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View Full Version : Chippies need lurve.....!


Thunderthyze
06-25-2008, 12:24 PM
<p>When are Carpenters going to get a few more things to make? </p><p>I'm currently in t5 and it seems to me that all I ever get to make are chairs and tables......and not too many of them either! </p><p>I think the writ issue of bearskin rugs or...err.....bearsking rugs just highlights the problem. Agreed now we also have the chance to make teak mirrors or.....err......bearskin rugs but let's be honest.....can we not think of other things a carpenter could make, hopefully so we have more than 3 new items to make each tier? All my alts have chairs oozing out the windows of their houses. Woodworkers have had the love....now is the time for Carpenters to get that warm fuzzy Domino-lurve feeling.</p>

Calthine
06-25-2008, 12:28 PM
<cite>Holymoly@Runnyeye wrote:</cite><blockquote><p>When are Carpenters going to get a few more things to make? </p><p>I'm currently in t5 and it seems to me that all I ever get to make are chairs and tables......and not too many of them either! </p><p>I think the writ issue of bearskin rugs or...err.....bearsking rugs just highlights the problem. Agreed now we also have the chance to make teak mirrors or.....err......bearskin rugs but let's be honest.....can we not think of other things a carpenter could make, hopefully so we have more than 3 new items to make each tier? All my alts have chairs oozing out the windows of their houses. Woodworkers have had the love....now is the time for Carpenters to get that warm fuzzy Domino-lurve feeling.</p></blockquote>....Carpenters have probably gotten more of Domino's largess than any class, because house items don't require itemization.  Y'all have had puh-lenty of dev love.  How abouts y'all wait your turn until she's finished with the other classes?

Oakleafe
06-25-2008, 01:22 PM
/agrees with <span class="genmed"><b><span style="color: #3300ff;">Calthine</span></b></span>

Oakleafe
06-25-2008, 01:33 PM
<cite>Holymoly@Runnyeye wrote:</cite><blockquote><p>Woodworkers have had the love...</p></blockquote>Really, I must have blinked and missed it!  Only things I have seen is weapons get changed and reduced in numbers and throwing weapons get shared with another class.  By "love" are we talking tough love, cruel to be kind type thing? <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" />Ah! No, I understand now.  We got back 1 wand. *  Obviously that far outshines the few (7 wasn't it?) new items in GU46 (not to mention the increase in box sales from the earlier increased bank sizes and raft (did they get a raft! /boggle) of other items that have been drip fed into carpentry). <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" />Personally I think tailors should get some attention next. <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" width="15" height="15" />* I am greatful for the return of at least one wand of the casting type and apologise to Domino and her chums for any suggestion, in this tongue in cheek post, that might suggest otherwise.

Aurumn
06-25-2008, 03:20 PM
Actually, carpenters got new stuff with <a href="http://eq2.eqtraders.com/articles/article_page.php?article=g258&menustr=115000000000" rel="nofollow" target="_blank">GU 46</a>.

Transen
06-25-2008, 03:36 PM
Wait until ya reach tier 6...that's when some of the more interesting stuff starts to come in.

Thunderthyze
06-25-2008, 06:06 PM
<cite>Transen wrote:</cite><blockquote>Wait until ya reach tier 6...that's when some of the more interesting stuff starts to come in.</blockquote>.....and until then I guess it's just tables and chairs.......and WHAT a grind!

Oh
06-25-2008, 07:34 PM
<cite>Holymoly@Runnyeye wrote:</cite><blockquote><cite>Transen wrote:</cite><blockquote>Wait until ya reach tier 6...that's when some of the more interesting stuff starts to come in.</blockquote>.....and until then I guess it's just tables and chairs.......and WHAT a grind!</blockquote>At least you have writs, does help that grind.

Kellin
06-25-2008, 08:44 PM
<cite>Holymoly@Runnyeye wrote:</cite><blockquote><cite>Transen wrote:</cite><blockquote>Wait until ya reach tier 6...that's when some of the more interesting stuff starts to come in.</blockquote>.....and until then I guess it's just tables and chairs.......and WHAT a grind!</blockquote>Ah, yes.  Tier 6, with its meat buckets and tents.  Pfft.  Who came up with the tents, anyway?  How many people normally pitch a tent inside their home?**The mastercrafted stuff for T6 is very very nize, though.Be patient and happy, grasshopper.  My carpenter hit 70 before they added tradeskill writs, and with 2 recipes per level on average, I was doing up to 80 combines per level.  And you are but an apprentice.  Apprentices get to do all the scut work, like chairs and tables.** I know, some people have come up with some very clever uses for the tents.  But still, tents?  /boggle

Spyrit
06-26-2008, 02:12 AM
<cite>Holymoly@Runnyeye wrote:</cite><blockquote><p>When are Carpenters going to get a few more things to make? </p><p>I'm currently in t5 and it seems to me that all I ever get to make are chairs and tables......and not too many of them either! </p><p>I think the writ issue of bearskin rugs or...err.....bearsking rugs just highlights the problem. Agreed now we also have the chance to make teak mirrors or.....err......bearskin rugs but let's be honest.....can we not think of other things a carpenter could make, hopefully so we have more than 3 new items to make each tier? All my alts have chairs oozing out the windows of their houses. Woodworkers have had the love....now is the time for Carpenters to get that warm fuzzy Domino-lurve feeling.</p></blockquote><p>I really did lol when I read this. For some stupid reason I always level my Carp first. I remember grinding out a complete tier with only 2 recipes per level (I think one level had only one recipe) and I remember grinding out a ton of levels when we didn't even have writs.</p><p>Carps have recieved a ton of "lurve" in recent times. As for Wood Workers getting "lurve" that must have been intended as a joke, right?</p><p>  </p>

Calthine
06-26-2008, 03:18 AM
Heh.  besides a few new totems, the only "lurve" Woodworkers have gotten have been coincidental to the crafted weapon reavamp.  Mind you, WW's had it better than a lot of classes, too. 

Transen
06-26-2008, 04:53 AM
<cite>Kellin@Permafrost wrote:</cite><blockquote><cite>Holymoly@Runnyeye wrote:</cite><blockquote><cite>Transen wrote:</cite><blockquote>Wait until ya reach tier 6...that's when some of the more interesting stuff starts to come in.</blockquote>.....and until then I guess it's just tables and chairs.......and WHAT a grind!</blockquote>Ah, yes.  Tier 6, with its meat buckets and tents.  Pfft.  Who came up with the tents, anyway?  How many people normally pitch a tent inside their home?**The mastercrafted stuff for T6 is very very nize, though.Be patient and happy, grasshopper.  My carpenter hit 70 before they added tradeskill writs, and with 2 recipes per level on average, I was doing up to 80 combines per level.  And you are but an apprentice.  Apprentices get to do all the scut work, like chairs and tables.** I know, some people have come up with some very clever uses for the tents.  But still, tents?  /boggle</blockquote>...Not to mention pillows, palm trees, vases, and *<a href="http://eq2.eqtraders.com/images/articles/majdul_door_knocker_book.jpg" rel="nofollow" target="_blank">huge knockers</a>  <img src="/eq2/images/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" alt="SMILEY" width="15" height="15" /><span style="font-size: 10px;">*Don't worry, it's not dirty</span>

Terron
06-26-2008, 08:03 AM
<cite>Holymoly@Runnyeye wrote:</cite><blockquote><cite></cite>.....and until then I guess it's just tables and chairs.......and WHAT a grind!</blockquote>You could try going to the loom and making some rugs.Or go to the forge and make some chandeliers or scones.Or make some strong boxes to sell for a profit.

LadyGalasya
06-26-2008, 11:03 AM
<cite>Terron@Splitpaw wrote:</cite><blockquote><cite>Holymoly@Runnyeye wrote:</cite><blockquote><cite></cite>.....and until then I guess it's just tables and chairs.......and WHAT a grind!</blockquote>You could try going to the loom and making some rugs.Or go to the forge and make some chandeliers or scones.Or make some strong boxes to sell for a profit.</blockquote>I LOL'd IRL boxes for profit? on which server? cause on Befallen I had 200 made up the day the bank changes went live and made......wait for it.....wait for it..... 2 plat in profit....do you know how LONG it took to make 200 boxes??????? PFFT wasnt even worth it.

Thunderthyze
06-27-2008, 07:12 AM
<cite>Terron@Splitpaw wrote:</cite><blockquote><cite>Holymoly@Runnyeye wrote:</cite><blockquote><cite></cite>.....and until then I guess it's just tables and chairs.......and WHAT a grind!</blockquote>You could try going to the loom and making some rugs.</blockquote><p>Oh God......you mentioned rugs.....</p><p>Bearskin rugs.......!</p><p>Arrggghhhh!!!!!!!!</p>

SilkenKidden
06-27-2008, 07:42 AM
<cite>Holymoly@Runnyeye wrote:</cite><blockquote><p>When are Carpenters going to get a few more things to make? </p><p>I'm currently in t5 and it seems to me that all I ever get to make are chairs and tables......and not too many of them either! </p><p>I think the writ issue of bearskin rugs or...err.....bearsking rugs just highlights the problem. Agreed now we also have the chance to make teak mirrors or.....err......bearskin rugs but let's be honest.....can we not think of other things a carpenter could make, hopefully so we have more than 3 new items to make each tier? All my alts have chairs oozing out the windows of their houses. Woodworkers have had the love....now is the time for Carpenters to get that warm fuzzy Domino-lurve feeling.</p></blockquote><p>Have you checked your recipe book when away from the crafting table.  In the early tiers there are a number of carpenter items made on the sewing machine and forge.  I don't remember many levels with only 3 or less new items, but I've been known to be wrong before.</p><p><img src="http://forums.station.sony.com/eq2/images/smilies/47941865eb7bbc2a777305b46cc059a2.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>Also at 25, 35, 45, 55, 65, and 75 get the Enigma books for more recipes. </p>

Domino
07-03-2008, 02:35 PM
<cite>Holymoly@Runnyeye wrote:</cite><blockquote><p>When are Carpenters going to get a few more things to make? </p></blockquote>I just went back and did a rough count, and in the past year since I started, carpenters have been given ~75 new recipes (not counting all the level 70-79 ones that were added to Kunark, since all classes got new 70-79 recipes).Admittedly that was long-overdue love, and it's not as many new items as have been added for armor (the new imbued sets, even far from finished as they are, add up to about 100 items so far between armorers and tailors and many more still to come) and not nearly as big a change as the huge weaponsmiths/woodworkers weapons revamp.  But I hardly think they can claim to have been abandoned.  <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" width="15" height="15" />Plus, the "issue" of bearskin rugs no longer exists, that writ now offers several choices.  <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />

greenmantle
07-03-2008, 11:50 PM
<cite>Kellin@Permafrost wrote:</cite><blockquote><cite>Holymoly@Runnyeye wrote:</cite><blockquote><cite>Transen wrote:</cite><blockquote>Wait until ya reach tier 6...that's when some of the more interesting stuff starts to come in.</blockquote>.....and until then I guess it's just tables and chairs.......and WHAT a grind!</blockquote>Ah, yes.  Tier 6, with its meat buckets and tents.  Pfft.  Who came up with the tents, anyway?  How many people normally pitch a tent inside their home?**** I know, some people have come up with some very clever uses for the tents.  But still, tents?  /boggle</blockquote>The freeport houses with the "outdors room" some oggok tables, some plants and palm trees a birdbath, some pillows and a tent and you have a nice little oasis garden

Rijacki
07-04-2008, 11:32 AM
You do realise there are three classes which have gotten absolutely no "lurve" or any new recipes outside of the ones from the level increase and the new factions, the three scholars: sage, jewelers, alchemists.  Jewelers have been asking for their jewelry to be looked at, like armor and weapons, in comparison to the drop stuff and easy quest rewards.  It's in the list of things Domino wants to take a look at, but way way down on the list of things she intends to get to. Sages and alchemists aren't even on her list at all. Yes, sages got some different kinds of recipes in T8 for normal and faction-based recipes, but nothing outside of the level increase and faction recipes.  Yes, sages has tonnes and tonnes of recipes which are ideal for leveling up but not much else.For alchemists, there are still holes in the craftable potions and poisons and nearly all the potion/poison lines don't even start until 40+ with some not even available at all until 60+.  With LU24, not only were the numbers of craftable poisons/potions reduced to a pittance of what was formerly available, the durations and combined effects were completely altered.  Poison procs were reduced to be the same as NPC-sold (taking away one of the things which was, before, noted as a way crafted poison had more value).  In addition, for common crafted items, unlike any other crafting class, alchemists do compete directly with NPC-sold with the NPC-sold being argueably better or exactly alike and definitely cheaper to buy than the alchemist items are to make.  Exactly like all other crafting classes, mastercrafted items are significantly better than common. No matter how much this fundamental issue has been brought up since LU24, there has been zero change.  It's been ignored with platitudes of: "there's thus and so that has to be done now, we'll look into that later.. no NPC-sold shouldn't have the same or better effect than even common crafted and especially not for less, per dose, than the cost to craft"; or "NPC-sold doesn't stack and the potions (cures are 100% identical to the common crafted) are only 2 doses, so the crafted is better because of that." So, frankly, until scholars start getting some "lurve", "chippies" have absolutely nothing to complain about.I've lost a lot of motivation on Rijacki, the character.  It's not entirely due to the crafting system and the "lurve" every other class (except scholars) has gotten, but it does play a part.No, I'm not posting about the issues every other week or injecting it on multiple threads willy-nilly and part of me is still waiting "patiently" for the day when Domino does have time to give any of the scholars some attention.

Cusashorn
07-05-2008, 10:03 AM
Well, just what can alchemists, and specifically Sages, create that need to be added into the game? You make potions, thats fine. You make Spells. Thats great. But what needs to be added in? More spells? That would require altering the classes themselves to use the new spells.

Noaani
07-05-2008, 11:01 AM
<cite>Cusashorn wrote:</cite><blockquote>Well, just what can alchemists, and specifically Sages, create that need to be added into the game? You make potions, thats fine. You make Spells. Thats great. But what needs to be added in? More spells? That would require altering the classes themselves to use the new spells.</blockquote><p>Sage: consumable spells along the lines of the EH crafted Fire Seeds scrolls, a mage consumable with similar properties to scout poisons, adornments (temporary or permanant) that are added to spells and/or combat arts instead of equipment.</p><p>Alchemist: increase the potion and poison for lower levels, create a new range of alchemist products with random effects like an oil spill that acts like a stationary pet, and slows anything that walks over it, caltrops or a variation thereof, flaming vial type potion lines.</p><p>This is a game, imagination is king.</p>

Rijacki
07-05-2008, 11:32 AM
<cite>Cusashorn wrote:</cite><blockquote>Well, just what can alchemists, and specifically Sages, create that need to be added into the game? You make potions, thats fine. You make Spells. Thats great. But what needs to be added in? More spells? That would require altering the classes themselves to use the new spells.</blockquote>Yeah, just because the scholars craft spells, they shouldn't have anything else, or, for the two who do have other stuff, that other stuff shouldn't be as fully filled out, in all level ranges, like other crafting classes have been getting for their recipes?The so-called progression concept of the previous tradeskill dev also hit jewelers and alchemists with missing recipes in the lower levels for the non-spell objects.  For them, even if the only improvement was filling in their product lines (and maybe adding in a few lines, like was done for weaponsmiths, that existed pre-LU24) for all level ranges, just that would be a massive improvement.  For alchemists, making the NPC-sold not be as good as or better than the craftable (in the same way the NPC sold food/drink isn't as good as the craftable) would also help.Sages, other than T8, have nothing except spells to make.  As I said, the spells do make the scholars easier to level, but leveling really isn't everything.  In T8, there was a beginning and other items were added to their recipe books to provide variety (and consumables).  Even if just those were brought down to the lower levels, that would help significantly.Just the fact they craft spells shouldn't be a reason they don't need "lurve".  Recipe count is not everything.

Amphibia
07-05-2008, 12:04 PM
I have a high level alchemist. I've never felt unhappy with this class, as I see it as a great advantage to be able to make my own potions and poisons. Those are often a LOT more useful than many people give them credit for, and being able to make them yourself is a huge money saver. Do alchemists need more love? Perhaps, but not that desperately.  <i>Weaponsmiths</i> needed it desperately. I also have a carpenter, and I have no complaints there either. I do not at all feel that we're being ignored, and we are getting new recipes on a regular basis. I'm having a blast with this class, and my only regret is that I didn't make one earlier. I agree that sage is perhaps a little dull, but they have the advantage of having the largest number of recipes already. It is also a very useful class for anyone who plays a caster, and believe it or not - this is one of the best trades if you're looking to make plats. I have a friend who does that in a very large scale, and that has worked out quite well for him.In conclusion: Things like usefulness, leveling speed and how well your wares sell on the market also count for something, folks. Please remember that before getting too irritated the next time those "chippies" get a new recipe or two, ok? I dare say all trades have their upsides as well as downsides. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" width="15" height="15" />

Rijacki
07-05-2008, 12:13 PM
<cite>Amphibia wrote:</cite><blockquote>In conclusion: Things like usefulness, leveling speed and how well your wares sell on the market also count for something, folks. Please remember that before getting too irritated the next time those "chippies" get a new recipe or two, ok? I dare say all trades have their upsides as well as downsides. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote>Nah, my only irritation is having someone claim how unloved carpenters are when they've gotten a huge amount of attention since Domino took over.  If a weaponsmith also were to, now, say no one ever does anything for their class, I'd rant a bit, too.  When Domino took over there were classes that definately needed a lot more attention than the scholars and they've been getting it and I am very glad they're been getting it. 

Ahlana
07-05-2008, 12:44 PM
<p>I am going to be honest I had no idea what "Chippies" meant and I came here looking for cookies tbh lol. I also had no idea what "lurve" was either. Man I am out of the eq2 lingo or something I swear.</p><p>No cookies and no "lurve"? for me</p>

SilkenKidden
07-05-2008, 12:49 PM
<cite>Ahlana wrote:</cite><blockquote><p>I am going to be honest I had no idea what "Chippies" meant and I came here looking for cookies tbh lol. I also had no idea what "lurve" was either. Man I am out of the eq2 lingo or something I swear.</p><p>No cookies and no "lurve"? for me</p></blockquote><p>I never saw the term <i>lurve</i> before this thread and don't hope to see it again.<img src="http://forums.station.sony.com/eq2/images/smilies/49869fe8223507d7223db3451e5321aa.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>Hadn't heard of chippie (or chippy) for carpenter before either.  Just googled it.  Here's an interesting link.  Nothing about a carpenter, though, but that sounds reasonable.  </p>

joeygopher
07-06-2008, 06:49 AM
<p>"chippy" is a standard term for carpenter here in the UK, just like "sparky" is an electrician.</p><p>and actually carpenters really come into their own in T6.  you get A LOT of items to make, many of them quite nice.  the T6 garden stuff is probably the best selling furniture in the game right now.  and it carries on being good from T6 into T7 and T8.</p><p>yes we could always use more, perhaps some furniture with clicky functions (something like the temporary buffs from the prophet live event items), but in the higher tiers we are doing ok right now.</p>

Ahlana
07-06-2008, 08:42 AM
<cite>joeygopher wrote:</cite><blockquote><p>"chippy" is a standard term for carpenter here in the UK, just like "sparky" is an electrician.</p></blockquote>You learn something new everyday. Is "lurve" a standard term for love in the UK?

khanthemighty
07-07-2008, 12:15 PM
<p>When it comes to fairness, I would agree with the other posters, that maybe some of the other trades need attention before Carps... I would definately like to see new robe designs on T1-T7, a Provy revamp with mastercrafted items, and jewlery revamps first.</p><p>However...</p><p>One can never have too many options when it comes to home decorations.  Domino is probably the BEST dev on the EQ2 staff with listening to, communicating with, and initiating action on behalf of the player community.  Instead of making general statements like 'Chippies need lurve..." ,  tell the community what it is exactly you want.  For example:</p><p> Domino, I personally love how you have been making additions to the Carpenter recipe base by theme (Fay tavern items, padded chairs and kitchen items from the shire lands).</p><p> Here are some more theme sets I would like to see:</p><p>The Runnyeye Collection</p><p>*Piles of bones, pools of clay, rickety goblin crafted wooden structures</p><p>The New Tunaria Collection</p><p>*Shields and Crests that can be mounted on the wall, pillows, tables, etc.</p><p>The Fallen Gate Collection</p><p>*Lighted glyphs for the wall, broken wall dividers</p><p>The Deathfist Citadel Collection</p><p>*real cage/jail doors that open, etc.</p><p>The Mistmoore Collection</p><p>* more candleabras, vampire paintings, stained glass windows that can be placed on the wall</p><p>The Oblisk Collection</p><p>* moving doors(OOLS,OOB), shadowman themed desks, work benches, tables (OOLS), shadowman themed portals (that port you to different parts of your home</p><p>The Living Tombs Collection</p><p>* Mummy glyphs for the wall, aqueduct waterfalls, ghost trees, dead trees</p><p>Plus...I would love to see more options for celing/wall customization.  Maybe somehow tying it to a TS quest, where the reward unlocks zone themed customization options:</p><p>Floor of Sol Ro Temple (clear lava glass, or molten lava design)</p><p>Floor of Permafrost (ice floor)</p><p>Plus Tunarian, Mistmoore, Nek Castle, and PoA themed walls and floors.</p>

Whilhelmina
07-07-2008, 03:24 PM
I would love to see more "Neriak" and "Gorowyn" items for carpenters. Yes, Gorowyn is new so it's normal. Neriak is older but I have huge problems correctly working on the home of my jeweler. Ok, we have chair/throne, desk, beds and bookcase, that's already something. I really love all you did for carpenters Domino, there has been some huge improvements now, and I'm happy to work on the homes of several chars now. Decorating for Kelethin (even if I hate my fae carpenter with a passion, just 'cause she's a fae) was really great. I did a house full of flowers, using the platform to make a "music scene"... It's really great, we can work on homes and make them blend with the city we're in. Just have to work for my 30K in Danak to get the sarcophagus to decorate my Gorowyn home... I have really nice ideas but quests are a bit of a pain with only "pure" crafters. But still, all those items are really nice and you have done a great work for all of us <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> So thank you Domino (will make malice cookies from Neriak for you)... Should perhaps translate french cakes recipes for you to make at home on a side note (not frog legs <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> )

greenmantle
07-07-2008, 08:02 PM
<cite>Ahlana wrote:</cite><blockquote><cite>joeygopher wrote:</cite><blockquote><p>"chippy" is a standard term for carpenter here in the UK, just like "sparky" is an electrician.</p></blockquote>You learn something new everyday. Is "lurve" a standard term for love in the UK?</blockquote><p>Then i hope they are british because the other "chippy" more rents love than needs it. </p>

Terron
07-08-2008, 09:58 AM
<cite>LadyGalasya wrote:</cite><blockquote><cite></cite>I LOL'd IRL boxes for profit? on which server? cause on Befallen I had 200 made up the day the bank changes went live and made......wait for it.....wait for it..... 2 plat in profit....do you know how LONG it took to make 200 boxes??????? PFFT wasnt even worth it.</blockquote>But you did make profit <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" width="15" height="15" />Anyway on Splitpaw I usually get at least 2g profit on T5 boxes and made 0.5 plat from about 20 I made for change. I haven't sold many T6 ones yet as I have been replacing the old T5 ones many of my alts were still using.My carpenter has just reached 57.It was rather annoying that the bear skin writ was changed just after I moved onto the next one. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" width="15" height="15" />

Aneova
07-08-2008, 10:49 AM
<cite>Kellin@Permafrost wrote:</cite><blockquote><cite></cite>Ah, yes.  Tier 6, with its meat buckets and tents.  Pfft.  Who came up with the tents, anyway?  <span style="color: #0066ff;">How many people normally pitch a tent inside their home?</span>**The mastercrafted stuff for T6 is very very nize, though.Be patient and happy, grasshopper.  My carpenter hit 70 before they added tradeskill writs, and with 2 recipes per level on average, I was doing up to 80 combines per level.  And you are but an apprentice.  Apprentices get to do all the scut work, like chairs and tables.** I know, some people have come up with some very clever uses for the tents.  But still, tents?  /boggle</blockquote>To add some needed humor, I point out ... the loaded gun. Feel free to use it.

Terron
07-08-2008, 11:09 AM
<cite>Cusashorn wrote:</cite><blockquote>Well, just what can alchemists, and specifically Sages, create that need to be added into the game? You make potions, thats fine. You make Spells. Thats great. But what needs to be added in? More spells? That would require altering the classes themselves to use the new spells.</blockquote>I think that could possibly be done.I find that the most profitable/interesting spells my jeweler and alchemist make are the ones that are very rarely dropped, don't get replaced at higher levels, and for which masters either do not exist or are very rare.The Bloodlines spells Devastation Fist, Ruthless Cunning and Honed Reflexes fit this. (The warrior one is less popular.)Some of the ancient teachings in T6 also fit.So there seems a bit of a gap in T5.A set of level 49 recipes with masters, if any, only dropping from T5 raids or contested epics would be good for scholars of  types.The difficult question is what sorts of spells could be added that are useful enough for people to want, yet not good enough to unbalance the game.One theme that might work is spells that address some of things people complain about in PvP.Mages do not like that they can be killed in seconds without a chance to do anything.Giving each a spell that could only be cast OOC, are cancelled when they cast a hostile spell and trigger only once on their being hit doing some thing that buys them a little time would help. Since players usually start the fights in PvE so the effect would be much smaller there, but having mages be a little less squishy would allow the greater use of surprise attack mobs.<ul><li>Necro's might have a spell that summons an ghostly guardian whose touch cause fear.</li><li>Conjie's might summon an air elemental that blows the attacker over.</li><li>Illusionists might summon a mirror image that takes half the hits that would land on them.</li><li>Coercers might do a deaggro plus daze</li><li>Wizards might do an icy blast than slows (debuff attack speed and move)</li><li>Warlocks might weaken the attacker (debuff strength and dps)</li></ul>Another common complaint is about the advanatages of being exilled.So the non-mage aligned classes might be given a group effect that only works for people resident in a city of that alignment. Depending on how well the class does on raids at the moment is could be weak or strong.<ul><li>SKs might cause your next attack to give +1 hate position if fighter, -1 if non fighter.</li><li>Paladins might give extra divine damage on the next attack</li><li>Brawlers might give a temporary %age chance to avoid</li><li>Swashies might give a temporary multi-attack boost</li><li>Assassins might give a temporary CA damage boost</li><li>Brigands might give a temporary DPS boost</li></ul>Sorry - not complete yet

Anordil
07-08-2008, 12:56 PM
<p>Well, for what it's worth...</p><p>I *hate* levelling my jeweler (who happens to be my main) because I loathe the endless scout runes with a passion. Had I realized what I was getting into and that the small assortment of actual jewelry that I can make doesn't sell worth sour owlbear poo, then... well, I'd have chosen carpenter with him. We're <b><u>jewelers</u></b>, darn it, not runesmiths. <img src="http://forums.station.sony.com/eq2/images/smilies/2e207fad049d4d292f60607f80f05768.gif" border="0" alt="SMILEY" width="15" height="15" /> I categorically refuse to respec him because I can't bear to toss away 64 levels of tradeskill experience (and the money and gathering it represents).</p><p>That said, my carpenter is a breeze to level and I love making the furniture - the new additions have encouraged and enticed me to continue levelling her and I hit 70 this last weekend. ^_^</p>

valkry
07-08-2008, 01:41 PM
<p>Well, had to google 'lurve' & this is what I found...</p><p><img src="http://www.raspberry.co.uk/wp-content/images/2007/01/lurve_monster_cu.jpg" alt="" width="450" height="600" border="0" /></p><p>So, yeah...cool... weird lil pets for all the crafting classes. We got cloaks now, just like the deity lines, time for more strange critters to follow us around and get obnoxous under the crafting tables.</p><p>Seriously, thanks, Domino. I may not always agree with everything you do for the crafting community... but I love you to peices for doing it, girl! You really have done a great deal to 'balance' (what a evil, horrible word) the crafting classes. Not to say I won't keep fussing... cause, well... a fussing Gnome is a happy Gnome, so great job, thank you & more jewelry, upgrade the non-upgraded sages spells & fix that evil, evil RNG for 'muters.... /wanders off muttering up a full tangent of Gnomish Nonsense.</p>

Terron
07-10-2008, 07:04 AM
<cite>Anordil@Lucan DLere wrote:</cite><blockquote><p>I *hate* levelling my jeweler (who happens to be my main) because I loathe the endless scout runes with a passion. Had I realized what I was getting into and that the small assortment of actual jewelry that I can make doesn't sell worth sour owlbear poo, then... well, I'd have chosen carpenter with him. We're <b><u>jewelers</u></b>, darn it, not runesmiths. <img src="http://forums.station.sony.com/eq2/images/smilies/2e207fad049d4d292f60607f80f05768.gif" border="0" alt="SMILEY" width="15" height="15" /> I categorically refuse to respec him because I can't bear to toss away 64 levels of tradeskill experience (and the money and gathering it represents).</p></blockquote>I pretty much agree with you about jewelers making jewelry.Apart from mastercrafted imbued rings there isn't much worth making now.Palladium bangles are still useful for the few people who do the HQ now, but most of the low level demand for filling empty slots has been killed by the TD stuff.T7 handcrafted resistance jewelry used to sell quite well to beginning raiders who would by a set to get them started.Unfortunately the T8 stuff has lower resistances than the T7 ones (and the other features just are not important on resistance jewelry).Some of our slots are now shared with other classes with the RoK recipes.Also fabled gear for some of our slots is becoming more common on quests (Mark of Awakening, Thuuga).Jewelers as makers of jewelry are not as bad as weaponsmiths or armoursmiths used to be, but I think we are due some Domino lurve soon <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /> (and we are are list of things to do).