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which artisan skill you wanna or you dont wanna be?Follow

#1 Nov 05 2004 at 11:24 AM Rating: Decent
I would think Scholar->Sage or Scholar->Jewelar would be good for $$$$$$ making. But Im now sure if spells can be from Mobs drop or can only from character create or both. Potions in EQ 1 are not some "must have" items but I donno what will happen in EQ2.

I heard you can only choose 1 artisan skill is that right? and what about tinkering? they nerf'd that skill?
#2 Nov 05 2004 at 11:29 AM Rating: Decent
I was going to make armor/weapons, but lately I think I will just rely on mob drops and npc venders =)
you can only choose one final profession yea, my beta is an armorer
#3 Nov 05 2004 at 2:01 PM Rating: Excellent
I've been testing crafting in Beta, and I'd like to share a couple of observations.

First, they abandoned the idea of Artisan ~instead of Adventurer. Now you can be both an Adventurer and an Artisan. Also, there are some dependencies between your Artisan and Adventuring levels, especially if you are hoping to harvest some raw materials for crafting yourself.

Second, the class progression tree for artisans is similar to the class progress tree for adventurers:

1. You do a quest to unlock the artisan Archetype on the Island of Refuge (IoR). At the end of this quest, you'll be close to level 3 in artisan. As an artisan, you can try recipes from all the crafts to see which you like.

2. At level 9 artisan, you need to do a quest to unlock one of the 3 crafting Classes: Scholar, Outfitter or Craftsman. Once your make this choice, you can't turn back. If you don't select a class however, you can't advance artisan beyond level 9.

3. At level 19 scholar, outfitter or craftsman, you need to do a quest to unlock one of the 3 crafting Sub-classes specific to your class. For scholars, this would be sage, alchemist or jeweler. For outfitters, this would be tailor, armorer or weaponsmith. For craftsmen, this would be provisioner, woodworkers or carpenters. Again, once your make this choice, you can't turn back. If you don't select a sub-class however, you can't advance your class beyond level 19.

Notice Tinkering is not one of the choices. As for good $$$$, the goal is to balance the crafts, not to make one more desirable than another. There is a fair amount of interdepency among crafting sub-classes at higher levels. I think this will help market equilibrium to establish.

There is more, LOTS more to be said about crafting. But enough for now.

p.s. I'm going to be an Alchemist. I seem to have an affinity with the chemistry table. Goes well with my gnome's mad scientist look Smiley: grin

Edited, Fri Nov 5 14:08:46 2004 by popsi
#4 Nov 05 2004 at 4:20 PM Rating: Decent
So the items you make are droppable right u could give to other people or only usuable by ur character?
#5 Nov 05 2004 at 4:26 PM Rating: Good
I have yet to see any item in the game that is no-drop unless it is for a quest or a quest reward. Granted, there is a lot of the game I haven't seen yet. But crafted stuff so far is all droppable.
#6 Nov 05 2004 at 4:37 PM Rating: Decent
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194 posts
/agree

Everything I've crafted or seen crafted has been a tradeable item. There are no-trade items in the game, but as far as I've seen they're all quest related.
#7 Nov 06 2004 at 1:04 AM Rating: Decent
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80 posts
There are no no-drop crafted items. There are attunable crafted itmes though. There are some items that must be attuned before you can gain any binifit from them. You can trade them, sell them try them on, but only before you attune it. Once you attune the item it becomes no-drop. I have seen several attunable crafted items. If I do work on any artisan skills, it'll be alcemy for poisons.
There were some big changes in artisan skills in the last week. Harvesting resorces use to be based of your adventure level. Now your max skill level for harvesting resorces is based of which ever is higher.
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