Sep 16, 2011

Posted by in Blasters, Beggars & Credits | 15 Comments

Blasters, Beggars & Credits: The Alt Stable, or Mules Incorporated – A Subsidiary Of Momus Corporation

Some players do it for glory. Some do it for infamy. Some like to accumulate the most points, or explore the far reaches of the worlds they inhabit. This, however, is not a column for those people. This is a column for those people who, quietly or not, enjoy making money so that their digital avatar can sleep on large piles of cash.

The concept of the mule is one older than MMOs – it’s a dummy that’s carrying your valuables, usually not aware of its purpose (whether running illicit material through customs or holding on to those nice crafting mats). Frankly speaking, they are a valuable addition to your repertoire, as well as a source of fun. Who doesn’t like a bank alt in a tuxedo and pimp hat, for instance?

However (and this point might be controversial for some with limited time) I would make the case that your mules can do more. While a low-level bank character is nice (and, as an aside, everything leads me to believe your bank toon will be level 8 or so at best), even better is one who is a high level crafter. The hardest part, of course, is the time commitment – it’s no small matter to level characters. If you enjoy the process, so much the better – but, all-in-all, you will be a happier auctioneer if you have multiple areas of crafting to pull from.

Look, if you aren't buying, I'll just go get my Bio-chemist and make a truckload of dough there. No, really - talk to the hand.

I don’t think I need to delve into diversification and why that’s a good thing – but I’ll talk about why sticking with one profession is a bad thing. According to our latest BM&C, a very high amount of people are looking to do artifice. That doesn’t necessarily make it a bad decision to go with the profession, but it does make it difficult to make money from it, as the competition and supply will likely be high (though the demand might be as well).

However, if you have an alt with Synthweaving, or Biochem, you stand to make a larger sum of money from that, simply because those 2 crew skills will have high demand (Synthweaving is the Force-user armor and Biochem will be making the potion/flask equivalents) and lower competition. Of course, that’s all the more reason to do it on your main; but if you plan on having alts, then the amount of crew skills you have access to increases, as does your potential profit.

For me, personally, I plan on linking crew skills to my alts that make sense – and that poll changed my opinion. Here’s my plan currently:

Jedi ShadowSynthweaving, Archaeology, Diplomacy

Jedi SageBiochem, Bioanalysis, Underworld

Jedi GuardianArtifice, Archaeology, Investigation

GunslingerCybertech, Slicing, Treasure Hunting

VanguardArmormech, Scavenging, Slicing

CommandoArmstech, Slicing, Treasure Hunting

That covers everything, with some overlap – Slicing is supposedly the way to get rare schematics (aside from reverse engineering), so it’ll be a powerful addition to any repertoire. I may not take it on that many characters, but returning rare schematics from gathering is a nice return regardless. I do need some more info to fully flesh out everything (such as, are slicing returns of schematics limited to BoP / related to the crew skills of the character doing the mission), but this list is probably more or less complete. My view is a take-no-prisoners approach to crafting – have everything ready to go. You can, of course, drop the mission skills in favor of gathering, but I don’t think I want to have a simple gather-only character. That may also change.

“But Momus,” you say, “you work all the time! And all these other games are coming out, and I…I…don’t have the time!”

This is an eventual plan. I don’t think it’s unreasonable to, by the first content patch, have 2 characters at max level – that’s probably 3 – 5 months post-release. Thinking back to my WoW days, I used to either afk or farm for 75% of my playtime in vanilla – I could easily have had 2 or 3 level 60s by BC release. That I didn’t was a choice to play only one. While I do plan on being something like a hardcore raider, don’t mistake that with a conflict. The goal, of course, is to put up a level a day – if you do that, level caps are 50 days away. If you do 2 levels/day (not a hard goal to hit in WoW, even before all the XP buffs), that’s 25 days, which is less than any month, including February. If I can keep that clip up, that means I’ll have six max level toons in six months.

I couldn't afford a helmet, the Armstech market crashed - so I got these sweet tatoos instead.

The fun part is that you probably don’t have to be at max level to max the crew skills out. They might have schematics be limited, but attaining maximum level of the crew skill itself shouldn’t be too hard. I imagine it will be somewhere around 40 or 45 where you can hit. From there, you can decide if it’s worth it to grab those few levels or not.

Beggar’s Tip: Why on earth would anyone spend their time doing this? Well, it lends itself to making money well off the market. When you can literally ramp your production and resources in any direction you want, it means you will make money. Selling on an MMO auction house is about casting a net – you cast a small net, you’ll catch few, if any, fish. Cast a really large net, you’ll catch fish, sharks, dolphins, a few tires – you get the picture. The more you can make, the more you can sell.

It also more or less makes you immune to market upheaval. Say, for instance, that the blaster market dries up. If you have one character with Armstech, then you’re hosed – you can’t make money if no one is buying. However, if you have an alt with biochem, and that market is heating up, then all you do is shift resources (remember, this includes your time – that’s a resource like any other) to biochem and make money from that. Having all crew skills covered means having all the bases covered. A real corporation usually can’t do that – but we can. Momus Corp – my way to a better future (for me all of you).

Also, there’s the psychological aspect of having all those characters – you can literally play what you feel like. So my Shadow will be my main raiding character – but if, on Thursday, I feel like PvPing after my crafting sessions, I can – and I can literally pick which character I want to do that with. It also saves a bit on respect costs – if I want to play a Force caster, I don’t have to subject myself to the potentially expensive AC change costs.

  1. I have a similar plan in place although I am not planning on having any bio. My Plan is as follows:

    1) Jedi Shadow (LS), Synth, Arc, Dip
    2) Jedi Sage (DS), Cyber, Sli, TH
    3) Gunslinger (DS), Arms, Scav, UT
    4) Commando (LS), Armor, Sli, TH
    5) Jedi Knight (Grey), Art, Arc, Inv

    In does not make lore sence that Non-Jedi Characters should have LS/DS points, but it does not make MMO sense (IMO) that the do not. I do not know whether they will or won’t ingame but if it is, above are my choices.

    • My initial idea is that they should change the LS/DS points to Paragon/Renegade for the non-Force wielder classes. I think it would be a better fit. However, the Force envelopes all living things, so one can argue that the Force is still present in the non-Force characters.

  2. It is good to see an article on what i was already planning…

    Sith Sorcerer- Bio-chem, Bio-analyst, Investigation

    Sith Assassin – Artifice, Archeology, Underworld

    Powertech – Armstech, Scavenging, Slicing

    That is what i figure if i push it i could have done before the first content patch.

  3. Question of clarification: Is it confirmed that “Synthweaving is the Force-user armor?”

    From the armor progression and other videos it looks like smuggler, consular, IA, and SI all wear lighter armor, which I would assume is made through Synthweaving.

  4. I liked the article – but tbh, the game isn’t even out yet and you already make it sound like work…”put “fun” in the bin ;)”

    • It’s not really work so much as it’s fun – for me. My main will still enjoy raiding and some PVP, but for me, the fun is in making lots of credits and executing strategy in making that money.

      Though, I certainly understand the other camp – I didn’t have an alt in WOW for years.

  5. My original WoW alt army was in large part an outgrowth of my desire to cover all the necessary/useful crafting bases myself. I suspect I’ll be doing something similar in SWTOR, but I don’t feel as though I have enough information about the crafting yet to decide what my main should have versus what is more suitable for alts. I am crossing my fingers I’ll get into a BETA weekend at some point and get a better first hand idea.

  6. Quick question for ya Momus,

    You have 3 crafting skills that draw from scavenging but only one char scavenging.

    (Cybertech, Arms, Armortech all use scavenging as base resources, slicing gives some rare resources for cybertech tho)

    I would think either your first char would need scavenging, or more than one char would need it just to make sure you have enough stock piled as typically lvling, you get enough for one character.

    Do you plan on doing Vanguard before the others and just farming on it? (wouldnt that cut down on lvls per day?)

    My personal route is…

    Powertech: Cybertech, slicing, scavenging
    Operative: Armstech, Scavenging, Treasure Hunting
    Juggernaut: Biochem, bioanalysis, underworld training
    Sith Inquisitor: artifice, archeology,investigation
    altforjustcrafting armortech, treasure hunting, and investigation

    (the last crafting alt i havnt decided what type, but he wont be leveled except as required, i will use the other two scavengers to fund his resources)

    • Sorry to come to this late – fun weekend in isolation!

      In WoW (and I’m sorry for those who hate the comparison, but it’s unavoidable) I have 5 professions (2x engy, 2x jewelcrafting, 1x blacksmithing) drawing from only one character who has mining, and 3 (2x alchemist and 1 scribe) who draw from herbalism.

      This works due to the system of farming in place – go somewhere, fly around for an hour, nab any nodes you see. None of the relevant materials from mining or alchemy is bind on pickup, so they can be shared amongst all the characters. I also plan on, once the credits are sufficient, to draw most of the raw materials from the auction house as opposed to farming, which makes having multiple gathering characters redundant.

      There are only two conditions under which I’d pick-up the gathering professions on more than one character: the items are BoP or otherwise require that the character with the relevant crew skill have it/harvest the items, or the best, highest-level materials are found only in high-end flashpoints or operations (which seems unlikely).

      I would also guess that Ilum will be a big farming hotspot, much like Wintergrasp, and control of any objectives lends itself to gathering.

      As far as order of leveling, yes, I might actually do the Vanguard second, for a few reasons – that list isn’t in any particular order, just as it occurred to me as to the combos. The Shadow will be my main, but the others I will get to in a reasonable amount of time.

      The other thing to consider about which character to level second is the various markets – we already know that trooper / smuggler (or BH/Agent for the Siths out there) population is going to be lower than the Force users – the question is how much? If it’s a wide margin it makes more sense to get my Jedi Knight and Jedi Sage leveled quickly – biochem for everyone and more force-related items and modifications.

  7. Guardian: Artifice/Archeology/Diplomacy

    Gunslinger: Biochem/Bioanalysis/Underworld Trading

    Maybe one day having a third alt for gathering skills only, and mains would have only crafting skills (if that provide unique buffs and such, like in WoW, I will definitly go this path. Optimisation!). That’s my plan for the release. Not being dependent from the auction house for potions, flasks &co, sell the extra for a little cash. Save a lot of money this way. Next to this, I will play with the auction house, buying and selling things for profit. It was working in wow, why not here.

    • The original reason I adopted this in WoW was for independence – I can supply all of my own materials and, flasks, food, enchants, gems, etc. The only one I ever had to spend money on was leatherworking leg enchants for my melee classes, and I could always just recoup with other gains. The money-making part I came to late, mostly because I’d always been comfortable (middle to upper-middle class) in WoW with money.

      It was only after discovering some of the blogs on economy that I came to boosting the heck out of myself. Hopefully, this article helps those few out there who need a nudge. I happen to take the more extreme version of self-sufficiency and credit-making – but I’m not even the most extreme in this department. :)

  8. I may be mistaken here but I am am pretty sure I heard one of the devs say at some point that a level 1 character could max out any of the crafting trades. It was during one of the Q&As at one of the cons. Sorry, I don’t remember which…

    • If possible, that might change it slightly – but that sort of system tends to be imbalanced. Usually game designers want to add elements of danger to crafting (hence why gathering nodes are in the wilderness and not in your home city). Also, I suspect they might do a profession “bonus” for each character, and that would probably require a level cap of some description.

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