Weaponsmith Archive
Thread: Grinding Guide and a bit Beyond
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Summerflame
Tue Sep 27, 2005 8:45 am
#1
This is a revised version of Logix’ awesome guide which had become a bit outdated. The original guide can be found here
What I have done is that I have copied the old guide and made adjustments and additions where needed.
Grinding guide and a bit beyond
Table of Contents
1.) Just Starting: What you're getting yourself into and how to go about it.
2.) The Grind: What to grind and how to do it.
3.) The Biz: How to get a foothold in the weapons market and what you'll need to do it.
4.) Helpful hints: Any other links to vital information not posted here and info for the more experienced Weaponsmith.
Chapter 1: Just Starting.
When you are first starting out to grind your way to master, weaponsmith can seem a bit overwhelming. There is a lot of resources and knowledge to get hold of, but the reward is equally great. As the complexity of the professions makes you feel wonderfull when you suddenly grasp something or when a resource you really need spawns.
Required xp
Master Weaponsmith requires Novice Artisan and Engineer IV, at the bare minimum. You will need 31,500 General Crafting XP (granted by crafting Artisan items) to achieve Novice Weaponsmith. The Weaponsmith profession itself requires 896,000 Weapon Crafting experience to Master the profession. For just the basics, the Master Weaponsmith profession requires 92 skillpoints total.
Business requirements
If you wish to have your own business, you will need to have Business III to obtain your own vendor. It is recommended for a successful business, that you achieve Novice Merchant and Advertising III, so you may advertise your vendor on the Planetary Map (viewable by opening the map and selecting the Vendor > Weapons tab.) Your vendors show up at the vendor search pr default and you don’t need more than Business III to get on vendor search. It is however recommendable to get more skills in merchant as the number of items your can stock is directly related to your skills in merchant. For a more indepth guide to merchant look here
Now that you know what you're getting yourself into, we'll move onto the Grind.
Chapter 2: The Grind
Here is a list of the locations all the weaponsmith trainers of the galaxy
There are many different routes to take for the grind, here are the most common:
The Universal Grind
The universal items to grind are Projectile Barrels. At Novice Weaponsmith, you start with Projectile Pistol Barrels. They require 16 units of Steel and 10 units of Metal (or just 26 Steel total) and they grant 52 exp. It is recommended you grind Projectile Pistol Barrels until Firearms I, at which point you obtain the schematic for Projectile Rifle Barrels (these give more experience). Projectile Rifle Barrels require 31 units of Steel and 15 units of Metal (or 46 Steel total) and they grant 94 exp. You will grind Projectile Rifle Barrels until Master Weaponsmith.
This method is most widely used, out of convenience. They only use one resource (Steel) and they grant the highest amount of experience for only one type of resource. Saves you the time from hunting down resources, as well as cuts down on your clicking time.
The Alternate Barrel Grind
The alternate barrel grind simply replaces "Projectile" barrels in favor of "Blaster" barrels. Blaster barrels give slightly more experience, but they use two different resources. You would start with Blaster-Pistol Barrels at Novice, which require 27 Metal and 1 Gemstone and grant 60 experience. Then you skill up to Firearms I and grind Blaster-Rifle Barrels until reaching Master Weaponsmith. Blaster-Rifle Barrels require 53 Metal and 5 Crystalline Gemstone, and grant 115 exp.
This method is ideal for those who are packing a lot of extra Crystalline Gems or don't mind harvesting extra resources.
The Melee Grind
The Melee Grind starts with Projectile Pistol Barrels again at Novice, but instead of skilling up to Intermediate Firearms Crafting, you choose Intermediate Melee Weapons Crafting, which grants you the schematic for the Two-Handed Axe. The Two-Handed Axe requires 35 Iron, 25 Wood and 8 Steel, and grants 136 exp.
This method is good for those who are packing a lot of spare resources or just tire of seeing their experience bar raise so slowly.
The Heavy Wardhead grind
The Guide to this grind is found http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=27156 target=_blank>here.
This method is designed to use the largest amount of resources to get you to Master Weaponsmith as quick as possible.
Now that we've got what to grind out of the way, here's the best way to grind them out without giving yourself Carpal Tunnel.
Message Edited by Summerflame on 10-18-2005 01:12 PM
Ecnirp
Tue Sep 27, 2005 8:50 am
#3
This is looking good!
Message Edited by Ecnirp on 09-27-2005 06:21 PM
Summerflame
Tue Sep 27, 2005 9:27 am
#5
Ecnirp wrote:
This is looking good!
Message Edited by Ecnirp on 09-27-2005 06:21 PM
This is merely to clear up in a lot of the stickies so I can make room for the discussions I am going to start soonish
GrooperNugent
Tue Sep 27, 2005 9:32 am
#6
THIRD! (kinda)
Man, I love it when women come over and just start cleaning up the place!
Message Edited by GrooperNugent on 09-27-2005 12:36 PM
Maceey
Tue Sep 27, 2005 10:20 am
#7
Summerflame wrote:
Ecnirp wrote:
This is looking good!
Message Edited by Ecnirp on 09-27-2005 06:21 PM
This is merely to clear up in a lot of the stickies so I can make room for the discussions I am going to start soonish
cheer! The stickies should be cleaned up alot hehe a bit to many now there. Combine guids and post links in these post to the old clickies etc
Maceey
Tue Sep 27, 2005 10:39 am
#8
found a typo at : What to sell:
A good idea for newer smiths who cant quite compete with the veterans might be to focus on the less in demand weapons as there is still a makred for those and the etablished smiths often overlook it. (CL1-40 weapons and melee weapons would be a good niche)
newbExtraordinaire
Tue Sep 27, 2005 10:43 am
#9
A small note:
Instead of ending the macro with "/ui action tollbarSlot01" you can use "/m wsmacro1" It clears up your tollbar a little...
Instead of ending the macro with "/ui action tollbarSlot01" you can use "/m wsmacro1" It clears up your tollbar a little...
CorenLanra
Mon Oct 10, 2005 12:42 am
#11
I would just add the 3rd "/next" to the macro section instead of making it a note. A 3rd next won't interfere if you aren't near a crafting station. Also I've seen severl posts titled "crafting macro not working" and its always they are near a crafting station and haven't added the extra "/next".
GrooperNugent
Mon Oct 10, 2005 6:49 am
#12
/ui action toolbarSlot 01;
/pause 1;
/selectDraftSchematic 141; <---number will be different for you, and change each time you train
/pause 8; <---adjust the pause time to your liking
/next;
/next;
/next; <---3 'next' lines works both at and away from a crafting station
/createPrototype no item;
/createPrototype no item;
/pause 3;
/pause 1;
/selectDraftSchematic 141; <---number will be different for you, and change each time you train
/pause 8; <---adjust the pause time to your liking
/next;
/next;
/next; <---3 'next' lines works both at and away from a crafting station
/createPrototype no item;
/createPrototype no item;
/pause 3;
I think that old macro could use some cleaning up, so I offer my macro should anyone want it...copy and paste as needed.
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