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View Full Version : Interesting Note on Carpenters


Valdaglerion
07-10-2007, 12:14 PM
<p>They take a ton of raws to level. I only starting to truly realize this in T6 when every recipe (all 2-3 of them) per level were requiring a lot of ore clusters (3-5 per recipe) all in addition to the wood, roots, hides and gem raws (the only thing they dont use or need is the stuff from the bushes).</p><p>At T7 the number of ore clusters goes up, even in wood recipes. In wood based recipes the mats are 1 root, 1 wood, <span style="color: #ff3300">5 CLUSTERS </span>and fuel.</p><p>At T7 the problem really shows up due to the harvesting aspects of T7. Very few places are non-aggro, even at 70. Last night I went through 21 stacks of clusters (yes, over 1000 clusters) to gain all of 80% of a level. It took forever to harvest those and at 20s + per cluster it is cost prohibitive for most to buy what you need to level a carpenter.</p><p>I am not asking the nodes to be changed or give us something for nothing. I would like to see the stats on items produced in those levels be more useful though and increase the demand for them. With the amount of work that goes into leveling the toon into that category, they deserve some more "status" and respect for their craft.</p><p>Just my 2 cp</p>

Looker1010
07-10-2007, 12:33 PM
<p>We're carpenters, not armorers or weaponsmiths. I have never understood why so many recipes call for 1 wood and multiple (up to 5) ore. This makes absolutely no sense at all. Metal should be needed for incidentals like screws, bands to hold some things together, etc. But the primary ingredient should be multiple wood, not multiple ore.</p><p>Wait til you reach level 69 where you get <b>ONE</b> recipe.</p>

Valdaglerion
07-10-2007, 12:40 PM
<p>/rolls eyes - I can hardly wait.</p><p>I had the same thoughts on the metal being used for screws, nails, etc but seems there is more metal than wood in those items which seems odd to make on the woodworking table.</p><p>With storage space the way it is, I cant even really store up enough of the materials to level through a tier, I am lucky to have enough bag space to hold enough to get through about 25% of a level before reloading. That again, in part to the fact our items dont stack either.</p><p>Darn provisioners are lucky in that respect..(well the ammo guys too)</p>

Illmarr
07-10-2007, 03:32 PM
<p>Yeah, T7 was a shock as far as far as emphasis on different raws. I'd stockpiled tons of wood and roots and a few stacks of ore. hit the 60s and it was all Adamantine/Azurite/Topaz. I'd shipped all the gem stuff to Scholars. It was different, but harvesting isn't hard. Occasional level 60 Aviaks on Scavenging Island. No aggro on Fear Tainted Island. You adapt and deal with it. At least we weren't making retreads of T1-6 in Rosewood.</p><p>And everyone takes a ton of raws to level. Tailor anyone? And I am curious what exactly you were making that took 1K ore to level. I started level 60 with 8 stacks of Adamantine and it got me at least 80% through while doing rush level 60 writs while leveling after making the 2 non-rare recipes for 8ish percent, so 500 tops for a level. It's a lot, but not a disproportionate amount when you compare it to root usage by a Tailor for example.</p><p>And now we get 2 recipes at 69, which I just ding'd last weekend <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Valdaglerion
07-10-2007, 03:48 PM
<p>I was going from level 62-63. There are 2 recipes in it, Adamantine lamps I believe. I made one of each for the pristine bonus. Each recipe takes 5 clusters. I have 21 stacks of clusters when I started. I had less than 1 stack left when I quite crafting and only about 80% into the level.</p><p>Yes, I know I have found several places to harvest for level 70 that are non-aggro but ehy are overly farmed as well. I am certainly not complaining about it. I dont mind putting in the effort, I would just like to see the rewards amped a bit for it.</p><p>This is my 9th T7 crafter so I know the raws usage for many of them, tailor isnt one of them though. We have a guildie who is a T7 tailor and he has mentioned the number of raws needed but not the same diversity as teh carpenter. This is the first crafter I truly remember needing every raw out there save for the bushes.</p><p>Is tailor the same way?</p>

Illmarr
07-10-2007, 04:16 PM
Hmmm I guess you don't worry about vitality when crafting. I just logged in my Carpenter, level 69. Made a level 67 Topaz Orb and got 1% experience, which equals 500 raws per level less the 7-8% you fill with your two Pristine bonuses. Sorry it took me that to figure out why your math seemed so wrong to me. I never craft without vitality and it never occurs to me that others do.

Valdaglerion
07-10-2007, 04:32 PM
Ilmaaaaah@Lucan DLere wrote: <blockquote>Hmmm I guess you don't worry about vitality when crafting. I just logged in my Carpenter, level 69. Made a level 67 Topaz Orb and got 1% experience, which equals 500 raws per level less the 7-8% you fill with your two Pristine bonuses. Sorry it took me that to figure out why your math seemed so wrong to me. I never craft without vitality and it never occurs to me that others do.</blockquote> Good point. I should quit playing when I dont have vitality. In the end I will accomplish more at less expense. just spread the alts around. I really had kind of forgotten that.