dulsin
10-18-2004, 12:32 PM
Level 19 Outfitter speaks
Crafting is an emercive event in EQ2. Gone are the days of click fests waiting for that ultra rare skill up. Now everything you do earns you exp for next level. There is no luck in leveling up, it is just sweat and grind just like in adventuring.
When you are crafting you have two things to worry about first you want to keep your crafting buffs up (more on this later) second you want to keep from dying. Each crafting art will have three events which you must counter or your work and your health will suffer. In smithing the events are “Day Dreaming”, “Poor Measurements”, and “Mislabeled Supplies” and they are countered by “snap out of it”, “readjust”, and “work with it”. If you do not hit the correct counter before the next tick you can ruin what you are working on or even kill yourself. As a level 16 cleric missing a day dreaming event will hit me for 183 damage. Answering the door could very likely cause my death if I do not abort my crafting efforts.
There are 2 buffs in the game for each craft, they very greatly from craft to craft in power and effectiveness. At this time there is no buff for armor smithing and the buffs for alchemy, jewelry, and woodworking take a huge amount of power. It is generally agreed that tailors and weapon smiths have the best abilities in the game and there is a general plea to have all the other crafts brought up to these standards.
Creating items is a long process. To make a single piece of chain armor you will need Iron Rings, Burlap Pattern, Burlap Padding. The rings are crafted from iron bars. The bars are refined from iron ore. All of your materials can be purchased from venders up to level 30 after you start on tier 3 items there are holes in the venders inventory which are probably an over site. The other materials can be made or purchased from other players but for everything I have looked at so far there is almost zero cost savings for this.
All crafted goods will be one of four levels of quality Crude, Shaped (all vendor goods), Normal (un-named), and Pristine. Pristine goods have a huge advantage over crude goods in effectiveness.
Each item has a primary component, which is critical to the quality of the final product. When making leather backpacks you must have a pristine rawhide leather plate to make a pristine quality backpack. Since venders only sell shaped quality goods the best you can possible make from them are shaped quality. In order to make high quality goods you will have to make the primary component from scratch.
EXAMPLE: Creating a Leather Backpack
1. Find sullied low quality pelts of any type. These can be “foraged” by clicking on dens that look like teepee arrangements of sticks. Alternatively you can just go kill dear and bears.
2. Refine the pelts. The refining process takes a pelt, chloral resin, and fibers. Result stretch of rawhide leather.
3. Make leather plates. The recipe is stretch of rawhide, chloral oil, and fibers. Result rawhide leather plate.
4. Final combine. Take the rawhide leather plate, rawhide cord, and fibers to make leather backpack.
If you have done everything perfectly you will be rewarded with a 6 slot pristine or normal backpack. Any poor results are carried over to the next step. It is very common to loose one step of quality on each combine when you are just getting started so the best final result is crude. When making backpacks crude and shaped results in a 4 slot bag while normal or pristine are 6 slots.
Once you make level 9 as an artisan you are required to choose which class of trades person you will become. Your choices are Outfitter (weapons, tailoring, and armor), Scholar (scrolls, jewelry, and alchemy), or Craftsman (woodwork, carpentry, cook). After you have chosen the other two skills are bared to you. When you hit level 19 you have to choose again further limiting what you can make. This is probably the most frustrating part of crafting for me. By level 20 it is required for me to limit my trade skilling to 1/9th the possible recipes I’m sure many others share my frustration since we crafters love to be self-sufficient making everything we need ourselves.
As a level 19 outfitter it is time for me to choose my final profession. I have been planning on doing armor but there are two very good armorers already in business in my city and the buffs are currently broken. I could be a tailor, which is in short supply and is needed by many more classes but I would not be able to make anything for myself since as a cleric I will want the heavy armors. I could be a weapons maker but as a cleric my interest in weapons is passing at best.
One final warning: Crafting is a long grinding experience and skilling up to level 50 as a crafter will take just as long as exping through an adventuring career. Crafting is not for everyone and hopefully the issues will be addressed before launch.
Summery:
Good Stuff:
· This is a very interesting sytem that is well thought out.
· The arts are designed for interdependence
· Crafter level directly maps to adventurer level. i.e. A level 9 artisan will be able to make appropriate equipment for a level 9 adventurer.
· Crafted goods are on a par with or better than dropped goods.
Bad stuff:
· The crafting process takes a LONG time. Making a full set of armor could take hours.
· You are limited to a single craft by level 20.
· Foraged materials are hard to come by.
· Many buffs are missing from the game or vary greatly in effectiveness compared to other crafts.
· There are many holes and broken recipes to fix. (normal beta complaint)
Weaponry (usually on Forge):
Basic Annealing - 10% Max Power, lasts 4.1 ticks
+6% DUR, Rounded Down, Reduces Chane of any ticks of less than 'Normal' (-10 DUR, +50 State).
Basic Tempering - 5% Max Power, lasts 1.1 ticks
-1 DUR, +10 State to all ticks. Possibly increases chance for a 'Great' tick (-0 DUR, +100 State). Modifies 'Great' tick to +1 DUR, +110 State (might be a bug with regards to increase to DUR)
Heavy Armoring (usually on Forge):
No Buffs Available at this time.
Woodworking (usually on Woodworking Table):
Light Curing - 20% Max Power, lasts 7.5 ticks
-22% DUR rounded down, +15 State to 'Normal' and 'Great' ticks. Modifies 'Bad' tick from -50 DUR, +0 State to -39 DUR, +15 State. Possibly decreases chance for ticks below 'Normal' (I don't think it does).
Basic Seasoning - 20% Max Power, lasts 1.1 ticks
+10 State to all ticks.
Alchemy (usually on Chemistry Table):
Exothermic Reaction - 20% Max Power, lasts 1.1 ticks
+20 State to all ticks. Increases the chances for a 'Bad' tick.
Solvolysis - 20% Max Power, lasts 1.1 ticks
+2 State to all ticks. Increases Chances for a 'Bad' tick.
Runecraft (usually on Work Bench):
Round Brilliant Cut - 10% Max Power, lasts 4.1 ticks
-1 DUR to all ticks. That's all I've seen. The Work Bench sucks.
Mind over Body - 10% Max Power, lasts 1.1 ticks
-50% DUR, -33ish% State to all ticks. Turns the standard -10 DUR, +50 state to -5 DUR, +33 state. Turns the +100 state to +65 state.
Light Armoring (usually on Sewing Table & Mannequin):
Simple Beveling - 5% Max Power, lasts 4.1 ticks
+1 DUR to all ticks. Decreases chance of any ticks of less than 'Normal' (-10 DUR, +50 State) (actually -11 DUR since the skill itself costs +1 DUR).
Overhand Stitch - 5% Max Power, lasts 1.1 ticks
+10 State to all ticks.
Arcana (usually on Engraved Desk:
Scratch Notation - 20% Max Power, lasts 7.5 ticks
-15% DUR to all ticks (-10 DUR, +50 State becomes -9 DUR, +50 State) (-50 DUR becomes -42 DUR).
Hieroglyphic Lettering - 10% Max Power, lasts 1.1 ticks
+10 State to all ticks. Very limited testing done. (Could Add Durability Loss)
(Buff information quoted from Velindial and Elyne beta crafters of Qeynos)
Caralon of Qeynos
Crafting is an emercive event in EQ2. Gone are the days of click fests waiting for that ultra rare skill up. Now everything you do earns you exp for next level. There is no luck in leveling up, it is just sweat and grind just like in adventuring.
When you are crafting you have two things to worry about first you want to keep your crafting buffs up (more on this later) second you want to keep from dying. Each crafting art will have three events which you must counter or your work and your health will suffer. In smithing the events are “Day Dreaming”, “Poor Measurements”, and “Mislabeled Supplies” and they are countered by “snap out of it”, “readjust”, and “work with it”. If you do not hit the correct counter before the next tick you can ruin what you are working on or even kill yourself. As a level 16 cleric missing a day dreaming event will hit me for 183 damage. Answering the door could very likely cause my death if I do not abort my crafting efforts.
There are 2 buffs in the game for each craft, they very greatly from craft to craft in power and effectiveness. At this time there is no buff for armor smithing and the buffs for alchemy, jewelry, and woodworking take a huge amount of power. It is generally agreed that tailors and weapon smiths have the best abilities in the game and there is a general plea to have all the other crafts brought up to these standards.
Creating items is a long process. To make a single piece of chain armor you will need Iron Rings, Burlap Pattern, Burlap Padding. The rings are crafted from iron bars. The bars are refined from iron ore. All of your materials can be purchased from venders up to level 30 after you start on tier 3 items there are holes in the venders inventory which are probably an over site. The other materials can be made or purchased from other players but for everything I have looked at so far there is almost zero cost savings for this.
All crafted goods will be one of four levels of quality Crude, Shaped (all vendor goods), Normal (un-named), and Pristine. Pristine goods have a huge advantage over crude goods in effectiveness.
Each item has a primary component, which is critical to the quality of the final product. When making leather backpacks you must have a pristine rawhide leather plate to make a pristine quality backpack. Since venders only sell shaped quality goods the best you can possible make from them are shaped quality. In order to make high quality goods you will have to make the primary component from scratch.
EXAMPLE: Creating a Leather Backpack
1. Find sullied low quality pelts of any type. These can be “foraged” by clicking on dens that look like teepee arrangements of sticks. Alternatively you can just go kill dear and bears.
2. Refine the pelts. The refining process takes a pelt, chloral resin, and fibers. Result stretch of rawhide leather.
3. Make leather plates. The recipe is stretch of rawhide, chloral oil, and fibers. Result rawhide leather plate.
4. Final combine. Take the rawhide leather plate, rawhide cord, and fibers to make leather backpack.
If you have done everything perfectly you will be rewarded with a 6 slot pristine or normal backpack. Any poor results are carried over to the next step. It is very common to loose one step of quality on each combine when you are just getting started so the best final result is crude. When making backpacks crude and shaped results in a 4 slot bag while normal or pristine are 6 slots.
Once you make level 9 as an artisan you are required to choose which class of trades person you will become. Your choices are Outfitter (weapons, tailoring, and armor), Scholar (scrolls, jewelry, and alchemy), or Craftsman (woodwork, carpentry, cook). After you have chosen the other two skills are bared to you. When you hit level 19 you have to choose again further limiting what you can make. This is probably the most frustrating part of crafting for me. By level 20 it is required for me to limit my trade skilling to 1/9th the possible recipes I’m sure many others share my frustration since we crafters love to be self-sufficient making everything we need ourselves.
As a level 19 outfitter it is time for me to choose my final profession. I have been planning on doing armor but there are two very good armorers already in business in my city and the buffs are currently broken. I could be a tailor, which is in short supply and is needed by many more classes but I would not be able to make anything for myself since as a cleric I will want the heavy armors. I could be a weapons maker but as a cleric my interest in weapons is passing at best.
One final warning: Crafting is a long grinding experience and skilling up to level 50 as a crafter will take just as long as exping through an adventuring career. Crafting is not for everyone and hopefully the issues will be addressed before launch.
Summery:
Good Stuff:
· This is a very interesting sytem that is well thought out.
· The arts are designed for interdependence
· Crafter level directly maps to adventurer level. i.e. A level 9 artisan will be able to make appropriate equipment for a level 9 adventurer.
· Crafted goods are on a par with or better than dropped goods.
Bad stuff:
· The crafting process takes a LONG time. Making a full set of armor could take hours.
· You are limited to a single craft by level 20.
· Foraged materials are hard to come by.
· Many buffs are missing from the game or vary greatly in effectiveness compared to other crafts.
· There are many holes and broken recipes to fix. (normal beta complaint)
Weaponry (usually on Forge):
Basic Annealing - 10% Max Power, lasts 4.1 ticks
+6% DUR, Rounded Down, Reduces Chane of any ticks of less than 'Normal' (-10 DUR, +50 State).
Basic Tempering - 5% Max Power, lasts 1.1 ticks
-1 DUR, +10 State to all ticks. Possibly increases chance for a 'Great' tick (-0 DUR, +100 State). Modifies 'Great' tick to +1 DUR, +110 State (might be a bug with regards to increase to DUR)
Heavy Armoring (usually on Forge):
No Buffs Available at this time.
Woodworking (usually on Woodworking Table):
Light Curing - 20% Max Power, lasts 7.5 ticks
-22% DUR rounded down, +15 State to 'Normal' and 'Great' ticks. Modifies 'Bad' tick from -50 DUR, +0 State to -39 DUR, +15 State. Possibly decreases chance for ticks below 'Normal' (I don't think it does).
Basic Seasoning - 20% Max Power, lasts 1.1 ticks
+10 State to all ticks.
Alchemy (usually on Chemistry Table):
Exothermic Reaction - 20% Max Power, lasts 1.1 ticks
+20 State to all ticks. Increases the chances for a 'Bad' tick.
Solvolysis - 20% Max Power, lasts 1.1 ticks
+2 State to all ticks. Increases Chances for a 'Bad' tick.
Runecraft (usually on Work Bench):
Round Brilliant Cut - 10% Max Power, lasts 4.1 ticks
-1 DUR to all ticks. That's all I've seen. The Work Bench sucks.
Mind over Body - 10% Max Power, lasts 1.1 ticks
-50% DUR, -33ish% State to all ticks. Turns the standard -10 DUR, +50 state to -5 DUR, +33 state. Turns the +100 state to +65 state.
Light Armoring (usually on Sewing Table & Mannequin):
Simple Beveling - 5% Max Power, lasts 4.1 ticks
+1 DUR to all ticks. Decreases chance of any ticks of less than 'Normal' (-10 DUR, +50 State) (actually -11 DUR since the skill itself costs +1 DUR).
Overhand Stitch - 5% Max Power, lasts 1.1 ticks
+10 State to all ticks.
Arcana (usually on Engraved Desk:
Scratch Notation - 20% Max Power, lasts 7.5 ticks
-15% DUR to all ticks (-10 DUR, +50 State becomes -9 DUR, +50 State) (-50 DUR becomes -42 DUR).
Hieroglyphic Lettering - 10% Max Power, lasts 1.1 ticks
+10 State to all ticks. Very limited testing done. (Could Add Durability Loss)
(Buff information quoted from Velindial and Elyne beta crafters of Qeynos)
Caralon of Qeynos