View Full Version : The Essential Tinker
Niami DenMother
11-10-2006, 07:35 PM
The below is a work in progress that I'll be fleshing out as time permits.
Please eyeball it, ask questions of things that are still not clear, etc. I'm SURE I am forgetting something obvious.
http://eq2.eqtraders.com/articles/article_page.php?article=g105
Lordebon
11-11-2006, 09:47 AM
For blueprints...
The number before the decimal (if any decimal exists) should be the equivalent skill to scribe it divided by 10, I think. So blueprint 1 is requires a skill of 10. The decimal is just a uniqueness bit for multiple books of the same level. So 12.1 and 12.2 are both books scribed at 120 skill, as is just plain ol' 12.
However, from what Ben said no-decimal books appear to be the 'essentials' that will be merchant bought, with books with decimal places being the mob-drops.
I think =)
Niami DenMother
11-12-2006, 11:25 AM
Yes, but until the books are fully fixed, there's other fun stuff going on, such as being able to scribe the 3. blueprints before the 2, etc., so the gNomish gNumbering system is still not yet consistent.
Lordebon
11-12-2006, 12:12 PM
... That what happens when gnomes make stuff...
/GRIN
Dracosy
11-12-2006, 02:03 PM
Ok, heres my question. If I'm reading this correctly we will, essentially, have to start all over again for crafting In Tinkering form? or will we be ablle to get all the recipes if we are lvl 70 TS'er and simply have to work the skills up?
Lordebon
11-12-2006, 05:31 PM
Nope Dracosy, you have to have the skill to scribe them, your skill dictates your secondary tradeskill "level."
Dracosy
11-12-2006, 05:52 PM
ok, your losing me lol. I am a lvl 70 Armorer, will i be able to get the t7 recipes and simply work the tinkering skills up? or do i have to start from begining? If i get the t7 recipes i can simply use t7 raws, if not then i have to start on some massive harvesting of the lower tiers.
Trebs
11-12-2006, 10:47 PM
You start over... Basically, being level 70 primary (like Tailor) means that your cap for 2ndary (like Tinkerer) is 70. But your skill starts at level 2.
Under skills, you'll see Tinkering as being 10/350. Just as now, the more tinkering you do, the more the skill rises - when it hits 15/350 you are a level 3 tinkerer.
Transmuting - same thing but the initial xp is from transmuting things near your transmute level.
The guides listed on the main eq2.eqtraders.com page are great for explaining a lot of it...
Ummmm.... BUT
Do have a question myself - from what I can tell, there is no advantage nor disadvantage to any particular combo of primary/secondary...
Is this accurate? I have two level 70 crafters (carpenter and prov) and was gonna have each do one of the 2ndaries... Since the crafted adornments and stuff are tradeable - does anyone have any input on if there is some advantage to any particular combo (not just of carp and prov - but of any primary and any secondary)...
Niami DenMother
11-13-2006, 12:06 AM
There's no real difference, primary-wise.
Things you might take into consideration, though:
If one of the 70 crafters is more active on the advenuturing front than the other, I'd recommend they be the main transmuter. They will outgrow more gear, and being able to break it all down will be a happy thing.
Alchemists (and to a lesser extent provisioners) already have to deal with lots of loam. So, I'm thinking of making either my alchie or my provi be my tinker, since that saves me muling loam OFF them and over to the tinker. :)
With regards to the gNomish gNumbering system, here's a real example for you folks, so you can see why I am a bit befuddled.
Tinkering Blueprint Version 14.1, 14.2., 14.3 contain level 33 (skill 165) recipes. So it is NOT skill divided by 10, or anything fully logical like that. :)
Version 15 contains level 34 and level 35 (skill 170 & 175) recipes.
Lordebon
11-13-2006, 08:59 AM
Blasted gnomes, hehe.
And yes, theres no real difference in what artisan class choses either. If anything, make your transmuter your primary adventurer, since they'll be grinding through the most gear like Niami said, and they'll also be picking up the most no-trade junk to munge into raw materials.
Your tinkerer can be any artisan class, doesn't matter. An alchie would be a good idea, due to the loam though =)
I'm now regretting all the stacks and stacks of loam I've dumped over the years... and at the same time so glad I don't have to re-harvest T1, but instead start with the much better T2.
nopayn
11-15-2006, 07:00 PM
How did you skip teir one?
The blueprints you can initially recieve allow you to make (along with 2 other recipes):
Gnomish Crosstrainers
Leaded loam x8
alongs with others I can't remember off the top of me head. I remember the loam since I didn't have any and I have had a headache of a time getting enough loam....
Anyways, the leaded loam is teir 1. Have I missed something cool that keeps me out of this headache? lol
Lordebon
11-15-2006, 07:54 PM
On Beta, the first thing I could scribe was the rebreather & similar item, which used T2 stuff.
Yeah, it was probably a bug hehe. You'll notice my post was before it went live, with the new system of books =)
Adeste Fideles
11-15-2006, 08:13 PM
Now we've gone live, a few changes I noticed need adding:
- gnomish gnumbering system has changed again
- new tinkers now start at skill 1, not 10
- the earlier recipes now use tier 1 harvests, they don't start at tier 2 as they did on beta
- recipe con colour now seems to be updated as you level up, without having to zone
Lordebon
11-15-2006, 08:39 PM
Yeah, SOE loves changing things.
And here I thought Beta was for, you know... actually testing what you were eventually going to put live. Silly me...
Or should I say, silly SOE...
Foladar
11-15-2006, 09:16 PM
Rebreather is now skill 245 (and takes 91 raws + 15 coal) while the Gnomish Flotation Device was moved to 290 (and takes 86 raws + 20 coal) . . . it seems the hover device was either scrapped, or was put into dropped books. Only dropped book thus far was marked 350 and had the mender in it.
nopayn
11-15-2006, 11:27 PM
My bad, sorry about that. Didn't look at the date hehe. Darn. Man I can't believe how much loam it takes to make anything. Spent overr 200 loam getting from skill 16 to skill 18. *cries*
Zendaken
11-16-2006, 06:34 AM
Well, people were complaining about having loam coming out of their ears... :D
Lordebon
11-16-2006, 07:41 AM
Yeah hehe.
Now I'm wishing I had put buckets under each ear to collect it all =)
Ashmadia
07-20-2007, 02:43 PM
Tinkerers:
My main character is a Provisioner/Transmuter and I noticed that there are adornments specific to the Provisioner class. Is Tinkering the same way? Is there a list of the specific adornments based on the different Tradeskill classes so I can figure out which of my other Tradeskill characters I should make into a Tinkerer?
Thanks!
Commissioner Ashmadia
Lathaïn Sarathaï
07-20-2007, 11:21 PM
try :
http://kanga.h0b0.net/adornments/
vBulletin® v3.7.4, Copyright ©2000-2010, Jelsoft Enterprises Ltd.