Tailor Archive
Thread: New Novice Tailor in need of xp.
I know that this question has probably been asked and answered several times on this board, but I am having trouble finding it. So here it is:
What is the best item to grind xp with. I have read about cartridge belts but I won't get that schematic til I get to Field Wear 4, and that is a LONG way away. Please give me suggestions on what is the best product to grind on, and is this cartridge belt what I should work toward to finish master tailor.
Nope.... Ribbed shirts all the way. Has been since the beginning.
Yep. Ribbed Shirts first. Here's something that will help, too. Make multiple crafting tools, I can do six, but that takes some serious dedication and manual dexterity. Try three or four until you know what you can do.
Make some macros: Begin by placing the crafting tool in toolbarSlot 12 (Second row, Shift-F1 to use) I created the following macro /ui action toolbarSlot12;/selectdraftschematic ##
You'll have to fill in the (##) numbers, and it'll take some trial and error to find the right one for ribbed shirts, because it numbers them in the order that you trained them.
You can grind fairly quickly this way. I haven't tried the belts, yet, but I intend to finish my last skill box that way.
Good Luck!
Grr...no edit.
Oh, and you'll have to edit the macros for the different toolbar slots. 1 through 24, depending on where it's most convenient for you to place them.
Happy Grinding!
Experimenting increases the complexity of an item (thus increasing cost when insuring it); BUT does it also increase the XP you get?
Thanks again
I think that it does slightly increase the xp you get, but in the long run it isn't worth bothering with. Especially if you use the macros. In the time you experiment on one item for maybe 20-30 more xp (I have no idea how much it might actually give), I can have 2 to 3 more ribbed shirts made for 147 xp each (in practice mode).
On the issue of experimentation, though, I almost always experiment on clothing I'm making for PA friends, or customers. When you get level 4 of tailoring experimentation, you can max out the durability in one or two complexity points, which won't increase the insurance price much. And later, if the devs implement decay, your friends already have good quality items, that won't disappear as soon as the devs implement the 'fix'.
Even though durability doesn't matter yet, I still feel better about giving my friends, or soon to be friends
, the best quality product that I can.
Thanks again
Hmmm...I didn't know about /nextcraftingstage, but if you make one item the traditional way, it will 'remember' the practice mode. If you do like me...and forget to set it to practice the first time, you'll end up with an inventory full of ribbed shirts. ![]()
Anastria wrote:If you do like me...and forget to set it to practice the first time, you'll end up with an inventory full of ribbed shirts.
[humour]And then we flood the 'zar with 50 credit ribbed shirts, and get the other tailors of the galaxy to give us medals for flooding the galaxy with cheap items whilst our UXP rolls in...
As a serious note, thanks for answering all my stupid newbie questions