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View Full Version : weaponsmiths need help?


Jodek
07-13-2007, 01:41 PM
I chose this profession because my guild needed one for adornments, so I'm not complaining.  BUT! I'm starting to wonder if we needed one because the craft needs help?  I don't seem to be making money at it leveling up, which is fine cause I have other uses in mind for it.   I was kinda irked that throwing items are crafted by woodworkers.  Seems like it should be covered by weaponsmiths What do you do out there for income?  and are there any changes coming for us? if anyone has any thoughts on the profession I would love to hear them.  I'm kind of ignorant to my own craft

Bloodfa
07-13-2007, 02:33 PM
Pristine Mastercrafted Imbued may take a little while to sell, but they always sell.

teh comedyrouge
07-13-2007, 03:35 PM
Actually, it does make sense.  weaponsmiths get the large swords and what not.  Woodworkers get the smaller things.  It helps spread the wealth. In addition, i would be VERY angry to have that removed from us. There's really not enough weapons to go around.

Ookami-san
07-13-2007, 03:46 PM
<p>Weaponsmiths are useless.  I've been keeping up my weaponsmithing on my main for since go live and since KoS, weaponsmiths are useless.  When you can kill a solo mob and get a better item than a mastercrafted imbued weapon, then something is broken.  I consider my weaponsmith the most useless tradeskill of all my classes.</p><p>To compare, I make LOTS of money from my provisioner (T7 food), carpenter (repair kits) and my woodworker (totems).</p><p>My alchemist is so-so... the potions and poisons DO sell, but the profit margin is pitiful and the constant need to get scinitilating dust is just a pain in the [I cannot control my vocabulary].</p><p>The imbalance between provisioner and weaponsmith is so great, weaponsmith should be considered a hobby... not a tradeskill.  I can't even remember the last time someone in the guild asked to get a weapon made.  Why bother, when for the cost of the rare + cost to make + cost to imbue, you can go up on the vendor and get something just as good, if not better.</p><p>Not to mention, compare weaponsmith to jeweler.  Not only can the jeweler make 10-12 adepts and adept IIIs per level, they can also make jewelry - which many people STILL use for resist gear.  So they have the potential to sell 3-4 adept Is and/or adept IIIs PER LEVEL plus 5 pieces of jewelry PER TEIR.  Compare that to a character who buys a weapon.  At most, they are buying 2 weapons (for dual wield) PER TEIR.  Compare that to a provisioner who sells 40 things (1 stack food/1 stack drink) to a player PER WEEK.  Even a carpenter is selling 1-2 repair kits per player PER WEEK for raiders - more if they raid multiple nights.</p><p>The imbalance is STAGGERING.  And it's mainly because weaponsmiths sell NO CONSUMABLE items.  So one or two items per teir would be the MOST a weaponsmith would EVER sell.  And like I said... why would they do that when they can buy better from the vendor?</p><p>And unfortunately, the devs have NO DESIRE to fix it.  </p><p>IF they want to fix it, here are some ideas...</p><p>1) Bane Weapons</p><p>Allow weaponsmiths to create BANE weapons that do extra damage against certain creatures, like Wyrmsteel... only make it a standard (or dropped) recipe.  Bane weapons would compare to low-end fable items - but only against a particular type of creature, so players would buy them for multiple creatures - especially raiders.</p><p>2) Sharpening</p><p>Allow the weaponsmiths to create whetstones or sharpening kits that would give a weapon a very marginal bonus for a short period of time with a fixed number of charges (probably 5).  It wouldn't be something people would use everyday, but would still be a consumable item that many high end players would have.... especially for raids.</p><p>3) Scabbards</p><p>Allow weaponsmiths to create scabbards to go into the totem slot that would give various bonuses... perhaps bonuses for PEIRCING, SLASHING and CRUSHING.  Again, the problem here is at most... you're selling 2 per TEIR.</p>