Weaponsmith Archive
Thread: Quick questions about Weaponsmith.
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Ihaveabadname2
Sat Feb 26, 2005 5:35 pm
#1
I've been wanting to try out a crafting profession for a while now, something different from the combat professions. Does the profession Weaponsmith offer anything extra to the maker? Other than credits, is there some type of personal benefit (other than seeing someone with the gun you made
)like a perk that only Weaponsmiths get?
I guess what I'm trying to get at, I'm really involved with the GCW, just not at the moment until the combat upgrade comes. I'm hoping to take up a combat profession aside from the crafting, but if I do this would Weaponsmith benefit my combat profession at all? like the ability to make your own weapons,mines, grenades, etc, other than buying them.
Not really important, but about how long did it take your to master Weaponsmith?
If you could post your template too, that would be cool. I'm hoping to take Weaponsmith/Carbineer/Merchant or some sort. But I have no idea how many points are really needed in merchant to be effective at selling.
Also what does 11 or 12point weaponsmith mean?
Thanks
Message Edited by Ihaveabadname2 on 02-26-2005 04:40 PM
EdOWar
Sat Feb 26, 2005 6:29 pm
#2
Weaponsmith gives no benefits to using weapons. The only satisfaction you'll get is knowing that you made the weapons you're killing everyone with. 
It took me four months to master WS, but I was deliberately going slow. I took my time because I was working on my resource collection at the same time. It's theoretically possible to master WS in about six hours using a good in-game macro and Heavy Warhead Mechanisms.
If you are serious about WS, I recommend taking your time, play around with it as you move up the skill branches. You don't have to take four months like I did, but at least 3-4 weeks to discover the ins-and-outs of the profession as you progress.
Evelen/twelve point smith is a reference to the number of experimentation points you get. A standard master weaponsmith gets 10 experimentation points. Once you get +10 in weapon experimentation skill enhancers, you get an eleventh point, and +20 equals point twelve (which is the highest you can go).
Weapon experimentation mods are very expensive, and not entirely necessary. When starting out, you'd be better off spending the money on good resources first, then buy the skill tapes after your business is established.
Edit: For merchant, you'll need at least Advertising III for planetary advertising (maybe higher once the galactic vendor search is implemented, depending on how they work it). The more merchant you skill you have in Management, the more vendors you can put up, and the more items you can have on your vendors.
Slim Vargo, Corbantis
Message Edited by EdOWar on 02-26-2005 05:31 PM
Ihaveabadname2
Sat Feb 26, 2005 8:36 pm
#3
Ok, great. Thanks for the response.
Yeah, I'll definitely take my time on WS and learn it. Even though im only starting out with zero credits 
Message Edited by Ihaveabadname2 on 02-26-2005 07:59 PM
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