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Which class is best as ArtisanFollow

#1 Nov 09 2004 at 6:25 AM Rating: Decent
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79 posts
If you want to focus on crafting what class would be the best at getting the stuff you need?
scout?
#2 Nov 09 2004 at 6:54 AM Rating: Decent
Traditionally it's been INT that had the biggest factor but I think that LOCATION also plays a large part. Metal working might be done best by a local of a place near where metal is found etc..
#3 Nov 09 2004 at 7:04 AM Rating: Decent
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79 posts
i really need to finde a good creation guide, the reason i suggested a scout, was because i was thinking that later on i would
need to travle alot to get those rare pieces.

So if scouts has sneak and run buffs, wouldn't that be a plus?.

I miss the old creation guide on castersrealm lol
#4 Nov 09 2004 at 8:42 AM Rating: Decent
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89 posts
Just about any. Most of the items are harvested off "nodes", very rarely are they from drops. Nodes are all over the place in zones.

As far as what class to choose I can say from what I saw in beta (especially toward the end) the most valuable class will be alchemist. They make the reagents needed by all other crafting classes, they also make fighter "spells" and performance enhancing potions. Now, mind you, SoE may have dropped in some BIG changes since the end of beta just to throw us all for a loop.

As far as a creation guide or a guide on just about anything go to www.clanwhitestorm.com

Edited, Tue Nov 9 08:43:34 2004 by TexasWizard
#5 Nov 09 2004 at 9:12 AM Rating: Decent
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79 posts
If i had to harvest in zone with a lot of mobs around, wouldn't the class that had the best escape spells do better?
porting, run speed, invis ect. any means to make it easier at high lvls.

I'm looking for any advice on which class choose (bard ranger ect) since i plan to focus on trade skill.

I was looking for an Artisan creation guide, with what class and starting point and so on, all boiled down to one.

The ones out there all leave me guessing what would be best :)
#6 Nov 09 2004 at 9:23 AM Rating: Decent
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89 posts
From what I saw in beta you can easily avoid mobs and harvest to your hearts content, I know I did. Alot of mobs are non aggro and the ones that are are clearly marked. Havesting is done in outdoor zones (unless they added stuff since the end of beta to dungeons).

For example, my level 10 Wizard was harvesting all over Antonica. I stuck to things close to the roads and watched out for mobs.

It really makes no difference as far as classes go with EQ2 tradeskills as it did in EQ1. Your choice of which tradeskill path is not chosen by your characters class. A bard can become a scholor or a Wizard a smith. There are seperate tradeskill buffs that you use when tradeskilling that you receive as you level IN tradeskills.

As for what to choose to do my suggestion is to look at the info on clanwhitestorm, eq2artisans, etc. It is all up to you-do you want to make gobs of money or you want to make really useful cool things? Personally I am making my soon to be Wizard a sage and my soon to be Druid an alchemist. Past a certain tradeskill level you have to get some ingredients from other classes. SoE designed interdependce into TS's. In the case of sage some of the inks I will need I won't be able to make, only an alchemist can do that. Thus the choices for my two initial characters. If I roll a third character that one will be a tailor to make gear for the Wizard and Druid and the 4th character would be a jeweler.

I really suggest you read the tradesill guide at clan whitestorm and at eq2artisans and eqtraders.

EDIT-Me down to clicking on mouse at the wrong spot! 8)

Edited, Tue Nov 9 09:37:54 2004 by TexasWizard

Edited, Tue Nov 9 10:06:59 2004 by TexasWizard
#7 Nov 09 2004 at 9:28 AM Rating: Decent
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79 posts
Thanks for the info and taking the time to answer my questions :)

Just didn't wanna be lvl 50 just to find out that i had made the wrong adventurer class for my artisan.
#8 Nov 09 2004 at 9:31 AM Rating: Decent
Any race or class are good for Artisian, here why:

All classes get an escape spell if you want to call it that, takes 30 seconds to cast and can only be used every 30 minutes.

All classes get what they call sprint which will let you outrun any mob for about 30 seconds.

Scouts get sneak but it breaks once you try to harvest anything and has a very slow movement rate.

Like was pointed out all nodes are easy to get to, most mobs are not KOS and the ones that are can be easily identified by a red border around there name. From what I've seen most mobs have a very short aggro range and there for will leave you along unless you get too close to them.
#9 Nov 09 2004 at 9:39 AM Rating: Decent
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79 posts
Thanks that cleared it for me, guess i have to get out of my EQlive way og thinking :)

Now if the postal service don't bring me my game soon, he is not gonna have a very plesent time delivering it lol
#10 Nov 09 2004 at 9:41 AM Rating: Decent
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89 posts
Quote:

All classes get an escape spell if you want to call it that, takes 30 seconds to cast and can only be used every 30 minutes.


You can not use Call of Qeynos/Freeport if you have aggro on you. It is a spell made to save you the long run back to town at the end of the day. Is not designed as an "escape" spell.

The only true "escape" spells in game (so far) are Warden's Verdurous Journey and Wizards Depart spells which both classes get at level 39. They are essentially Evacuate/Succor from EQ1-they drop you at safe spot in zone.

There are no ports in EQ2 yet. That magic is not discovered as of yet in game and Moorguard hinted that it does exist.
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