included) have resigned themselves to hand-crafting until it's fixed (and the devs have 'fixed' it twice now, and the bug is still there).


I can't attest to how profitable shipwright is, as I've never been a commercial shipwright. But I've heard others talk about how great business is and that they've made millions, so it must have potential.


Armorsmith, I can tell you, is extremely profitable. A suit of quad-layered armor can sell for upwards of a million credits (or more). Even unlayered suits can sell for hundreds of thousands of credits each. I sell unlayered Imperial faction armor for 850K a suit, and it flies off my vendor. Plus, you can make RIS armor and Bounty Hunter armor, which can sell for many millions of credits each (if you've used server best resources to make them). I've made more money in about two months of being an armorsmith than I made innearly 18monthsof being a weaponsmith (including the grenade-grinding craze before the Combat Upgrade).


Hope this helps.


Slim Vargo, Corbantis
UmmonPrime
Tue Sep 13, 2005 12:20 am
#8

If this was pre-CU, I'd tell you to jump all over AS, but it's not. The profession does have the money if that's what you're after, but the fun just isn't there anymore, for me at least.


Now SW, i've really enjoyed my time with SW and very happy I picked it up. I had this profession before the CU as well, but rarely ever played it because AS held my intrest so well. Not anymore, I love the fact I have more than 1 line to experiment with through SW. So many factors can make your components the best. In AS, everyone can pretty much make the same exact armor every time. The caps are so easy to hit with ok resources before the 2% crafting buff hit.


Now, Ionly useAS to make money when I'm getting low. I can throw 5 pieces of faction armor up on the vendor for 1-1.5 mil each, depending if I feel like layering it, and it will sell within a couple days. With SW, it could take me a couple weeks to match that profit.


Both professions can be a lot of fun if you throw yourself into them, but SW has become my fav. Or maybe I'm just bitter because after the CU all my kiirium steel turned to crap.... good thing I can use it for missle packs though




Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


Slysix
Tue Sep 13, 2005 3:13 pm
#9

If you looking for a "continuous" source of income, I suggest going armoursmith as most armour will eventually wearout. Unless of course said armour is adked. However with shipwright, all master level components do not wear out since most pilots will go to deep space for a decay free repair. So as shipwright, the majority of your business will be with up and coming pilots. This at times can be frustrating as they usually ask for nearly impossible solutions...(I wanna get a 4000+ gun and I want to fit it into my JSF!!! I did manage to get him said gun then promptly put a LVL 2 engine to compensate for the mass deficency.)

Subcriminal
Wed Sep 14, 2005 12:33 am
#10

I've done both, and each is the same mega-headache in its own way.


Armorsmith is more complex, and you need much more start-up cash for extinct server rares and hides.


Shipwright also requires start up cash for the extinct server rares, though not to the extreme. It is not as complex, however you have to craft all final combines by hand and the time sink will drive you nuts.


Neither profession is for the weak of stomach, or someone looking for an easy, stress-free crafting profession.


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