Ookami-san
07-16-2007, 01:53 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 rump.</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, I've seen no proposed changes... or even suggestions. </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. Possibly a +1 to piercing, slashing, etc. (per tier, so +7 at T7)</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><p>4) Imbuing</p><p>While my former idea has been already utilized (adornments), there is still the possibility of allowing weaponsmiths to imbue swords with different types of damage - fire, magic, etc. to create truly specialized weapons.</p><p>5) BOOMSTICK!</p><p>Let weaponsmiths create some type of limited use kit that would give the the weapon a temporary damage increase (again, +1 per teir) of a certain damage type (fire, cold, magic, etc.) and give it a particle effect for the duration. Again, probably only used for raids but some people might use it just for the particle effect.</p><p>Just a few ideas on how to make weaponsmiths more viable as a tradeskill class because they definately aren't at the moment.</p>