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Post by tektolnes on Mar 12, 2014 16:41:23 GMT -5
From another thread: The real discussion should probably which class/subclasses work really well together towards accomplishing X goal. Not a bad idea! Most combinations are probably pretty common knowledge / implicit, but I wouldn't mind hearing what combinations other players commonly use. Specifically: Which Guild? Which Sub-Guild? Whats the goal / benefit? Assassin / Hunter: Starting with hunt (2nd tier) lets you branch scan (3rd tier) very quickly. Plus you get desert sneak, which can't hurt for poison collecting and the like. Archery isn't going to be very useful - unless your goal is to hit someone with poison from 3 rooms away, stick with throw. Merchant / Armorcrafter: Armor crafting is a merchant's highest (4th) tier skill, and is probably their biggest money maker. This gives it to you off the bat, rather than having to pay the Byn to bring you mountains of gith gear to branch it from armor repair. (Those two should really branch together, if not in the opposite order.) Krathi / Jeweler: Jewelers make ringz, krathi's enchant ringz. 'nough said.
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Post by Deleted on Mar 12, 2014 16:57:36 GMT -5
Some of my favorites: Whiran/jeweler - hella money, and every market but tuluk to sell to vivaduan/scavenger - gives you search and climb, but also allows you to subsist for 0 sid and never have to enter a city if you know a safe-ish wilderness area because food foraging drovian/house servant - spymaster drov skills combine with house servant listening ability, also you can make templar's heart blossoms into beaucoup sid by crafting them at a high enough skill level rukkian/jeweler - highest forage skill in the game meets the cash cow of jewelrymaking merchant/scavenger - boost to starting forage, no need to fork out for food and water, branch your first tier crafts from forage more quickly ranger/tailor - sewing meets the ability to actually travel from market to market for profit
I usually take a crafting sub if I don't have mainguild crafting. >.>
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Post by moofassa on Mar 12, 2014 16:58:27 GMT -5
Ranger/crafter is a powerful combo if you don't want to rely on PCs for items. Ranger/scavenger is great if you want to go all low level gritty grebber, it kicks in really early.
I've wanted to play a desert raider with assassin/hunter, but got impatient and kept dying.
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Post by Deleted on Mar 12, 2014 17:05:47 GMT -5
I wouldnt go ranger/scavenger. Ranger gets almost all abilities (including food forage) that a scavenger gets and does it better and at higher caps.
Only reason to have a ranger/scavenger, would be to have search and find some sikrit doors/caves/entrances in the distant points of the wild. But odds are, you do it for sikrit enclaves, and if that is so, then you might as well do it with a magicker instead.
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Post by tektolnes on Mar 12, 2014 17:09:09 GMT -5
Ranger/crafter is a powerful combo if you don't want to rely on PCs for items. Ranger/scavenger is great if you want to go all low level gritty grebber, it kicks in really early. I've wanted to play a desert raider with assassin/hunter, but got impatient and kept dying. Also, if you want to make mad duckets. Ranger / AC or Weapon Crafter are money makers. Assassin / Hunter isn't a bad combo for this, but I think Ranger/Thug or Ranger/Slipknife are better combos. Better sneak/hide in your given environment, coupled with the ability to log out wherever (live off the land better), bandage, archery, and the rest of the essential ranger survivability gammut. I think Ranger/Slipknife is probably the most PK-apt class combo in the game. I shudder to think what a griefer could do with that (especially if they allow it on D-Elves.)
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Post by Deleted on Mar 12, 2014 17:41:42 GMT -5
Nothing comes remotely close to ranger/tailor for making money, provided that you're willing to play in or near Red Storm. Technically it could be any guild, but rangers can freely travel to and from RS while others will have to deal with frequent tremendous sandstorms that can leave the place isolated for days if you're unlucky.
If anyone wants it, I can write a brief guide on how to make absolutely disgusting amounts of money with tailoring in Red Storm. It's kind of common knowledge, I'm not claiming it's some kind of secret, but I suspect some people aren't quite aware of how utterly broken it is when utilized to its limits. It should have been nerfed years ago, but they never have so I wouldn't feel too guilty about using it.
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Post by tektolnes on Mar 12, 2014 17:51:00 GMT -5
I'd be interested in that guide. I've never played a tailor for any significant length of time. I'm curious about why they're such money making machines in Red Storm as opposed to anywhere else? Does that NPC have no buy limits? (Also, if you write this guide there's a chance they'll fix it. If that happens, we can all lolz.)
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Post by Prime Minister Sinister on Mar 12, 2014 17:52:34 GMT -5
I'd be interested in that guide. I've never played a tailor for any significant length of time. I'm curious about why they're such money making machines in Red Storm as opposed to anywhere else? Does that NPC have no buy limits? (Also, if you write this guide there's a chance they'll fix it. If that happens, we can all lolz.) The Red Storm tailor is pretty much a time-honored Armageddon tradition. The Staff are already well aware of it.
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Post by Patuk on Mar 12, 2014 17:55:28 GMT -5
Well, on the other hand, if writing something here is the way to getting it fixed, maybe it appearing is a good thing.
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Post by Deleted on Mar 12, 2014 18:02:43 GMT -5
The NPC that buys crafted goods has a personal quota as opposed to a universal one, and it resets every dawn. It's a script, you just type 'sell <object>' and he isn't codedly a merchant so he doesn't run out of money. You can sell five of any of the things he'll buy, each day, for quite a bit more than the materials cost. Five of each item. Each individual object. Five brown sandcloth pants, five grey sandcloth pants, five black sandcloth pants...
If you have clothworking at like 50 or something, the coarse sandcloth crafts are pretty much no-fail with a needle and scissors. If you have haggle, they cost... what, 6 sid or something for a length? This can be crafted into something like ten different objects for each color, which the guy will buy for between 10 and 40ish sid per object, and some of the crafts produce several of them from one length of cloth. You're looking at an average of like 4-500% markup, and the shop that buys the stuff is two rooms from the one where you get the materials.
You simply buy a bunch of sandcloth, spamcraft it into five of the most valuable item, and sell those. You then do that again in another color. There's four colors (I think, been a while). Then once you've done this, you move on to the second most valuable item and craft 4x5 of those, sell them, and on to the third most valuable item, and so on. It takes a good bit of your starting coin to get set up as your skill sucks in the beginning and you might only break even for a while until you can succeed more consistently and reduce the overheads. It really only takes about 10-20 skill-ups before you're in full swing.
Usually you won't have TIME to craft the full list before the day is over, it's like ten different crafts that can be done in four different colors, five times each. You can make over a thousand sid per IG day, every single day, with no limit other than the 5 of each, no resources to run out of, and no risk or effort whatsoever. You can SCRIPT it if you're willing to risk that, but I wouldn't go that far. I was really bored one time and made a merchant just to see how far I could take it, and I made 30k sid in a week before walking him out into the silt sea with the money.
Nobody ever commented on it, it wasn't on my account notes when I got them at some later date, and no PC ever walked in on me doing it. I could have showed up in Allanak without anyone having ever seen me before and started slinging cash around like a sultan if I wanted, and I'm sure it's been done. This kind of thing is the reason why cash has no real value in the game and so many players refuse to let their characters be swayed by money. Armageddon's economy has always been a pathetic joke that nobody has made the slightest effort to repair at any point in the game's history.
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Post by tektolnes on Mar 12, 2014 19:14:38 GMT -5
I think we just discovered the secret of the Sand Lord - he's running a sweat shop. No wonder nobody asks and nobody tells...
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Post by moofassa on Mar 12, 2014 19:35:40 GMT -5
Assassin / Hunter isn't a bad combo for this, but I think Ranger/Thug or Ranger/Slipknife are better combos. Better sneak/hide in your given environment, coupled with the ability to log out wherever (live off the land better), bandage, archery, and the rest of the essential ranger survivability gammut. I think Ranger/Slipknife is probably the most PK-apt class combo in the game. I shudder to think what a griefer could do with that (especially if they allow it on D-Elves.) I'd do Assassin/Hunter just for the sapping. I'm not big on PKilling and I don't recall if rangers get bludgeoning weapons. It's just more fun to strip people naked and drag them into a cave. Assassin gets higher cap on fighting skills. Archery doesn't seem so useful if you're planning on using either sap or backstab, and hunter gets archery too. But good point on log out wherever and food scavenging. Logging out anywhere would be good for hit and run attacks and evading law enforcement. @oldtwink: Arm's economy is fucked up anyway. People bring up economy exploits on the GDB and nobody does anything. I've seen people grind clothes in Storm but didn't know they made that much. How much do you get with the tailor cap?
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Post by Deleted on Mar 12, 2014 19:40:47 GMT -5
Frankly, I think the reason the tailor there hasn't been 'fixed' is because it's one of the few ways to make coin there other than lucking out to find decently priced items like redleaf not fully stocked on one of the 1 or 2 buyers there. I also think that just how broken that npc is... is a really good reason why stuff like Lizzie(gdb Lizzie, not sure if they are the Lizzie here) proposed about 'personal sales quotas' on npcs hasn't been implimented. Because it's broken and lets you get stupid rich. Imagine if every npc did that?
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Post by Deleted on Mar 12, 2014 20:46:43 GMT -5
Right, but it'd be entirely possible to severely tone down the extent to which you can conjure money with that feature. It's outrageously broken in its current state, there's no justification for having something like that in the game. It could be reduced to a tenth of its current profitability and still serve adequately as the kind of hand-to-mouth job that things like dung-collecting and woodcutting are supposed to be. I'm not exaggerating, I made 30k in a week doing something so simple that it could be scripted with ease, and in complete safety, without the need to ever interact with another player or participate in any real trading. At least with things like obsidian mining or salt-grebbing you have to compete with others and/or expose yourself to danger.
Things like Red Storm tailoring are the reason Armageddon's economy has never worked, and the damage that it does to the game is obvious, not just this but all of the various methods with which one can unfairly generate far too much money. The game doesn't need it, doesn't benefit from it, and its persistent existence contributes to a culture of casual, accepted twinking that has always plagued the game and dragged down the roleplaying standards.
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Post by Deleted on Mar 13, 2014 6:26:32 GMT -5
You made 30k and some burglar made 25k. Because there is no bank in Red Storm . My personal opinion is that being able to earn 30k is not good enough to sacrifice your subguild for something like ... a tailor. There are plenty of ways to earn silly amounts of coin. But they are all boring.
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