View Full Version : Need to be a tinker to use tinkered items???
Pogball
10-12-2007, 02:47 PM
Excuse me if this has been topic has been done before but I am new to this area.Having taken up Tinkering why is it alot of the items you make you have to be a tinker to use? How can we sell stuff if you need to be able to make it in the first place to use it. This seems a bit odd. I mean i cant make a torch in rl but i can use one...
Jesdyr
10-12-2007, 05:03 PM
<cite>Pogball wrote:</cite><blockquote>Excuse me if this has been topic has been done before but I am new to this area.</blockquote>Yes .. been done many many times. Think of tinkering more like a mix of trade and adventure skill than a 2ndary tradeskill. Most of the item tags don't make much sense and it is just how it is.
Cusashorn
10-12-2007, 08:22 PM
Yeah. It sucks. You have to be a level 350 tinkerer to use the Pocket Mender, which severely limits the market on them because 350 is the skill needed to make them. By the time you get 350, you can just get the blueprints and make one yourself instead of buy someone else's.
Magic
10-12-2007, 08:49 PM
I recently started tinkering myself and had noticed that too. All I have now is the first blueprint, I think its 001. What few recipes I see are red telling me that they are very hard. Yikes! I have much to learn about this. Transmuting was much easier. I may go back to that as on my other toons.
Finora
10-12-2007, 09:37 PM
<p>Tinkering is more of a way to add additional skills to your character than a way to make money.</p><p>There are a few items you can sell (they aren't tinker limited) that people enjoy. The stilts, parachutes, the harvesting tools all are fun/great to have and none require you to tinker to use them. There are a few other things less useful (portable tradeskill tables for instance) that aren't tinker limited.</p><p>The big things one would tinker for is to have access to the items you can make as a tinker for your own personal use. The feign death thing is a favorite of mine, wonderful being able to FD as a mystic. Tinkering also gives me accessablity to an extra manastone, and several other useful situational abilities I wouldn't have otherwise. Not to mention the mender bot, which is awfully nice to have if you raid. </p>
Iseabeil
10-12-2007, 11:26 PM
Either you have the most usefull tinkered items tinkerer only, or you nerf the items that actually are usefull to the toilet and let anyone use them. The limitations are there to limit their overall use, if absolutely anyone can FD, its not really feasible to keep the percentages it currently has. Id rather it be restricted in use then useless personally.
Amphibia
10-13-2007, 03:21 AM
<cite>Iseabeil wrote:</cite><blockquote>Either you have the most usefull tinkered items tinkerer only, or you nerf the items that actually are usefull to the toilet and let anyone use them. The limitations are there to limit their overall use, if absolutely anyone can FD, its not really feasible to keep the percentages it currently has. Id rather it be restricted in use then useless personally.</blockquote>I don't understand this logic at all. What does it matter if everyone can use something? Why would it have to be nerfed then? I mean... everyone can become a tinkerer as it is - unless you're a transmuter. Espesially those overclocked mana and lifestones gives tinkerers one hell of an edge, and I feel transmuters espesially get screwed by this. Wish they could take the tinkerer only- tag off at least some of these items, such as the mender and the overclocked life and manastone.
SugarGirl
10-13-2007, 03:36 AM
I like the tinkerer only tags. Tinkering is more of a way to add extra utility to your class. Some of the utility (like pocket mender) makes a character that would otherwise be over ooked for a raid spot a little more useful. If everone could operate a pocket mender you would just have a whole bunch of toons with a whole bunch of extra utility. If you want the extra utility, start a tinkerer.
Iseabeil
10-13-2007, 11:50 AM
<p>By having tinkerer only tags, and by setting a diffculty leve on achieving the level where you can use it, you do limit the amount of people using it. That it does work is obvious or everyone would already be a tinkerer on all their characters. Thus the equation between difficulty and reward is balanced, this is also why you have so long reuse timers on things like FD and manastone etc to keep it in balance. Why should it be in balance? Partly because it does infringe on class skills, especially the Gigglegibber's secret of death. If anyone could use this item you are putting the FD oriented classes in a really weird position. Gigglegibber's secret of death(level 52 to use) has 99% chance of success, Last Breath Master I (level 70 monk FD) has 97% chance. So my monk should use tinkered FD instead of an ability she has aquired a master book for? There is no way they could make it usable by anyone with the only drawback being reuse timer without creating a massive mess, sweeping over all areas of content. The developers would essentially have to create all content with the expectation that everyone has these items. Right now individual mobs can see through invis/stealth. Before everyone could access means to invis a majority of those mobs didnt see invis/stealth, when it wasnt a limited ability they had to put the limitation elsewhere. Today a successfull FD works on all mobs, there are no mobs in the game with inbuilt 'detect FD', but if everyone could FD they just might have to add that.</p><p>Im a raiding illusionist specced for volatile magic. This means I get a heavy damage bonus whenever Im under 30% power, and Ill not deny that I always carry atleast 2 overclocked manastones with full charges at any time to help me balance the line of too little and too much power. I would never rely fully on them tho. Even with reuse lowered by AA's its 9½ mins between uses and there is always the one in ten chance that it misfires and chews up my power instead. If its a serious fight 20% power will always help, but at the wrong time a loss of 12% can kick you in the <beep>. If it was 100% success Id say it would be overpowered but the fact that it is a gamble means you wont use it carelessly. And when all comes around... anyone can get their tinkering up to 310. Tinkering isnt limited to any specific race, class or tradeskill, its only limited by every players individual decision. As with anything in the game you have a choise on how much something is worth to you. Is that master worth the plat or the time spent farming? Is that item dropping in that dungeon worth farming till you get it? Are those tinkered items worth the time to level up to use them? There is not a single encounter that requires a single tinkerer present, its just an extra conveniance available to anyone willing to spend the time.</p>
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