Tailor Archive
Thread: Effective Use of Skills
I would suggest advertising III for planetary map, and the vendor skills. What i usually do if i have to move a vendor is to get the skill points for the vendor, place it, drop back to get the uniform skills, then surrender the uniform skill and go back to having the vendor skills. It still involves a little manipulation of skill points, but I don't have the skill points to have nearly master merchant. ![]()
With Master tailor, AS, merchant, i don't have enough skill points to do anything else, and I die walking to my factories in town. (okay, i exaggerate a little--only get incapped, not die
)
You will definitely need all the vendors you can get with those professions, especially once they institute the vendor item limit.
Master Artisan For Power Conditioner's which are a sub component of PSGs. But if the points are better spent elsewhere i will gladlt get another Artisan in my guild to run them off for me. Plus Vehicles are nice on the side and spur of the moment to build. I think i decided on 3044 Merchant and Master Tailor, that would give me Advertising III for Planetary Registration, Hiring IV so i can dress my vendors, and Management IV for more vendors. Thanks for all the advice.
Anyone have any suggestions on changing things around?