Weaponsmith Archive

Thread: Being a great Weaponsmith question

hendrixn
Wed Jun 23, 2004 5:46 am
#1

Do I need to be a Master Artisan to be a great Weaponsmith?

Do I need both the Domestic arts line and the Engineering line to get the most Experimentation and Assembly points?


I want to be a the best Weaponsmith but also want to have enough points left over to get Master Smuggler. Can it be done????


thanks
Ethalsar
Wed Jun 23, 2004 7:26 am
#2


Your artisan experimentation points won't effect your weaponsmithing capability... but there are some weapons that require MA-crafted components. You could buy these from other MAs, however, so really you only need Engineering IV.


Master Smuggler / Master WS has 37 points left over to play with.





Aethal Sar, Weaponsmith. Retired from game - probably missing it already!

Links you may be interested in:
The SWG Links Library; the Doctor hunting list; and a summary of resource stat caps.
beccamallawrrl
Wed Jun 23, 2004 8:45 am
#3


Hendrixn you should get master weaponsmith because some weapons require some artisan components.



Master TK & Master Weaponsmith
Kielker
Wed Jun 23, 2004 8:54 am
#4

You canmake those master artisanparts or buy them. Quality doesn't matter (haven't tested that myself).



~~~~~~~~~~~~~~~~~~
Kielker Serrot / Keldo Reenix
CorenLanra
Wed Jun 23, 2004 11:10 am
#5

I gather resources for the specific parts and pay a master artisan to make the schematic for me. Then i do a full run of parts in my factories and that usually lasts me at least a month or more.



Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
"The Crafting Menace" - Goodbye to SWG Video
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anja
Wed Jun 23, 2004 1:05 pm
#6

My 2c:

MA is nice to have, but not critical. You need power conditioners for stun batons and control units for spraysticks, tangles, sg82s, and lances. Batons sell well, spraysticks moderately, and the others not at all. So if you start running into a skill point crunch, it shouldn't be a problem to surrender MA and buy the components or schematics you need from an MA, as others have suggested.

Two other points:

If you're a weaponsmith, selling powerups is a great complementary side venture. Your weapon buyers will naturally be interested in powerups and your powerup customers will want to check what guns you have for sale, so that just drives more traffic to your shop (see next point). Keep in mind, though, that you don't need MA for this, just the Eng and DA trees.

MWS and Master Smuggler is no doubt a great template, but if you want to operate a shop, you also need some merchant skills to maximize your earning potential, unless you want to be in some mall/consignment arrangement. You'll want as many vendors as you can afford the points for, and you absolutely want Planetary Advertising*. A good location near a major starport helps, too.


* it's currently possible to get these skills, then surrender them and keep the benefits, but i don't recommend it...and that's another thread or 200 entirely!





(//)® R3VOLUTIONTECHNICA ®
sales/dropoff:
greybarr's island.coronet.ahazi [ 1075 -4215 ]
est 2003

Profession under construction.

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