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View Full Version : Please up MC armor and weapons to be a valid possibility for t9 after shard T2


Purr
03-01-2010, 09:34 PM
<p>Topic says it all.</p><p>It's called MASTER crafted - and should fit in between the legendary of the tier below and the legendary drops of the current tier. ATM, I'm sad to say it, it's as useless as the handcrafted stuff.</p><p>Just my 2cp.</p><p>Purr~</p><p>Edited to slightly adjust the topic, sorry for that.</p>

Maroger
03-01-2010, 10:50 PM
<p><cite>Purr wrote:</cite></p><blockquote><p>Topic says it all.</p><p>It's called MASTER crafted - and should fit in between the legendary of the tier below and the legendary drops of the current tier. ATM, I'm sad to say it, it's as useless as the handcrafted stuff.</p><p>Just my 2cp.</p><p>Purr~</p></blockquote><p>I would go along with that. Not every will have Void shard armor - it takes a long time to get. Please up the t9 MC -- esp. so that it is saleable.</p>

Zabjade
03-02-2010, 12:45 AM
<p><strong><span style="color: #00cc00;">I'm all for more Free-market things for sale on the broker!</span></strong></p>

Grumble69
03-02-2010, 03:21 AM
<p>My guess is that they're aimed for upcoming new players & maybe alts.  They're certainly not going to sit at 80 and grind shards out for T2.  So MC will probably be a step up for them.  That's probably why SF mobs in general are so easy.  It's Sony's plan to level out the L80 speedbump that's been in place for so long.   e.g. hard core ultra geared players vs casuals.</p>

Anestacia
03-02-2010, 03:56 AM
<p>Theres not really a reason to make MC > T2 shard armor.  In Kunark those mobs hit like trucks on my druid going in with full EoF raid gear.   SF is nowhere near that.  Many of the mobs are double down arrowed and even the ones that arent dont hit very hard to begin with.  Being on par with Shard T1 is just about perfect imo.</p>

TheSpin
03-02-2010, 04:20 AM
<p>No way in the world did I expect the new MC armor to beat out T2 shard armor.  The shard armor took a lot of time to obtian and I would honestly be very disappointed to see it outdated a few levels into the next expansion.</p><p>Armorers have nothing to complain about as far as business goes now with the pvp armor anyway.  I've bought 2 sets of the 80-89 already.</p>

bks6721
03-02-2010, 06:39 AM
<p><cite>TheSpin wrote:</cite></p><blockquote><p>No way in the world did I expect the new MC armor to beat out T2 shard armor.  The shard armor took a lot of time to obtian and I would honestly be very disappointed to see it outdated a few levels into the next expansion.</p><p>Armorers have nothing to complain about as far as business goes now with the pvp armor anyway.  I've bought 2 sets of the 80-89 already.</p></blockquote><p>so should someone in lvl 77 mastercrafted armor lock at lvl 80 for a few weeks to get shard armor or continue leveling and buy lvl 84 mastercrafted which is really weak compared to the shard armor?</p><p>By the time a person is high enough level (84) to even buy the mastercrafted they've probably already done 50% of the SF solo quests.   If the MC isn't adjusted to be better then it should be adjusted to be used a few levels lower.</p><p>as a side note, I still think that the shard/mark armor should be crafted solely by armorers and tailors.  Jewelry for jewelers too, what a concept.   Let them have their market back.</p>

bks6721
03-02-2010, 06:46 AM
<p><cite>Anestacia wrote:</cite></p><blockquote><p>Theres not really a reason to make MC > T2 shard armor.  In Kunark those mobs hit like trucks on my druid going in with full EoF raid gear.   SF is nowhere near that.  Many of the mobs are double down arrowed and even the ones that arent dont hit very hard to begin with.  Being on par with Shard T1 is just about perfect imo.</p></blockquote><p>hasn't current teir master crafted been better than previous teir legendary every time the level cap is raised?  As a bonus this time we have to wait until level 84 to even use it.  That is probably meant to offset the mistake of two different levels of MC in T8 I suppose.   Take a look at our new MC gear and tell me that you'd actually consider using it.  Junk treasured quest rewards almost look better.</p>

Khurghan
03-02-2010, 01:50 PM
<p><cite>Pauly@Befallen wrote:</cite></p><blockquote><p><cite>Anestacia wrote:</cite></p><blockquote><p>Theres not really a reason to make MC > T2 shard armor.  In Kunark those mobs hit like trucks on my druid going in with full EoF raid gear.   SF is nowhere near that.  Many of the mobs are double down arrowed and even the ones that arent dont hit very hard to begin with.  Being on par with Shard T1 is just about perfect imo.</p></blockquote><p>hasn't current teir master crafted been better than previous teir legendary every time the level cap is raised?  As a bonus this time we have to wait until level 84 to even use it.  That is probably meant to offset the mistake of two different levels of MC in T8 I suppose.   Take a look at our new MC gear and tell me that you'd actually consider using it.  Junk treasured quest rewards almost look better.</p></blockquote><p>There are pretty much 3 levels of legendary gear in tier 8, the rok dropped sets, the t1 shard sets and the t2 shard sets, with the t2 shard sets being roughly (if not a little better) than the x4 raid dropped set gear in Veeshan's Peek. Being on par with with the t1 shard sets seems to be bang on the money.</p><p>Oops and forgot to add that there is level 90 MC gear (aimed at BG's) as well, in the case of the armor its pretty close to the tso t4 raid sets (although it lacks crit-mit and set bonus stuff)</p>

Tommara
03-03-2010, 06:10 PM
<p>I don't expect T9 MC armor to be better than T2 shard armor.  However, currently, if you search on "brellium"  you have to go through 9 pages of broker listings before you get to brellium ore, i.e., you are better off selling the rare rather than making something out of it.</p><p>I have yet to find any brellium ore.  I have found one rare pelt after harvesting over 800 non-rare pelts.</p><p>If I wasn't a transmuter, I'd be really ticked.</p>

bks6721
03-03-2010, 07:01 PM
<p><cite>Tommara wrote:</cite></p><blockquote><p>I don't expect T9 MC armor to be better than T2 shard armor.  However, currently, if you search on "brellium"  you have to go through 9 pages of broker listings before you get to brellium ore, i.e., you are better off selling the rare rather than making something out of it.</p><p>I have yet to find any brellium ore.  I have found one rare pelt after harvesting over 800 non-rare pelts.</p><p>If I wasn't a transmuter, I'd be really ticked.</p></blockquote><p>I suspect the only "real" market for Brellium is for the new tinker recipes.  My hoverpad used 4 of them alone.</p>

Blambil
03-03-2010, 07:06 PM
<p>I think making L90 MC > T2 would be overpowered for MC armor, and nobody would get shards any more.</p><p>I do agree however, that there's no demand for L90 MC... those who were already 80, had better, and are fighting places where better than MC drops while trying to get Level90. I've seen ZERO demand for L90 MC clothing/armor. And I suspect it will stay that way.</p><p>Would be nifty to see MC = T1 shard gear however.. that would be a nice balance. (or maybe give MC more adornment slots...)</p>

Meirril
03-04-2010, 02:37 AM
<p><cite>Pauly@Befallen wrote:</cite></p><blockquote><p><cite>Anestacia wrote:</cite></p><blockquote><p>Theres not really a reason to make MC > T2 shard armor.  In Kunark those mobs hit like trucks on my druid going in with full EoF raid gear.   SF is nowhere near that.  Many of the mobs are double down arrowed and even the ones that arent dont hit very hard to begin with.  Being on par with Shard T1 is just about perfect imo.</p></blockquote><p>hasn't current teir master crafted been better than previous teir legendary every time the level cap is raised?  As a bonus this time we have to wait until level 84 to even use it.  That is probably meant to offset the mistake of two different levels of MC in T8 I suppose.   Take a look at our new MC gear and tell me that you'd actually consider using it.  Junk treasured quest rewards almost look better.</p></blockquote><p>Actually, it has been worse than the previous tiers top instanced gear historically. RoK is an exception because itemization for RoK was totally broken. Tanks still wouldn't trade out of top t7 gear for the t8 MC because of the huge mittigation decrease, though the overall increase in DPS makes up for it.</p><p>People that are leveling a new toon (the market for MC gear) might be tempted to gather shards for a few levels to get the t1 armor set (38 shards). At 4 shards per day (either daily quest or 2 easy zones) your looking at 9-10 days of running shard zones *if* you can find a group for it.</p><p>So, how many new players are going to wait to earn 150 shards for a full set of tier 2? 150/4= 37-38 days of hitting instances. You can start at 79...umm...wouldn't they be about 90 when they finish gathering shards for a full set? I can't see T2 shard armor as real competition for its target market.</p>

Eugam
03-04-2010, 03:20 AM
<p>T9 Mastercrafted needs a buff.</p><p>I am a jeweler and crafted me a mastercrafted symbol + adornment and i thought it was a good item. Two hours later i see that anything from Hua Mein faction merchands is better. Its not very hard to get 40k faction with the pandas in Stonebrunt Highlands. This is uneven.</p><p>Now i am just curious what is in the Quel'ule recipes for jewelers...dont have enough faction yet. But somehow i doubt it is worth the many daily quests.</p>

Odys
03-04-2010, 06:53 AM
<p>I m a 82 tailor and i found the rare recipes and almost laughed.</p><p>Most people are wearing T1 or T2 (or better). My future toons will all get T1 (It's cheap). So i don't see any market for the T9 MC. When ROK came out, the demand for the 72 MC and for the faction MC (75 armor? is i remember correctly) was relatively high.d</p><p>Sage are doing spell that are the best below Fabled, why should we craft ridiculous item close to treasured ?</p><p>As they are the current tailor MC recipe are a bad joke.evel raise</p><p>The problem is that making them close to T2 is coming from the mad amount of shards we need for a T2 set.  But i think that this happen each time the max level raise, T7 raid gear was certainly hard to obtain and MC was probalbly not that far.</p>

Whilhelmina
03-04-2010, 07:33 AM
<p>Just my 2 coppers.</p><p>My main on live is a necro, my main on test is a conjuror... No way I take MC T9 gear over V1 shard gears for those classes. I need my pet buffs! I'll take jewels and weapons as usual, but the armor part..; No, I can't.</p>

Qandor
03-04-2010, 12:23 PM
<p>Crafting of adventure gear, in general, is really ancient history here. Not Domino's fault since she must be constarined by the overall itemization plan (cough: assuming there is one). I often have my doubts that there is indeed any long range plan. . I think part of the problem is trying to squeeze two expansions out of one tier. The train just goes off the tracks when you do this in terms of itemization. Shard gear was the last nail in the coffin of crafted adventure gear. Just no place for crafted any longer.</p><p>I certainly look back to the way crafting was when we were more than fluff and novelty crafters with fondness. The weaponsmith is the poster child of what has gone wrong. They even have the same old tired weapon graphics as well, let alone being able to make ANY useful weapon.</p>

Meirril
03-05-2010, 08:18 AM
<p><cite>Odys@Storms wrote:</cite></p><blockquote><p>I m a 82 tailor and i found the rare recipes and almost laughed.</p><p>Most people are wearing T1 or T2 (or better). My future toons will all get T1 (It's cheap). So i don't see any market for the T9 MC. When ROK came out, the demand for the 72 MC and for the faction MC (75 armor? is i remember correctly) was relatively high.d</p><p>Sage are doing spell that are the best below Fabled, why should we craft ridiculous item close to treasured ?</p><p>As they are the current tailor MC recipe are a bad joke.evel raise</p><p>The problem is that making them close to T2 is coming from the mad amount of shards we need for a T2 set.  But i think that this happen each time the max level raise, T7 raid gear was certainly hard to obtain and MC was probalbly not that far.</p></blockquote><p>Huh? Did you actually play during RoK launch or did you just not remember how horrible the MC armor was before it was revamped? Look at the MC armor and remove any kind of damage bonus or spell bonus. The treasured quest gear was leagues better than the t8 MC armor until Domino revamped it a month after launch.</p>

EQ2Player
03-05-2010, 12:35 PM
<p><strong>This thread is very discouraging.</strong></p><p>I once despised tradeskilling, but now find it the primary reason I play EQ2. Coupled with the economy, market, and its demand.  My crafters are T8-T9 while my adventure levels are far below that so discussions of shard armor the content of this thread are topics that I have little experience with yet.</p><p>I know I've left EQ2 three times in the past year, thinking I closed the door for good. The depth of crafting as an adventure in itself and how it's entwined into the fabric of EQ2's adventuring, economy, and character development is why I keep coming back. Tradeskilling is a large chunck of what makes EverQuest II stand in stark contrast to many games past and new.</p><p>To learn that this integral part of the game has been neglected and diluted is so disappointing.</p><p><strong>Domino?</strong> Please, I hope you can revive MC in this expansion!</p>

Troubor
03-05-2010, 04:37 PM
<p>My thoughts on this overall:</p><p>I've actually had a couple orders on my weaponsmith, and a couple blades sell that I put on the broker after mining some brellium.  Yes, a lot of people have a fabled or mythical epic, but there's more out there then you'd think who don't.  That or people who got their epic (fabled or mythical) once, and decided it wasn't worth the effort for any reason to not do it again for their alts.</p><p>Having said that, I also linked some t9 MC weapons to another person who didn't have his epic, and had him say they weren't quite worth it compared to t8 legendary also.  So..*shrugs*.</p><p>As for armor, unless they have added resists to t9 MC armor (I actually haven't looked recently, I'm not doing much on my armorer until my alchemist and weaponsmith hit 90th), IMO it's not great.  Yes, I know the possible idea is to get one's resists from the jewelry, but we know how well THAT went over back with T7 KOS gear, it used to not have resists way back when also if people recall.  Anyway, to lose that many resists even if one was using let's say T8 77th MC from the Kunark recipes is absurd, even with a possible boost in health.  They put resists a week or two after launch on t9 "mark" armor and other t9 heroic/legendary I think, why force people wearing MC as a stopgap or because they are a casual player from being able to resist anything other then physical damage?</p><p>I haven't looked at jewelry, so maybe MC jewelry has such high resists that it makes my comment moot if one is willing to harvest or buy that many rares, but if not then yeah..one is walking around the same as naked, almost anything even as a solo mob wandering about in t9 will probably have a spell that is something other then a basic physical hit.  MC armor should be enough to be able to survive a t9 dungeon or the easiest t9 instances until one can loot legendary gear and/or get marks to buy better gear, or have crafted by someone with the new t9 mark recipes from the far seas instances.  Not be armor that's tinfoil if it's damage is noxious, arcane or elemental.</p><p>Of course if they have added resists now and I missed that..um..oops..nevermind.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Ravaan
03-16-2010, 05:13 PM
<p><cite>Blambil@Nagafen wrote:</cite></p><blockquote><p>I think making L90 MC > T2 would be overpowered for MC armor, and nobody would get shards any more.</p><p>I do agree however, that there's no demand for L90 MC... those who were already 80, had better, and are fighting places where better than MC drops while trying to get Level90. I've seen ZERO demand for L90 MC clothing/armor. And I suspect it will stay that way.</p><p>Would be nifty to see MC = T1 shard gear however.. that would be a nice balance. (or maybe give MC more adornment slots...)</p></blockquote><p>the shard armor is level 80 crap why WOULD anyone 80+ want to get that armor. I don't even see shard runs on my server aymore anyway, so all you're doing is screwing people who came back to the game for SF (like myself) new players and alts.</p><p>MC armor should be better than t2 it should give SOME crit mit as well.</p>

Blambil
03-16-2010, 07:12 PM
<p>as least for the tailor, the T9 cloth with no resists is useless, and seriously needs a tuneup. zero resists = nobody buying on PVP servers, and legendary dropped is better..</p><p>T8 Advanced Robe (Imbued Tranquil Swiftcloth Robe)35 sta, 40 int90 health, 90 power412 elemental, 412 noxious, 412 arcane3 disruption45 ability modifer144 miti</p><p>T9 Advanced Robe (Imbued Tranquil Gabardine Robe)38 sta, 38 int140 health, 180 power4.8% crit chance4.8% ability casting speed167 miti</p>

Blambil
03-16-2010, 07:14 PM
<p><cite>Ravaan wrote:</cite></p><blockquote><p>the shard armor is level 80 crap why WOULD anyone 80+ want to get that armor......</p></blockquote><p>because even the T1 shard armor is better than the L90 mastercrafted... that should tell you something..</p>

Odys
03-17-2010, 05:20 AM
<p>To take a comparaison : imagine that sage would master craft spells with Adept value, that expert would come from Ornate chest and Master from exquisite. Nobody will buy mastercraft spells.</p><p>It's indeed the current situation for outfitters and smiths.</p>

Stormdove
03-17-2010, 08:43 AM
<p>Ok, looking at the big picture there are many different people with different playstyles the developers have to account for.  You have the people who grind to "end game" and love to raid and accumulate raid gear.  You have the people who grind to "end game" and love to do shard/mark instances over and over, accumulating the shards/marks for buying/getting their gear made.  You have the pvp battle ground types who want to be uber and crush all opponents and accumulate battle grounds gear.  And you have the quest/content lovers who explore, harvest, wear quested gear and upgrade to Mastercrafted when they have the rares/coin.</p><p>The developers have accounted for all of these with crafting pretty darn well.  There are some items that are made with raid drops.  There are recipe books to be acquired that allow you to make shard/mark gear at a discount.  There are recipes for battle ground gear.  And there are easy to acquire mastercrafted books that allow you to make reasonably priced armor for the people who putter along playing the game at their own pace.</p><p>Yes, it is a pain getting the shard/mark books and getting the faction to get all the special recipes.  It's a pain getting the shards/marks to have the gear made for you also.</p><p>The system seems pretty well balanced to me.  But then I don't craft to make money, I craft so I can make all my own gear.  I see chat messages all the time for people looking to have lower tier sets of armor or weapons made, they ask for hours. If you want to make money then start making that gear.</p>

Eugam
03-17-2010, 09:46 AM
<p>I doubt this will change a lot in future. Armor and weapon are the main goalds for adventuring.</p><p>I could imaging a few less cirtical buffs though.</p><p>1) Let us use more then one rare and create a better MC. In case of T9 SF not 38 WIS/STR/AGI/INT but somehting into the 40 or 45. Resists is a must and should be some 400 each on T9 crafted. Even if i had to drop in a dozend ethereal materials for the resists. Even if those items where HEIRLOOM and NO-TRADE it would be a nice change.</p><p>2) No item ingame should have an adornment slot. The slots should be put in with a crafted item. Jewel slot from jewelers, armor slots from armorers, weapon slots from weaponsmit or woodworker. White slots are handcrafted, yellow and red mastercrafted. Maybe a stack of 10-15 per rare. This wouldnt break anything, but give all crafter professions a reason to keep on leveling and something to put on broker. Although i am able to craft scout CA i havent made a single gold with it yet and it would feel good if i could give something to the community...</p>

Terron
03-17-2010, 10:43 AM
<p>At the same level gear is supposed to go something like</p><p>Vendor/uncommon < handcrafted < treasured < mastercrafted < legendary < fabled</p><p>For spells the MC is the legendary, so they do sell well.</p><p>For armour and weapons it seems they have move the level of the MC up to 84 to give more room for tier9 mastercrafted to be better than level 80 legendary, with 3 grades of level 80 legendary it would be a big jump for it to be better than more than the first one (RoK level 80 legendary). I would not expect many sales of the armour as yet. In future for people soloing past level 80 it may well be a good buy.</p><p>Weapons I don't see selling at all, except for classes that needed unusual types, such as furies looking for swords with Wis.  There are just too many weapons dropping for people to settle for what is designed to be 3rd rate (at best) for the level.</p><p>My main is a jeweler and I am used to none of my actual jewelry selling. Prior to T9 with the competition for rares with sage's spells MC jewelry has almost always been overproced for what it did. The only exception since LU24 was STR imbued rings which used to be desired by some raiders. in the KoS era rading swashbucklers would often wear one such ring. Since then diminishing returns have made the imbued rings less valuable, and better buffs have appeared on dropped rings. in KoS I did sell a lot of handcrafted resistance rings. They were cheap enough that beginning raiders could afford a ful set. and good enough for beginning raiders, though they would be replaced by dropped stuff. EoF added more resistance jewelry from quests and collections, and the T8 handcrafted resistance jewelry had lower resists than the T7 stuff. So it appears that SOE did not like that, though I don't know why. It was a system that worked. Since RoK my main jewelry sales have been a sub-component for a quested recipe. The faction recipes in RoK were not greeat (there were some good faction jewelry recipes, but jewelers did not get them). The Najena rings in TSO aren't too bad, but if you do the instances often enough to get the gems you will likely have found better dropped jewely. They can be crafted for alts though.</p><p>In T9 jewelers are no longer competing with sages for the rares, so potentially there is the opportunity for the price of MC jewelry to drop below that of expert spells, but brellium does not seem to be common enough for that to happen. Perhaps because people aren't mining the ores since the do not drop the rares they really need. It is still a little early to see the full effect though.</p>

Sorvani
03-17-2010, 11:05 AM
<p>brellium is competing with all of the tinker recipes though. 5 for a harvest box and um 3 ro4 for the hoverpad i think.</p>

Valdimere
03-17-2010, 11:15 AM
<p>I completely agree... Mastercrafted gear should be exceptional.  It should not be better then raid dropped gear, but it should be better then quested and group dropped gear in my opinion.  Crafters go through a great deal of work to get maxed out, and they deserve something for their efferts.</p>

Terron
03-17-2010, 11:42 AM
<p><cite>Sorvani wrote:</cite></p><blockquote><p>brellium is competing with all of the tinker recipes though. 5 for a harvest box and um 3 ro4 for the hoverpad i think.</p></blockquote><p>Yes.</p><p>The price will be be set by the best recipes available that use it. If the tinker recipes are much better than the jeweler ones we will be priced out of the market still. Going by the past that is what will happen, but it is still a bit early to say.</p><p>I used to push for a revamp of the belt recipes, where the rares were compartively cheap.</p>

Blambil
03-22-2010, 01:48 PM
<p>would be great to see at least a "working as intended, go away" on this thread from a red name....</p>

Smirkey_of_Nektulos
03-24-2010, 05:38 AM
<p>Keeping this one kicked.</p><p>I'd rather that the T9 MC armor and weapons took multiple rares each, and were actually viable, than for them to only take one rare and be completely not worth the time.</p><p>If you have any input into this at all, Domino, we're begging you to bring the new tier of items up to a level that will be worthy of pursuit by anyone not in at least full T3 shard gear.</p>

Sorvani
03-24-2010, 10:37 AM
<p>the recent ZAM dev chat mentioned T9 MC should be getting some love. They didn't say how long.</p>

Odys
03-24-2010, 11:35 AM
<p><cite>Valdimere wrote:</cite></p><blockquote><p>I completely agree... Mastercrafted gear should be exceptional.  It should not be better then raid dropped gear, but it should be better then quested and group dropped gear in my opinion.  Crafters go through a great deal of work to get maxed out, and they deserve something for their efferts.</p></blockquote><p>Farming something as trivial as the hole (in a trio) may get you a bag full of legendary in 1 hour, almost any group can clear the easy SF instance in 30mn and again get 5-6 legendaries.</p><p>My warden already collected a full set of level 90 legendaries for her and for my mystic.</p><p>People are already passing on most or asking to roll for alts.</p><p>Getting a legendary piece is easier than to find a rare.</p>

Calthine
03-24-2010, 11:58 AM
<p><cite>Sorvani wrote:</cite></p><blockquote><p>the recent ZAM dev chat mentioned T9 MC should be getting some love. They didn't say how long.</p></blockquote><p>Exact Q&A:</p><blockquote>Any thoughts of top-end craftable gear to compete with top-end Legendary or low end Fabled loot? And don't say Mark of Manaar gear, that doesn't count. Frizznik: We do have thoughts on this, we were just talking about a few things in our mechanics meeting a few hours ago about it. I don't want to make any promises about what it will be exactly right now, but I bet you see a bump in mastercrafted stuff as soon as we can get to it.</blockquote>

Meirril
03-25-2010, 01:21 AM
<p><cite>Odys@Storms wrote:</cite></p><blockquote><p><cite>Valdimere wrote:</cite></p><blockquote><p>I completely agree... Mastercrafted gear should be exceptional.  It should not be better then raid dropped gear, but it should be better then quested and group dropped gear in my opinion.  Crafters go through a great deal of work to get maxed out, and they deserve something for their efferts.</p></blockquote><p>Farming something as trivial as the hole (in a trio) may get you a bag full of legendary in 1 hour, almost any group can clear the easy SF instance in 30mn and again get 5-6 legendaries.</p><p>My warden already collected a full set of level 90 legendaries for her and for my mystic.</p><p>People are already passing on most or asking to roll for alts.</p><p>Getting a legendary piece is easier than to find a rare.</p></blockquote><p>Are we talking about a group of 84's or something closer to 90? Are we talking about new toons that just went from the low 70's to 84 or are we talking about some people that spent a year at 80 and have the top end instance gear from TSO and their mythicals?</p><p>Anyone that is capable of equipping a peice of 90 gear shouldn't be intersted in 84 crafted anything. MC gear was never intended to be end of tier equipment!</p>

Tenchisama
03-26-2010, 04:16 PM
<p>I think what kills me is how obviously the Armorer and to some degree the Weaponsmith were utterly left out of any <3 in the expansion....</p><p>don't get me wrong - sure there is a ton of "recipes" sure the "Faction Recipes" are there BUT - look at the display graphics - they are varied but mostly plain - look at the stats - "joke" comes to mind</p><p>now add the insult to the injury - THEY TOOK AWAY ADORNMENTS - the one thing in T7/T8 that I could use my skills for friends and guildmates on a regular basis.... [Removed for Content]</p><p>So one customer here or there buys something for a twink - sure</p><p>but compare to lets see a Tailor - they got a similar shaft in leather armor and cloth BUT - they still have bags and other items they make</p><p>compare to a Jeweler - SKILLS are ALWAYS in demand - even with minimal upgrade you need them to use the researcher AND utility items galore</p><p>compare to a Woodworker - totems nuff said</p><p>Provisioner ALWAYS in demand</p><p>in all honest name something that has even MODERATE demand from an armorer and in T9 has a profit margin of say 1p (consider that on my server spell experts average cost to make is 12p and are often seen sold for 15-25p) moderate demand means that if I make it and put it on my broker at a reasonable (not bargain basement) price it will sell in ONE WEEK.</p><p>without adornments I cannot think of a single thing.</p><p>Weaponsmiths fairly similar except with appearances there are some that do sell</p><p>how do I know this?  I have almost all tradeskills covered except spellcrafting</p><p>Please someone - give me something that says Armorers have an actual trade - not just another path to lvl 90 so I can make Mark gear for people.</p>

Klive
03-26-2010, 06:33 PM
<p>  I agree, Tench. Only reason to level my armorer, tailor, and weaponsmith is to have my full set. So glad I have kept up with my weaponsmith, gnome mage looks hot running around with that cool sword from the T9 tradeskill quest.</p>

Rijacki
03-26-2010, 08:53 PM
<p><cite>Meirril wrote:</cite></p><blockquote><p><cite>Odys@Storms wrote:</cite></p><blockquote><p><cite>Valdimere wrote:</cite></p><blockquote><p>I completely agree... Mastercrafted gear should be exceptional.  It should not be better then raid dropped gear, but it should be better then quested and group dropped gear in my opinion.  Crafters go through a great deal of work to get maxed out, and they deserve something for their efferts.</p></blockquote><p>Farming something as trivial as the hole (in a trio) may get you a bag full of legendary in 1 hour, almost any group can clear the easy SF instance in 30mn and again get 5-6 legendaries.</p><p>My warden already collected a full set of level 90 legendaries for her and for my mystic.</p><p>People are already passing on most or asking to roll for alts.</p><p>Getting a legendary piece is easier than to find a rare.</p></blockquote><p>Are we talking about a group of 84's or something closer to 90? Are we talking about new toons that just went from the low 70's to 84 or are we talking about some people that spent a year at 80 and have the top end instance gear from TSO and their mythicals?</p><p>Anyone that is capable of equipping a peice of 90 gear shouldn't be intersted in 84 crafted anything. MC gear was never intended to be end of tier equipment!</p></blockquote><p>This is the prime reason I was suprised, when I crafted some for Rijacki, that it's not level 82 equippable breaking the pattern for all other MC armor. For every other level range, the MC is x2 (i.e. 52, 62, 72, etc). It's not even that the stats aren't as good as any shard armor, they're only on par with the lower than 80 instance drops. In other words, level 85 to equip stuff that's only on par with gear that's relatively easy to get before hitting 80 while wearing non-shard armor.</p><p>Oh well.. hopefully it will get improved and it won't be just costly appearance stuff.</p>

Qandor
03-26-2010, 09:26 PM
<p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p>I think what kills me is how obviously the Armorer and to some degree the Weaponsmith were utterly left out of any <3 in the expansion....</p><p>don't get me wrong - sure there is a ton of "recipes" sure the "Faction Recipes" are there BUT - look at the display graphics - they are varied but mostly plain - look at the stats - "joke" comes to mind</p><p>now add the insult to the injury - THEY TOOK AWAY ADORNMENTS - the one thing in T7/T8 that I could use my skills for friends and guildmates on a regular basis.... [I cannot control my vocabulary]</p><p>So one customer here or there buys something for a twink - sure</p><p>but compare to lets see a Tailor - they got a similar shaft in leather armor and cloth BUT - they still have bags and other items they make</p><p>compare to a Jeweler - SKILLS are ALWAYS in demand - even with minimal upgrade you need them to use the researcher AND utility items galore</p><p>compare to a Woodworker - totems nuff said</p><p>Provisioner ALWAYS in demand</p><p>in all honest name something that has even MODERATE demand from an armorer and in T9 has a profit margin of say 1p (consider that on my server spell experts average cost to make is 12p and are often seen sold for 15-25p) moderate demand means that if I make it and put it on my broker at a reasonable (not bargain basement) price it will sell in ONE WEEK.</p><p>without adornments I cannot think of a single thing.</p><p>Weaponsmiths fairly similar except with appearances there are some that do sell</p><p>how do I know this?  I have almost all tradeskills covered except spellcrafting</p><p>Please someone - give me something that says Armorers have an actual trade - not just another path to lvl 90 so I can make Mark gear for people.</p></blockquote><p>Please stop with this nonsense of "but tailors have bags" but woodworkers have totems", etc.</p><p>If the end all and be all for a tailor is to make bags then rename the class Bagmaker if you think that is such boon to tailors. While you are at it rename Woodworkers to Totemmakers.</p><p>There was a time back in the early days when tailors actually sold armor. There was a time when woodworkers actually had a market for bows, shields and weapons. Gasp, weaponsmiths actually sold weapons that players actually used for combat and not just Barbie dressup.</p><p>It is exactly this attitude where crafters have become content with making novelty items or having one saleable item out 70 recipes that has led us to where we are today. The game no longer has a place for 9 crafting classes since there are so few useful items to manufacture out hundreds and hundreds of recipes. Crfated jewelry, armor, weapons or any crafted adventure gear is all a joke now.</p>

Tommara
03-27-2010, 04:34 AM
<p><cite>EQ2Player wrote:</cite></p><blockquote><p><strong>This thread is very discouraging.</strong></p><p>I once despised tradeskilling, but now find it the primary reason I play EQ2. Coupled with the economy, market, and its demand.  My crafters are T8-T9 while my adventure levels are far below that so discussions of shard armor the content of this thread are topics that I have little experience with yet.</p><p>I know I've left EQ2 three times in the past year, thinking I closed the door for good. The depth of crafting as an adventure in itself and how it's entwined into the fabric of EQ2's adventuring, economy, and character development is why I keep coming back. Tradeskilling is a large chunck of what makes EverQuest II stand in stark contrast to many games past and new.</p><p>To learn that this integral part of the game has been neglected and diluted is so disappointing.</p><p><strong>Domino?</strong> Please, I hope you can revive MC in this expansion!</p></blockquote><p>I've always been a tradeskiller, but other than that, I pretty much agree with you.  The fact that tradeskilled items were useful, and the broker system so good, is the primary reason I play EQ2 instead of other games.</p>

Tommara
03-27-2010, 05:10 AM
<p><cite>Terron@Splitpaw wrote:</cite></p><blockquote><p>At the same level gear is supposed to go something like</p><p>Vendor/uncommon < handcrafted < treasured < mastercrafted < legendary < fabled</p><p>For spells the MC is the legendary, so they do sell well.</p><p>For armour and weapons it seems they have move the level of the MC up to 84 to give more room for tier9 mastercrafted to be better than level 80 legendary, with 3 grades of level 80 legendary it would be a big jump for it to be better than more than the first one (RoK level 80 legendary). I would not expect many sales of the armour as yet. In future for people soloing past level 80 it may well be a good buy.</p><p>Weapons I don't see selling at all, except for classes that needed unusual types, such as furies looking for swords with Wis.  There are just too many weapons dropping for people to settle for what is designed to be 3rd rate (at best) for the level.</p><p>My main is a jeweler and I am used to none of my actual jewelry selling. Prior to T9 with the competition for rares with sage's spells MC jewelry has almost always been overproced for what it did. The only exception since LU24 was STR imbued rings which used to be desired by some raiders. in the KoS era rading swashbucklers would often wear one such ring. Since then diminishing returns have made the imbued rings less valuable, and better buffs have appeared on dropped rings. in KoS I did sell a lot of handcrafted resistance rings. They were cheap enough that beginning raiders could afford a ful set. and good enough for beginning raiders, though they would be replaced by dropped stuff. EoF added more resistance jewelry from quests and collections, and the T8 handcrafted resistance jewelry had lower resists than the T7 stuff. So it appears that SOE did not like that, though I don't know why. It was a system that worked. Since RoK my main jewelry sales have been a sub-component for a quested recipe. The faction recipes in RoK were not greeat (there were some good faction jewelry recipes, but jewelers did not get them). The Najena rings in TSO aren't too bad, but if you do the instances often enough to get the gems you will likely have found better dropped jewely. They can be crafted for alts though.</p><p>In T9 jewelers are no longer competing with sages for the rares, so potentially there is the opportunity for the price of MC jewelry to drop below that of expert spells, but brellium does not seem to be common enough for that to happen. Perhaps because people aren't mining the ores since the do not drop the rares they really need. It is still a little early to see the full effect though.</p></blockquote><p>People are mining the ores.  The rare drop rate is pitifully low.  So rare that finding one is cause for announcement in my guild.  One of the biggest problems with Tier 9 MC is the cost/extreme rarity of the rare.</p><p>I play a level 90 adventurer.  And a level 88 jeweler.  My jeweler can make nothing I need, primarily because the jewelry you can buy from merchants (once you get enough faction, which is very easy to do.  You'll get the faction before you reach 90) is hugely better than what my jeweler can make.  And costs like 50g or so.</p>

Tommara
03-27-2010, 05:34 AM
<p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p>I think what kills me is how obviously the Armorer and to some degree the Weaponsmith were utterly left out of any <3 in the expansion....</p><p>don't get me wrong - sure there is a ton of "recipes" sure the "Faction Recipes" are there BUT - look at the display graphics - they are varied but mostly plain - look at the stats - "joke" comes to mind</p><p>now add the insult to the injury - THEY TOOK AWAY ADORNMENTS - the one thing in T7/T8 that I could use my skills for friends and guildmates on a regular basis.... [I cannot control my vocabulary]</p><p>So one customer here or there buys something for a twink - sure</p><p>but compare to lets see a Tailor - they got a similar shaft in leather armor and cloth BUT - they still have bags and other items they make</p><p>compare to a Jeweler - SKILLS are ALWAYS in demand - even with minimal upgrade you need them to use the researcher AND utility items galore</p><p>compare to a Woodworker - totems nuff said</p><p>Provisioner ALWAYS in demand</p><p>in all honest name something that has even MODERATE demand from an armorer and in T9 has a profit margin of say 1p (consider that on my server spell experts average cost to make is 12p and are often seen sold for 15-25p) moderate demand means that if I make it and put it on my broker at a reasonable (not bargain basement) price it will sell in ONE WEEK.</p><p>without adornments I cannot think of a single thing.</p><p>Weaponsmiths fairly similar except with appearances there are some that do sell</p><p>how do I know this?  I have almost all tradeskills covered except spellcrafting</p><p>Please someone - give me something that says Armorers have an actual trade - not just another path to lvl 90 so I can make Mark gear for people.</p></blockquote><p>moonshadow, war-painted, battleworn gruengach, etc.</p><p>The Tier 9 PvP MC armor compares favorably with Tier2 shard armor, except it has no crit mitigation.  Tier 9 does not sell well though, not even the bracer, which is a hole in the Tier2 shard gear.  Primarily because of the cost/rarity of the rare.  And perhaps when looking for an upgrade, people overlook Tier 9 MC because most of it is junk.</p><p>Tier 8 PvP armor sells very well though.  Incarnadine is very cheap (or used to be, the price has gone up).</p><p>I won't wear the new PvP armor myself though, except for the bracer, even though I make it.  Because of the lack of crit mitigation.  I'm a tank and have no interest in PvP. </p><p>I'm a bit tempted to try it, but only because the Tier 9 adornments are so nice, which can only be applied to level 88 gear or higher.</p>

Tommara
03-27-2010, 06:35 AM
<p>One of the factors that set EQ2 apart from other games was the fact that MC gear fit very elegantly between casual players and hard core gamers.  MC gear was much better than one could find solo, but not as good as gear that is obtainable when grouped.  I used to be amazed at how much thought and care that it took to achieve that balance, not only in the design of the gear, but the drop rates of the rares.  Even more amazing was the introduction of shard gear, in that it still maintained that balance, between soloers, groupers, and crafters.  The devs were clearly working together to make that happen, and it was very awesome that they did.</p><p>Not so with SF.  I can solo for better gear than I can craft, except for adornments and PvP gear (and as far as I know, only armorers, tailors, and weaponsmiths can make PvP gear).</p><p>That's possibly intentional, in order to attract non-crafter solo-ers to the game.  But I feel like crafters were pretty much thrown under the bus to make that happen.</p>

Odys
03-27-2010, 06:36 AM
<p><cite>Qandor wrote:</cite></p><blockquote><p><strong><em></em></strong></p><p>Please stop with this nonsense of "but tailors have bags" but woodworkers have totems", etc.</p><p>If the end all and be all for a tailor is to make bags then rename the class Bagmaker if you think that is such boon to tailors. While you are at it rename Woodworkers to Totemmakers.</p><p>There was a time back in the early days when tailors actually sold armor. There was a time when woodworkers actually had a market for bows, shields and weapons. Gasp, weaponsmiths actually sold weapons that players actually used for combat and not just Barbie dressup.</p><p>It is exactly this attitude where crafters have become content with making novelty items or having one saleable item out 70 recipes that has led us to where we are today. The game no longer has a place for 9 crafting classes since there are so few useful items to manufacture out hundreds and hundreds of recipes. Crfated jewelry, armor, weapons or any crafted adventure gear is all a joke now.</p></blockquote><p>I totally agree, i m not a 87 master taylor to make bags, may be i could make a profit selling some but it would be ridiculous. Compare my awesome bags to the unique and wonderfull stuff that tinkerers canma e: personnal deposit, teleport on target items etc ....</p><p>So for sure here and there a guildmate ask for some bags, and even then since boxes used to be much larger most ask for a carpenter box.</p><p>So let us see carpenters can furnish houses and make 200 cool items, they got new teleport items (the only worldwide  tp to quelule), they make boxes, selling boxes and they craft Tso1-2, SF1-2 ARMORS.</p><p>What a Joke, i wonder if we face the " aeralik plays an assassin" issue.</p><p>And I m not speaking there about PROFIT, i did some profit while levelling but i m rich enough now to have the luxury to never think aout money. </p><p>What i want is to make outfit for my guildies and for their mains and not only for their new toons.</p>

Khurghan
03-27-2010, 10:39 AM
<p><cite>Odys@Storms wrote:</cite></p><blockquote><p><cite>Valdimere wrote:</cite></p><blockquote><p>I completely agree... Mastercrafted gear should be exceptional.  It should not be better then raid dropped gear, but it should be better then quested and group dropped gear in my opinion.  Crafters go through a great deal of work to get maxed out, and they deserve something for their efferts.</p></blockquote><p>Farming something as trivial as the hole (in a trio) may get you a bag full of legendary in 1 hour, almost any group can clear the easy SF instance in 30mn and again get 5-6 legendaries.</p><p>My warden already collected a full set of level 90 legendaries for her and for my mystic.</p><p>People are already passing on most or asking to roll for alts.</p><p>Getting a legendary piece is easier than to find a rare.</p></blockquote><p>Most players are doing group runs for marks and gear, making MC gear better than group-level gear would kill off this game quicker than a drop from HM sages.</p><p>I would hope that most EQ2 players are smart enough to look at the stats on gear rather than go - its legendary it must be uber, its fabled it must be super uber! .. then again I shouldn't get my hopes up.</p>

Tenchisama
03-29-2010, 11:29 AM
<p><cite>Qandor wrote:</cite></p><blockquote><p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p>I think what kills me is how obviously the Armorer and to some degree the Weaponsmith were utterly left out of any <3 in the expansion....</p><p>don't get me wrong - sure there is a ton of "recipes" sure the "Faction Recipes" are there BUT - look at the display graphics - they are varied but mostly plain - look at the stats - "joke" comes to mind</p><p>now add the insult to the injury - THEY TOOK AWAY ADORNMENTS - the one thing in T7/T8 that I could use my skills for friends and guildmates on a regular basis.... [I cannot control my vocabulary]</p><p>So one customer here or there buys something for a twink - sure</p><p>but compare to lets see a Tailor - they got a similar shaft in leather armor and cloth BUT - they still have bags and other items they make</p><p>compare to a Jeweler - SKILLS are ALWAYS in demand - even with minimal upgrade you need them to use the researcher AND utility items galore</p><p>compare to a Woodworker - totems nuff said</p><p>Provisioner ALWAYS in demand</p><p>in all honest name something that has even MODERATE demand from an armorer and in T9 has a profit margin of say 1p (consider that on my server spell experts average cost to make is 12p and are often seen sold for 15-25p) moderate demand means that if I make it and put it on my broker at a reasonable (not bargain basement) price it will sell in ONE WEEK.</p><p>without adornments I cannot think of a single thing.</p><p>Weaponsmiths fairly similar except with appearances there are some that do sell</p><p>how do I know this?  I have almost all tradeskills covered except spellcrafting</p><p>Please someone - give me something that says Armorers have an actual trade - not just another path to lvl 90 so I can make Mark gear for people.</p></blockquote><p>Please stop with this nonsense of "but tailors have bags" but woodworkers have totems", etc.</p><p>If the end all and be all for a tailor is to make bags then rename the class Bagmaker if you think that is such boon to tailors. While you are at it rename Woodworkers to Totemmakers.</p><p>There was a time back in the early days when tailors actually sold armor. There was a time when woodworkers actually had a market for bows, shields and weapons. Gasp, weaponsmiths actually sold weapons that players actually used for combat and not just Barbie dressup.</p><p>It is exactly this attitude where crafters have become content with making novelty items or having one saleable item out 70 recipes that has led us to where we are today. The game no longer has a place for 9 crafting classes since there are so few useful items to manufacture out hundreds and hundreds of recipes. Crfated jewelry, armor, weapons or any crafted adventure gear is all a joke now.</p></blockquote><p>You missed the point - at least those other classes can at least still make SOMETHING that enhances game experience in a meaningful way.</p><p>scoff all you like - but people USE those 40 slot bags/boxes</p><p>people USE and ASK FOR some of those trinkets/small items</p><p>hardly a soul asks for anything an armorer makes after level 60.</p><p>my point is that while I agree with you crafters are more and more trivialized - I am trying to find some way in which Armorers even have TRIVIAL use/value.  right now the only thing my 90armorer is good for is Mark crafting =/</p><p>/sigh</p>

Tenchisama
03-29-2010, 11:32 AM
<p><cite>Khurghan wrote:</cite></p><blockquote><p><cite>Odys@Storms wrote:</cite></p><blockquote><p><cite>Valdimere wrote:</cite></p><blockquote><p>I completely agree... Mastercrafted gear should be exceptional.  It should not be better then raid dropped gear, but it should be better then quested and group dropped gear in my opinion.  Crafters go through a great deal of work to get maxed out, and they deserve something for their efferts.</p></blockquote><p>Farming something as trivial as the hole (in a trio) may get you a bag full of legendary in 1 hour, almost any group can clear the easy SF instance in 30mn and again get 5-6 legendaries.</p><p>My warden already collected a full set of level 90 legendaries for her and for my mystic.</p><p>People are already passing on most or asking to roll for alts.</p><p>Getting a legendary piece is easier than to find a rare.</p></blockquote><p>Most players are doing group runs for marks and gear, making MC gear better than group-level gear would kill off this game quicker than a drop from HM sages.</p><p>I would hope that most EQ2 players are smart enough to look at the stats on gear rather than go - its legendary it must be uber, its fabled it must be super uber! .. then again I shouldn't get my hopes up.</p></blockquote><p>yet the point you miss is - I never argued that MC should be BETTER than group level gear - but there should be SOMETHING that an Armorer can do to lend meaningful value for even bothering to get 90 levels in the trade.  There was a time when the stepping stones were fairly clear and when MC was somewhat close to group level gear and the fabled gear was the top dog as usual.  honestly I would be happy if we at least got some decent appearance options - but we dont even get that.</p><p>just as you say omg dont make it better than what I gained levels to GROUP for - what I am saying is there is just about no point to even level or have a tradeskill in the higher tiers. </p>

Rijacki
03-29-2010, 11:40 AM
<p>Heck, even if the MC armor and weapons just had unique and "cool" appearances and not just reskin/recolours of previous armors, they'd be sought out if only as appearance items. But they don't really even have that.</p><p><a href="http://eq2.eqtraders.com/articles/article_page.php?article=g416&menustr=115000000000" target="_blank">http://eq2.eqtraders.com/articles/a...tr=115000000000</a></p><p>The plate is the only one which has an appearance added to the game later than T7. The robes, just curliques added to the top of the old, original robe.</p>

Odys
03-29-2010, 11:00 PM
<p>They do exist many possibilities :</p><p>- Allows crafters to improve items (under comission or not) a bit like adornment do. </p><p>- Make items usable only after they have been adjusted by a crafter to fit the player size and needs. </p><p>- Make recipes using drops from x1to x4 instances, depending on quality drop could be no-trade, heirborn, or tradable, typically a recipe using a rare plus an instance drop would lead to high quality legendary.</p><p>Variety in the weapon use could be obtained by making monsters having different mitigation for crushing, piercing ans slashing. In many classical RPG swords were useless against skeletons and fighters were carrying several weapons. </p>

Tommara
03-30-2010, 01:27 AM
<p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p><cite>Qandor wrote:</cite></p><blockquote><p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p>I think what kills me is how obviously the Armorer and to some degree the Weaponsmith were utterly left out of any <3 in the expansion....</p><p>don't get me wrong - sure there is a ton of "recipes" sure the "Faction Recipes" are there BUT - look at the display graphics - they are varied but mostly plain - look at the stats - "joke" comes to mind</p><p>now add the insult to the injury - THEY TOOK AWAY ADORNMENTS - the one thing in T7/T8 that I could use my skills for friends and guildmates on a regular basis.... [I cannot control my vocabulary]</p><p>So one customer here or there buys something for a twink - sure</p><p>but compare to lets see a Tailor - they got a similar shaft in leather armor and cloth BUT - they still have bags and other items they make</p><p>compare to a Jeweler - SKILLS are ALWAYS in demand - even with minimal upgrade you need them to use the researcher AND utility items galore</p><p>compare to a Woodworker - totems nuff said</p><p>Provisioner ALWAYS in demand</p><p>in all honest name something that has even MODERATE demand from an armorer and in T9 has a profit margin of say 1p (consider that on my server spell experts average cost to make is 12p and are often seen sold for 15-25p) moderate demand means that if I make it and put it on my broker at a reasonable (not bargain basement) price it will sell in ONE WEEK.</p><p>without adornments I cannot think of a single thing.</p><p>Weaponsmiths fairly similar except with appearances there are some that do sell</p><p>how do I know this?  I have almost all tradeskills covered except spellcrafting</p><p>Please someone - give me something that says Armorers have an actual trade - not just another path to lvl 90 so I can make Mark gear for people.</p></blockquote><p>Please stop with this nonsense of "but tailors have bags" but woodworkers have totems", etc.</p><p>If the end all and be all for a tailor is to make bags then rename the class Bagmaker if you think that is such boon to tailors. While you are at it rename Woodworkers to Totemmakers.</p><p>There was a time back in the early days when tailors actually sold armor. There was a time when woodworkers actually had a market for bows, shields and weapons. Gasp, weaponsmiths actually sold weapons that players actually used for combat and not just Barbie dressup.</p><p>It is exactly this attitude where crafters have become content with making novelty items or having one saleable item out 70 recipes that has led us to where we are today. The game no longer has a place for 9 crafting classes since there are so few useful items to manufacture out hundreds and hundreds of recipes. Crfated jewelry, armor, weapons or any crafted adventure gear is all a joke now.</p></blockquote><p>You missed the point - at least those other classes can at least still make SOMETHING that enhances game experience in a meaningful way.</p><p>scoff all you like - but people USE those 40 slot bags/boxes</p><p>people USE and ASK FOR some of those trinkets/small items</p><p>hardly a soul asks for anything an armorer makes after level 60.</p><p>my point is that while I agree with you crafters are more and more trivialized - I am trying to find some way in which Armorers even have TRIVIAL use/value.  right now the only thing my 90armorer is good for is Mark crafting =/</p><p>/sigh</p></blockquote><p>The part about "hardly a soul asks for anything an armorer makes after level 60" is nonsense.  My armorer is my "cash cow" compared to my tailor, jeweler, woodworker (all level 80 or above) and sage (high 70's).  The only character I've ever gone anon with is my armorer to avoid being pestered (and the only one I've bothered to level to 90, so far).</p><p>On the other hand, I haven't waited around for people to ask me to make them stuff.  It's really annoying when they do (I removed the anon so that my adventure class is visible) since I can make tons more money crafting and selling via the broker because of the huge amounts of time it takes playing 20 questions with a player and arranging to meet with them.  But if they ask politely and I'm not busy, I'll do it.  It's not a money thing at that point.</p><p>My preference is to research the market, find things in demand, then make the items in peace and quiet and put them up for sale on the broker.  They sell faster on the broker than I can keep up with.   My profit is about 2p minimum for each combine, or I don't bother (make bags with my tailor?  not a chance).  Logically, I should charge more until my sales equals my willingness to make stuff.   But I'm making enough as it is *shrug*.</p><p>And yeah, the normal Tier 8 and 9 MC isn't worth making, relative to the cost of the rare, but for opposite reasons. Incarnadine is too cheap, the profit is minimal.  Brellium too expensive compared to what you can make of it.  Tier 7 MC sells well as does the gear that requires faction to make (at least it did before the expansion.  I made lots of money making Tier 7, and snickered at people making Tier 8 instead.  I haven't made any Tier 7 armor since the expansion, so don't know how it sells now),</p>

Tenchisama
03-30-2010, 11:06 AM
<p><cite>Tommara wrote:</cite></p><blockquote><p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p><cite>Qandor wrote:</cite></p><blockquote><p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p>I think what kills me is how obviously the Armorer and to some degree the Weaponsmith were utterly left out of any <3 in the expansion....</p><p>don't get me wrong - sure there is a ton of "recipes" sure the "Faction Recipes" are there BUT - look at the display graphics - they are varied but mostly plain - look at the stats - "joke" comes to mind</p><p>now add the insult to the injury - THEY TOOK AWAY ADORNMENTS - the one thing in T7/T8 that I could use my skills for friends and guildmates on a regular basis.... [I cannot control my vocabulary]</p><p>So one customer here or there buys something for a twink - sure</p><p>but compare to lets see a Tailor - they got a similar shaft in leather armor and cloth BUT - they still have bags and other items they make</p><p>compare to a Jeweler - SKILLS are ALWAYS in demand - even with minimal upgrade you need them to use the researcher AND utility items galore</p><p>compare to a Woodworker - totems nuff said</p><p>Provisioner ALWAYS in demand</p><p>in all honest name something that has even MODERATE demand from an armorer and in T9 has a profit margin of say 1p (consider that on my server spell experts average cost to make is 12p and are often seen sold for 15-25p) moderate demand means that if I make it and put it on my broker at a reasonable (not bargain basement) price it will sell in ONE WEEK.</p><p>without adornments I cannot think of a single thing.</p><p>Weaponsmiths fairly similar except with appearances there are some that do sell</p><p>how do I know this?  I have almost all tradeskills covered except spellcrafting</p><p>Please someone - give me something that says Armorers have an actual trade - not just another path to lvl 90 so I can make Mark gear for people.</p></blockquote><p>Please stop with this nonsense of "but tailors have bags" but woodworkers have totems", etc.</p><p>If the end all and be all for a tailor is to make bags then rename the class Bagmaker if you think that is such boon to tailors. While you are at it rename Woodworkers to Totemmakers.</p><p>There was a time back in the early days when tailors actually sold armor. There was a time when woodworkers actually had a market for bows, shields and weapons. Gasp, weaponsmiths actually sold weapons that players actually used for combat and not just Barbie dressup.</p><p>It is exactly this attitude where crafters have become content with making novelty items or having one saleable item out 70 recipes that has led us to where we are today. The game no longer has a place for 9 crafting classes since there are so few useful items to manufacture out hundreds and hundreds of recipes. Crfated jewelry, armor, weapons or any crafted adventure gear is all a joke now.</p></blockquote><p>You missed the point - at least those other classes can at least still make SOMETHING that enhances game experience in a meaningful way.</p><p>scoff all you like - but people USE those 40 slot bags/boxes</p><p>people USE and ASK FOR some of those trinkets/small items</p><p>hardly a soul asks for anything an armorer makes after level 60.</p><p>my point is that while I agree with you crafters are more and more trivialized - I am trying to find some way in which Armorers even have TRIVIAL use/value.  right now the only thing my 90armorer is good for is Mark crafting =/</p><p>/sigh</p></blockquote><p>The part about "hardly a soul asks for anything an armorer makes after level 60" is nonsense.  My armorer is my "cash cow" compared to my tailor, jeweler, woodworker (all level 80 or above) and sage (high 70's).  The only character I've ever gone anon with is my armorer to avoid being pestered (and the only one I've bothered to level to 90, so far).</p><p>On the other hand, I haven't waited around for people to ask me to make them stuff.  It's really annoying when they do (I removed the anon so that my adventure class is visible) since I can make tons more money crafting and selling via the broker because of the huge amounts of time it takes playing 20 questions with a player and arranging to meet with them.  But if they ask politely and I'm not busy, I'll do it.  It's not a money thing at that point.</p><p>My preference is to research the market, find things in demand, then make the items in peace and quiet and put them up for sale on the broker.  They sell faster on the broker than I can keep up with.   My profit is about 2p minimum for each combine, or I don't bother (make bags with my tailor?  not a chance).  Logically, I should charge more until my sales equals my willingness to make stuff.   But I'm making enough as it is *shrug*.</p><p>And yeah, the normal Tier 8 and 9 MC isn't worth making, relative to the cost of the rare, but for opposite reasons. Incarnadine is too cheap, the profit is minimal.  Brellium too expensive compared to what you can make of it.  Tier 7 MC sells well as does the gear that requires faction to make (at least it did before the expansion.  I made lots of money making Tier 7, and snickered at people making Tier 8 instead.  I haven't made any Tier 7 armor since the expansion, so don't know how it sells now),</p></blockquote><p>do you read the whole thread?  if you are selling things in T7 (the last retuned tier) why do you even need to be armorer level 90?  My point was that past a certain level there is nothing worth making.  There is no reason to even level to 90 other than to make mark gear if even that for a reason.  The Kerra faction armor is BG - oh joy I really want to make BG armor.... has nice resists but usefullness over time versus what people at 90 already have - not so usefull.</p><p>and note - you name nothing specific within the range I asked, you make a claim without backing it - I will be the first to agree that there are times to play the market - but - in every case those times for my server have been either A) twinks being leveled and needing transition gear til they get SHARD armor or B) Adornments which we no longer make.</p><p>perhaps today's hotfix will have some retuning - who knows - honestly I would be happy with simple appearance improvements OR trinkets that have use again (like adornments)</p>

Odys
03-30-2010, 08:28 PM
<p>The fact that all professions are usefull till T7 (and partially in t8 iis not an argument at all. We are considering here the utility of crafting in the 2 last tier, and more particularly in t9.</p><p>I m not either discussing about profit,  i did reasonnable profit on my way to 80, and i could probably make reasonnable money selling t2-t7 MC. But i simply don't need any more money.</p><p>It took me me twice longer to level to 90 than an alchemist or a sage (someone who levelled 8 classes made on day a post on the huges differences in time, combine and material used) , and my utility is 10 time less.</p><p>If soe miss workforce, simply remove us, turn my taylor into a sage and give me a free level 80 alchemist to compensate for my time.</p><p>We should have protested long ago, when shard armor was given to carpenter, sage and alchemist. Did we got the ability to craft "Best below fabled" spells? Did we got the possibility to decorate houses ?</p><p>PS: If this would solve the issue for outfitter, weaponsmiths will be let naked, since most people use their epic or mythical in t8-t9.</p>

swedago
03-30-2010, 08:58 PM
<p><cite>Eugam wrote:</cite></p><blockquote><p><strong><span style="color: #ff00ff; font-size: medium;"><em>T9 Mastercrafted needs a buff.</em></span></strong></p></blockquote><p>I am 100% in agreement.  After seeing the junk that Armorers can make in tier9 I have no desire to level mine to 90.</p>

Odys
03-31-2010, 12:52 AM
<p>We nned to restore interaction between crafters and adventurers, the best items should be made under commisions from no-trade or heirborn drops coming from instances, raids or challenging solo monsters.</p><p>TSO armor does that a bit, but first it's available from NPC (those dudes should be removed or their prices doubled) , second any crafter can make anything, last the best of the best (t3,t4) is from NPC only. </p>

psisto
03-31-2010, 08:53 AM
<p><cite>Odys@Storms wrote:</cite></p><blockquote><p>They do exist many possibilities :</p><p>- Allows crafters to improve items (under comission or not) a bit like adornment do.</p><p>- Make items usable only after they have been adjusted by a crafter to fit the player size and needs.</p><p>- Make recipes using drops from x1to x4 instances, depending on quality drop could be no-trade, heirborn, or tradable, typically a recipe using a rare plus an instance drop would lead to high quality legendary.</p><p>Variety in the weapon use could be obtained by making monsters having different mitigation for crushing, piercing ans slashing. In many classical RPG swords were useless against skeletons and fighters were carrying several weapons.</p></blockquote><p>Thats some interesting thoughts, and I think especially the first one has potential. Another thing on those lines could be to allow sages to craft an item (for a considerable price) which shortens the duration to research a master spell upgrade a bit (maybe by 25% or so). either that, or give that utility to a class which currently lacks it and could work with the concept.</p>

bks6721
03-31-2010, 08:59 AM
<p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p><cite>Tommara wrote:</cite></p><blockquote><p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p><cite>Qandor wrote:</cite></p><blockquote><p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p>I think what kills me is how obviously the Armorer and to some degree the Weaponsmith were utterly left out of any <3 in the expansion....</p><p>don't get me wrong - sure there is a ton of "recipes" sure the "Faction Recipes" are there BUT - look at the display graphics - they are varied but mostly plain - look at the stats - "joke" comes to mind</p><p>now add the insult to the injury - THEY TOOK AWAY ADORNMENTS - the one thing in T7/T8 that I could use my skills for friends and guildmates on a regular basis.... [I cannot control my vocabulary]</p><p>So one customer here or there buys something for a twink - sure</p><p>but compare to lets see a Tailor - they got a similar shaft in leather armor and cloth BUT - they still have bags and other items they make</p><p>compare to a Jeweler - SKILLS are ALWAYS in demand - even with minimal upgrade you need them to use the researcher AND utility items galore</p><p>compare to a Woodworker - totems nuff said</p><p>Provisioner ALWAYS in demand</p><p>in all honest name something that has even MODERATE demand from an armorer and in T9 has a profit margin of say 1p (consider that on my server spell experts average cost to make is 12p and are often seen sold for 15-25p) moderate demand means that if I make it and put it on my broker at a reasonable (not bargain basement) price it will sell in ONE WEEK.</p><p>without adornments I cannot think of a single thing.</p><p>Weaponsmiths fairly similar except with appearances there are some that do sell</p><p>how do I know this?  I have almost all tradeskills covered except spellcrafting</p><p>Please someone - give me something that says Armorers have an actual trade - not just another path to lvl 90 so I can make Mark gear for people.</p></blockquote><p>Please stop with this nonsense of "but tailors have bags" but woodworkers have totems", etc.</p><p>If the end all and be all for a tailor is to make bags then rename the class Bagmaker if you think that is such boon to tailors. While you are at it rename Woodworkers to Totemmakers.</p><p>There was a time back in the early days when tailors actually sold armor. There was a time when woodworkers actually had a market for bows, shields and weapons. Gasp, weaponsmiths actually sold weapons that players actually used for combat and not just Barbie dressup.</p><p>It is exactly this attitude where crafters have become content with making novelty items or having one saleable item out 70 recipes that has led us to where we are today. The game no longer has a place for 9 crafting classes since there are so few useful items to manufacture out hundreds and hundreds of recipes. Crfated jewelry, armor, weapons or any crafted adventure gear is all a joke now.</p></blockquote><p>You missed the point - at least those other classes can at least still make SOMETHING that enhances game experience in a meaningful way.</p><p>scoff all you like - but people USE those 40 slot bags/boxes</p><p>people USE and ASK FOR some of those trinkets/small items</p><p>hardly a soul asks for anything an armorer makes after level 60.</p><p>my point is that while I agree with you crafters are more and more trivialized - I am trying to find some way in which Armorers even have TRIVIAL use/value.  right now the only thing my 90armorer is good for is Mark crafting =/</p><p>/sigh</p></blockquote><p>The part about "hardly a soul asks for anything an armorer makes after level 60" is nonsense.  My armorer is my "cash cow" compared to my tailor, jeweler, woodworker (all level 80 or above) and sage (high 70's).  The only character I've ever gone anon with is my armorer to avoid being pestered (and the only one I've bothered to level to 90, so far).</p><p>On the other hand, I haven't waited around for people to ask me to make them stuff.  It's really annoying when they do (I removed the anon so that my adventure class is visible) since I can make tons more money crafting and selling via the broker because of the huge amounts of time it takes playing 20 questions with a player and arranging to meet with them.  But if they ask politely and I'm not busy, I'll do it.  It's not a money thing at that point.</p><p>My preference is to research the market, find things in demand, then make the items in peace and quiet and put them up for sale on the broker.  They sell faster on the broker than I can keep up with.   My profit is about 2p minimum for each combine, or I don't bother (make bags with my tailor?  not a chance).  Logically, I should charge more until my sales equals my willingness to make stuff.   But I'm making enough as it is *shrug*.</p><p>And yeah, the normal Tier 8 and 9 MC isn't worth making, relative to the cost of the rare, but for opposite reasons. Incarnadine is too cheap, the profit is minimal.  Brellium too expensive compared to what you can make of it.  Tier 7 MC sells well as does the gear that requires faction to make (at least it did before the expansion.  I made lots of money making Tier 7, and snickered at people making Tier 8 instead.  I haven't made any Tier 7 armor since the expansion, so don't know how it sells now),</p></blockquote><p>do you read the whole thread?  if you are selling things in T7 (the last retuned tier) why do you even need to be armorer level 90?  My point was that past a certain level there is nothing worth making.  There is no reason to even level to 90 other than to make mark gear if even that for a reason.  The Kerra faction armor is BG - oh joy I really want to make BG armor.... has nice resists but usefullness over time versus what people at 90 already have - not so usefull.</p><p>and note - you name nothing specific within the range I asked, you make a claim without backing it - I will be the first to agree that there are times to play the market - but - in every case those times for my server have been either A) twinks being leveled and needing transition gear til they get SHARD armor or B) Adornments which we no longer make.</p><p>perhaps today's hotfix will have some retuning - who knows - honestly I would be happy with simple appearance improvements OR trinkets that have use again (like adornments)</p></blockquote><p>selling BG gear at 13p each atm on my tailor.  the plate/chain is selling for more.</p>

Tenchisama
04-08-2010, 08:50 PM
<p>not a single SOE response here - 2nd tier in a row, hoping this does not fall to the wayside -shameless bump-</p>

kronas
04-09-2010, 10:56 PM
<p>Well I think I'll add my 2 cents in on this subject.  I'm leveling a guardian up and have to agree don't want to stick around at level 80 till I get full t2 shard armor that combined with the fact that it's extremely difficult for a tank that's not maxed level to find a group so getting shard armor until I get to level 90 is not an option.  I have the level 72 Mastercrafted tower shield and the base stats are: +50 str +50 sta +140 health +140 power +347 vs elemental, noxious, and arcane.  The level 84 Mastercrafted base stats are: +15 str +38 sta +20 agi +230 health +80 power 2.4% +38 ability modifier.  Here is my question to Sony.  How are these examples of armor honestly supposed to help a player level?  Up till this latest expansion pack all the armor, jewelery, and weapons have been an increase in the stats and have been very helpful to players that are leveling up they're characters in Everquest 2.  Please give us better Mastercrafted gear and jewelery to help us play our toons I mean we're dying out here and the gear is not doing anything to help us stay alive.</p>

Tommara
04-11-2010, 06:05 AM
<p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p><cite>Tommara wrote:</cite></p><blockquote><p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p><cite>Qandor wrote:</cite></p><blockquote><p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p>I think what kills me is how obviously the Armorer and to some degree the Weaponsmith were utterly left out of any <3 in the expansion....</p><p>don't get me wrong - sure there is a ton of "recipes" sure the "Faction Recipes" are there BUT - look at the display graphics - they are varied but mostly plain - look at the stats - "joke" comes to mind</p><p>now add the insult to the injury - THEY TOOK AWAY ADORNMENTS - the one thing in T7/T8 that I could use my skills for friends and guildmates on a regular basis.... [I cannot control my vocabulary]</p><p>So one customer here or there buys something for a twink - sure</p><p>but compare to lets see a Tailor - they got a similar shaft in leather armor and cloth BUT - they still have bags and other items they make</p><p>compare to a Jeweler - SKILLS are ALWAYS in demand - even with minimal upgrade you need them to use the researcher AND utility items galore</p><p>compare to a Woodworker - totems nuff said</p><p>Provisioner ALWAYS in demand</p><p>in all honest name something that has even MODERATE demand from an armorer and in T9 has a profit margin of say 1p (consider that on my server spell experts average cost to make is 12p and are often seen sold for 15-25p) moderate demand means that if I make it and put it on my broker at a reasonable (not bargain basement) price it will sell in ONE WEEK.</p><p>without adornments I cannot think of a single thing.</p><p>Weaponsmiths fairly similar except with appearances there are some that do sell</p><p>how do I know this?  I have almost all tradeskills covered except spellcrafting</p><p>Please someone - give me something that says Armorers have an actual trade - not just another path to lvl 90 so I can make Mark gear for people.</p></blockquote><p>Please stop with this nonsense of "but tailors have bags" but woodworkers have totems", etc.</p><p>If the end all and be all for a tailor is to make bags then rename the class Bagmaker if you think that is such boon to tailors. While you are at it rename Woodworkers to Totemmakers.</p><p>There was a time back in the early days when tailors actually sold armor. There was a time when woodworkers actually had a market for bows, shields and weapons. Gasp, weaponsmiths actually sold weapons that players actually used for combat and not just Barbie dressup.</p><p>It is exactly this attitude where crafters have become content with making novelty items or having one saleable item out 70 recipes that has led us to where we are today. The game no longer has a place for 9 crafting classes since there are so few useful items to manufacture out hundreds and hundreds of recipes. Crfated jewelry, armor, weapons or any crafted adventure gear is all a joke now.</p></blockquote><p>You missed the point - at least those other classes can at least still make SOMETHING that enhances game experience in a meaningful way.</p><p>scoff all you like - but people USE those 40 slot bags/boxes</p><p>people USE and ASK FOR some of those trinkets/small items</p><p>hardly a soul asks for anything an armorer makes after level 60.</p><p>my point is that while I agree with you crafters are more and more trivialized - I am trying to find some way in which Armorers even have TRIVIAL use/value.  right now the only thing my 90armorer is good for is Mark crafting =/</p><p>/sigh</p></blockquote><p>The part about "hardly a soul asks for anything an armorer makes after level 60" is nonsense.  My armorer is my "cash cow" compared to my tailor, jeweler, woodworker (all level 80 or above) and sage (high 70's).  The only character I've ever gone anon with is my armorer to avoid being pestered (and the only one I've bothered to level to 90, so far).</p><p>On the other hand, I haven't waited around for people to ask me to make them stuff.  It's really annoying when they do (I removed the anon so that my adventure class is visible) since I can make tons more money crafting and selling via the broker because of the huge amounts of time it takes playing 20 questions with a player and arranging to meet with them.  But if they ask politely and I'm not busy, I'll do it.  It's not a money thing at that point.</p><p>My preference is to research the market, find things in demand, then make the items in peace and quiet and put them up for sale on the broker.  They sell faster on the broker than I can keep up with.   My profit is about 2p minimum for each combine, or I don't bother (make bags with my tailor?  not a chance).  Logically, I should charge more until my sales equals my willingness to make stuff.   But I'm making enough as it is *shrug*.</p><p>And yeah, the normal Tier 8 and 9 MC isn't worth making, relative to the cost of the rare, but for opposite reasons. Incarnadine is too cheap, the profit is minimal.  Brellium too expensive compared to what you can make of it.  Tier 7 MC sells well as does the gear that requires faction to make (at least it did before the expansion.  I made lots of money making Tier 7, and snickered at people making Tier 8 instead.  I haven't made any Tier 7 armor since the expansion, so don't know how it sells now),</p></blockquote><p>do you read the whole thread?  if you are selling things in T7 (the last retuned tier) why do you even need to be armorer level 90?  My point was that past a certain level there is nothing worth making.  There is no reason to even level to 90 other than to make mark gear if even that for a reason.  The Kerra faction armor is BG - oh joy I really want to make BG armor.... has nice resists but usefullness over time versus what people at 90 already have - not so usefull.</p><p>and note - you name nothing specific within the range I asked, you make a claim without backing it - I will be the first to agree that there are times to play the market - but - in every case those times for my server have been either A) twinks being leveled and needing transition gear til they get SHARD armor or B) Adornments which we no longer make.</p><p>perhaps today's hotfix will have some retuning - who knows - honestly I would be happy with simple appearance improvements OR trinkets that have use again (like adornments)</p></blockquote><p>As I said in my response, "The part about "hardly a soul asks for anything an armorer makes after level 60" is nonsense. "  I was clearly limiting my remarks to that one point.   Whether or not I read your entire post is irrelevant.  But I have read it, and see nothing that changes my opinion.</p><p>My armorer is doing fine.  Yours is not.</p><p>Go figure. </p><p>(or read Jjay's post, or mine earlier in this thread, which was in response to another post of yours.  I gave you very specific advice, so didn't think I needed to repeat it).</p>

Tommara
04-11-2010, 06:33 AM
<p>However, as I've said before, I do think Tier9 MC in general is messed up, except for adorners, armorers, and tailors.  And perhaps for crafters who don't depend upon rares.</p><p>The main reason is because it's harder to get rares than it is to obtain an item that's better than what you can craft from the rare.  For example, jewelers.  It's easier to solo the faction quests for jewelry than it is to harvest the rares for T9 jewelry.</p><p>Another example is spell/combat arts crafters - Expert T9's are not as good as Master T8's.  It's easier to get Master T8's than it is to get the rares for the Expert T9's. (Jewelers get a double whammy.)</p><p>Could be a simple fix - make it so that the rares are less rare.   It's already starting to happen on my server, at least with respect to the price of rares dropping.</p>

Domino
04-21-2010, 09:21 PM
<p>Look for some changes coming to level 82 mastercrafted armor with GU56 (for a start, it should all be level 82 now ...) including the addition of yellow adornment slots and some resists.  We are also in the process of discussing the possibilities of some stat tweaks.  Thanks for your feedback!</p>

Ravaan
04-22-2010, 12:40 AM
<p><cite>DominoDev wrote:</cite></p><blockquote><p>Look for some changes coming to level 82 mastercrafted armor with GU56 (for a start, it should all be level 82 now ...) including the addition of yellow adornment slots and some resists.  We are also in the process of discussing the possibilities of some stat tweaks.  Thanks for your feedback!</p></blockquote><p>what about some basic crit mit on them as well?</p>

Rijacki
04-22-2010, 01:04 AM
<p><cite>Ravaan wrote:</cite></p><blockquote><p><cite>DominoDev wrote:</cite></p><blockquote><p>Look for some changes coming to level 82 mastercrafted armor with GU56 (for a start, it should all be level 82 now ...) including the addition of yellow adornment slots and some resists.  We are also in the process of discussing the possibilities of some stat tweaks.  Thanks for your feedback!</p></blockquote><p>what about some basic crit mit on them as well?</p></blockquote><p>You can add that with yellow adornments if you want.</p>

Meirril
04-22-2010, 01:30 AM
<p><cite>Ravaan wrote:</cite></p><blockquote><p><cite>DominoDev wrote:</cite></p><blockquote><p>Look for some changes coming to level 82 mastercrafted armor with GU56 (for a start, it should all be level 82 now ...) including the addition of yellow adornment slots and some resists.  We are also in the process of discussing the possibilities of some stat tweaks.  Thanks for your feedback!</p></blockquote><p>what about some basic crit mit on them as well?</p></blockquote><p>Is heroic content start to crit? I thought this was only used by epic mobs? If it is only epic mobs...MC armor is targeted at solo and heroic content. It is not intended to be starting raid gear. Your suppose to get that as either prievious tier raid gear or current tier instance rewards.</p><p>Now if instance mobs are critting all over the place, my apologies and by all means. Though, ever point in crit mit will reduce the itemization points for other things (like crit chance, +ability, or stats).</p>

Meirril
04-22-2010, 01:31 AM
<p><cite>DominoDev wrote:</cite></p><blockquote><p>Look for some changes coming to level 82 mastercrafted armor with GU56 (for a start, it should all be level 82 now ...) including the addition of yellow adornment slots and some resists.  We are also in the process of discussing the possibilities of some stat tweaks.  Thanks for your feedback!</p></blockquote><p>Going to say I told you so with that change. 84 is just too late to make MC armor worthwhile. Would actually be better at 80.</p>

Blambil
04-22-2010, 01:45 AM
<p><cite>DominoDev wrote:</cite></p><blockquote><p>Look for some changes coming to level 82 mastercrafted armor with GU56 (for a start, it should all be level 82 now ...) including the addition of yellow adornment slots and some resists.  We are also in the process of discussing the possibilities of some stat tweaks.  Thanks for your feedback!</p></blockquote><p>Thank you. nice to know it's actually read.. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Naggasaki
04-22-2010, 05:18 AM
<p><cite>DominoDev wrote:</cite></p><blockquote><p>Look for some changes coming to level 82 mastercrafted armor with GU56 (for a start, it should all be level 82 now ...) including the addition of yellow adornment slots and some resists.  We are also in the process of discussing the possibilities of some stat tweaks.  Thanks for your feedback!</p></blockquote><p>Both my Armorer and Tailor thank you.</p>

Rijacki
04-22-2010, 11:37 AM
<p><cite>DominoDev wrote:</cite></p><blockquote><p>Look for some changes coming to level 82 mastercrafted armor with GU56 (for a start, it should all be level 82 now ...) including the addition of yellow adornment slots and some resists.  We are also in the process of discussing the possibilities of some stat tweaks.  Thanks for your feedback!</p></blockquote><p>I hope they do look at the stats. Right now the MC robe is about the same stat-wise (maybe a bit less) than an item which was obtained in a RoK instance.. and not even the rare robe.</p><p>Making them 82 would bring them in line with the rest of the MC through all the other levels.</p><p>But.. will the T9 yellow adornments work in them? I believe the yellows, like the white T9 adornments, start at a higher level than 82. It would be nice if all MC gear would have a designation that they can accept adornments x levels above them (i.e. the minimum level for any adornment crafted in the same level range). That would give them an added distinction vs looted or faction bought stuff. (Kinda like how, in the first months of the game, crafted stuff had a longer useful range of time than other stuff, when gear had a "con" like mobs and recipes and other stuff.)</p>

Sleap
04-22-2010, 11:43 AM
<p>I have to aggree that T9 MC armor is absolute garbage, not even worth buying. T9 MC gear needs some love for my alts, i think T7-T8 MC armor is better than T9.</p>

Sorvani
04-22-2010, 12:03 PM
<p><cite>Rijacki wrote:</cite></p><blockquote><p>But.. will the T9 yellow adornments work in them? I believe the yellows, like the white T9 adornments, start at a higher level than 82. </p></blockquote><p>This is what I am worried about.. I really hate hitting a new tier and then not being able to use an adornment from the same tier.</p>

wickermanuk
04-22-2010, 02:50 PM
<p><cite>Valdimere wrote:</cite></p><blockquote><p>I completely agree... Mastercrafted gear should be exceptional.  It should not be better then raid dropped gear, but it should be better then quested and group dropped gear in my opinion.  Crafters go through a great deal of work to get maxed out, and they deserve something for their efferts.</p></blockquote><p>Opinions like that have pretty much ruined EQ2. </p><p>How can you possibly say that 'Crafters' go through a deal of work to get maxed out'? Are you playing a different game to me?</p><p>Crafting is stupidly easy, leveling a crafter takes hardly no time at all. I remember when EQ2 was released, now that crafting took dedication, todays EQ2 crafting is pathetic.</p>

Purr
04-22-2010, 04:13 PM
<p><span ><p><cite>DominoDev wrote:</cite></p><blockquote><p>Look for some changes coming to level 82 mastercrafted armor with GU56 (for a start, it should all be level 82 now ...) including the addition of yellow adornment slots and some resists.  We are also in the process of discussing the possibilities of some stat tweaks.  Thanks for your feedback!</p></blockquote></span></p><p>Thanks Domino, looking forward to the changes!</p><p>Purr~</p>

tomdykins
04-23-2010, 12:00 PM
<p>How do you manage to harvest in dangerous zones as a low level adventurer? This is something I'm currently attempting, and so far have been fine, but I'm only 32. I imagine the KoS and RoK zones would be pretty challenging to harvest in at adventure level 20?</p>

tomdykins
04-23-2010, 12:01 PM
<p><cite>EQ2Player wrote:</cite></p><blockquote><p><strong>This thread is very discouraging.</strong></p><p>I once despised tradeskilling, but now find it the primary reason I play EQ2. Coupled with the economy, market, and its demand.  My crafters are T8-T9 while my adventure levels are far below that so discussions of shard armor the content of this thread are topics that I have little experience with yet.</p><p>I know I've left EQ2 three times in the past year, thinking I closed the door for good. The depth of crafting as an adventure in itself and how it's entwined into the fabric of EQ2's adventuring, economy, and character development is why I keep coming back. Tradeskilling is a large chunck of what makes EverQuest II stand in stark contrast to many games past and new.</p><p>To learn that this integral part of the game has been neglected and diluted is so disappointing.</p><p><strong>Domino?</strong> Please, I hope you can revive MC in this expansion!</p></blockquote><p>I meant to quote this in my above post.</p>

Jrral
04-23-2010, 02:53 PM
<p><cite>Crocodile@Splitpaw wrote:</cite></p><blockquote><p>How do you manage to harvest in dangerous zones as a low level adventurer? This is something I'm currently attempting, and so far have been fine, but I'm only 32. I imagine the KoS and RoK zones would be pretty challenging to harvest in at adventure level 20?</p></blockquote><p>Most of it's knowing the safe areas to harvest, being patient and watching mob pathing. For instance, in T9 the area around the druid ring in Sundered Frontier is relatively safe. Most of the mobs are non-aggro, and the one aggro type is spread out and easy to dodge. Kejaan's Rill is another relatively safe area. You have to run past some aggro to get to it from Eye of Dartain, but if you pause and wait you'll find the mobs path apart periodically and you can safely get past them, or you can use Jin'tu's Gift if you've done the crafting quest series. Kerra Isle also has a large non-aggro area. So even if your adventure level is down in T1, you can find areas to harvest in T9 without dying.</p><p>Or you can borrow a couple of 90s from your guild and have them clear the area for you. I've done that for guildmates more than a few times.</p>

Rocc
04-23-2010, 03:04 PM
<p>I agree with the OP..... T9 mastercrafted sucks. Especially compared to T8.</p>

tomdykins
04-23-2010, 03:42 PM
<p><cite>Jrral@Unrest wrote:</cite></p><blockquote><p><cite>Crocodile@Splitpaw wrote:</cite></p><blockquote><p>How do you manage to harvest in dangerous zones as a low level adventurer? This is something I'm currently attempting, and so far have been fine, but I'm only 32. I imagine the KoS and RoK zones would be pretty challenging to harvest in at adventure level 20?</p></blockquote><p>Most of it's knowing the safe areas to harvest, being patient and watching mob pathing. For instance, in T9 the area around the druid ring in Sundered Frontier is relatively safe. Most of the mobs are non-aggro, and the one aggro type is spread out and easy to dodge. Kejaan's Rill is another relatively safe area. You have to run past some aggro to get to it from Eye of Dartain, but if you pause and wait you'll find the mobs path apart periodically and you can safely get past them, or you can use Jin'tu's Gift if you've done the crafting quest series. Kerra Isle also has a large non-aggro area. So even if your adventure level is down in T1, you can find areas to harvest in T9 without dying.</p><p>Or you can borrow a couple of 90s from your guild and have them clear the area for you. I've done that for guildmates more than a few times.</p></blockquote><p>Thank you, I'll be sure to refer to this if/when I reach T9.</p>

TheSpin
04-23-2010, 08:15 PM
<p>The best gear from a previous tier has generally always been better than the new mastercrafted.  If you compare most non-shard armor gear to T9 mastercrafted it still is upgraded by the T9 stuff.  When RoK came out people were not rushing to buy MC armor at level 72.</p><p>On top of all this... level 90 BG armor is quite nice and definately will keep the armorers in business. even level 80 BG armor is not too shabby.</p>

Tyrus Dracofire
04-23-2010, 09:24 PM
<p>that a lot of pages to read.</p><p>i had offer an idea to devs to have MC gears to get some "upgrades" from my other post.</p><p>"Extraction", non-skill crafter concept.</p><p>ability to move item's special ability and transfer to new crafted items.</p><p>example, tier 5 Legendary weapon, Haste, and extract that ability, and that previous legendary become transmuteable if that dev's option to decide, and move that ability to Tier 6 Mastercrafted weapon to gain new ability with Haste.</p><p>extracted ability from tier 9 can not be used in lower tiers MCs, must be level higher to use previous low tier items.</p><p>same tool used for MC armors and jewelries.</p><p>this might get those crafters back in business for awhile.</p><p>extraction is like a different kind of new adornments, MC items can only get 1 extraction ability each.</p>

TaleraRis
04-25-2010, 05:58 PM
<p><cite>Crocodile@Splitpaw wrote:</cite></p><blockquote><p>How do you manage to harvest in dangerous zones as a low level adventurer? This is something I'm currently attempting, and so far have been fine, but I'm only 32. I imagine the KoS and RoK zones would be pretty challenging to harvest in at adventure level 20?</p></blockquote><p>I was working on the Cloak of the Harvester a while back before school started up and ate into my playtime, and I started this thread where we had some good ideas going.</p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=466181" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=466181</a></p><p>This should help you out a bit when you get to KoS. I haven't tackled RoK with her yet.</p>

Odys
04-26-2010, 06:18 AM
<p>Extraction is a nice idea, because it combines advenuring and crafting, other idea aiming at that were expressed in the post linked above.</p>

Jhanos
04-26-2010, 02:26 PM
<p>Anyone had the chance to check the test server and see if the stat changes have been put in, and if so, can anyone link the new stats?</p>

Domino
04-26-2010, 03:27 PM
<p><cite>Jhanos wrote:</cite></p><blockquote><p>Anyone had the chance to check the test server and see if the stat changes have been put in, and if so, can anyone link the new stats?</p></blockquote><p>Not all the stat changes are on Test yet, although some level changes and the yellow adorn slots are.</p>

Jhanos
04-26-2010, 06:07 PM
<p>I was expecting one of the hardworking test volunteer folks, not a dev to respond, but thankees for the quick response. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Guy De Alsace
04-26-2010, 07:15 PM
<p>Why not just make MC armour more appealing to those that will wear it? Put some interesting stuff on it such as a once an hour track that does harvesting nodes and shinies as well on scout armour. A HP clicky on tank armour, power clicky on cleric armour etc. Give MC armour set bonuses.</p><p>Make round shields less of the also rans of the shield world and with a graphic thats actually unique instead of level one gear.</p>

Hamervelder
04-27-2010, 12:15 AM
<p>I'm late for this, but wanted to chime in.  T9 mastercrafted is horrible, in my opinion.  One of the major issues with T9 armor is that you can't wear it until level 84.  For people who don't have shard armor, there's no viable upgrade to their T8 mastercrafted or legendary until 84.  Not only is that a different point in the tier than all other MC sets, but it also forces players to wear very old, very outdated armor for longer.  Even just making MC armor wearable at 82 would be a welcome change.  This may or may not have happened on test (and if it has, then I apologize!) but just that one change would be a big help.</p>

Jhanos
04-27-2010, 12:08 PM
<p><cite>Illiam@Antonia Bayle wrote:</cite></p><blockquote><p>I'm late for this, but wanted to chime in.  T9 mastercrafted is horrible, in my opinion.  One of the major issues with T9 armor is that you can't wear it until level 84.  For people who don't have shard armor, there's no viable upgrade to their T8 mastercrafted or legendary until 84.  Not only is that a different point in the tier than all other MC sets, but it also forces players to wear very old, very outdated armor for longer.  Even just making MC armor wearable at 82 would be a welcome change.  This may or may not have happened on test (and if it has, then I apologize!) but just that one change would be a big help.</p></blockquote><p>Domino said in her post on page 5 of this thread that it will indeed be lvl 82 (not sure if thats on test yet, but it's the plan).</p>

Xalmat
05-01-2010, 09:39 PM
<p>I've taken a look at the new stats on mastercrafted cloth and leather (Gabardine, Tranquil Gabardine, Dexterous Spotted, Spotted, and Woven Spotted).</p><p>I still don't think they're adequate upgrades over the second tier Void Shard armor. However I have to admit they're significantly improved. They *seem* like they're better than quest rewards now....unless you're a Summoner, since mastercrafted lacks any kind of pet focus at this tier.</p><p>I mean, the new tier 8 mastercrafted isn't *bad*. It's just not eye catching, and I still don't think it'll be worth the time to make a suit of mastercrafted versus simply questing your armor.</p>

Jrral
05-01-2010, 11:04 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p>I've taken a look at the new stats on mastercrafted cloth and leather (Gabardine, Tranquil Gabardine, Dexterous Spotted, Spotted, and Woven Spotted).</p><p>I still don't think they're adequate upgrades over the second tier Void Shard armor. However I have to admit they're significantly improved. They *seem* like they're better than quest rewards now....unless you're a Summoner, since mastercrafted lacks any kind of pet focus at this tier.</p></blockquote><p>Bear in mind that T2 shard armor is entry-level raid gear while Mastercrafted armor is generally considered heroic (group) instance gear. So I don't think you're going to see Mastercrafted be bumped up that far. It'll probably be a noticeable improvement over T1 shard armor (at least for tanks, maybe not so much for casters who don't have to worry about absorbing damage and want the blue stats), but I think the general progression is from 72/77 MC to 82 MC to Mark armor and drops from the Hole and then into raid gear, with casters maybe substituting T1/T2 shard armor for 82 MC and Mark armor.</p>

Tommara
05-13-2010, 02:30 AM
<p><cite>wickermanuk wrote:</cite></p><blockquote><p><cite>Valdimere wrote:</cite></p><blockquote><p>I completely agree... Mastercrafted gear should be exceptional.  It should not be better then raid dropped gear, but it should be better then quested and group dropped gear in my opinion.  Crafters go through a great deal of work to get maxed out, and they deserve something for their efferts.</p></blockquote><p>Opinions like that have pretty much ruined EQ2. </p><p>How can you possibly say that 'Crafters' go through a deal of work to get maxed out'? Are you playing a different game to me?</p><p>Crafting is stupidly easy, leveling a crafter takes hardly no time at all. I remember when EQ2 was released, now that crafting took dedication, todays EQ2 crafting is pathetic.</p></blockquote><p>The same applies to leveling an adventurer.</p><p>Where EQ2 excels over other games is the balance they achieved between crafting and adventuring.  That balance was lost with SF for some crafters.</p>

Khurghan
05-13-2010, 04:15 AM
<p><cite>Xalmat wrote:</cite></p><blockquote><p>I still don't think they're adequate upgrades over the second tier Void Shard armor. However I have to admit they're significantly improved. They *seem* like they're better than quest rewards now....unless you're a Summoner, since mastercrafted lacks any kind of pet focus at this tier.</p></blockquote><p>You do realise the amount of time its going to take someone to get enough shards for a "full" set of t2 void armour versus the amount of time to get enough plat together for 6 bits of brellium ore?</p>

Odys
05-13-2010, 04:40 AM
<p><cite>Khurghan wrote:</cite></p><blockquote><p><cite>Xalmat wrote:</cite></p><blockquote><p>I still don't think they're adequate upgrades over the second tier Void Shard armor. However I have to admit they're significantly improved. They *seem* like they're better than quest rewards now....unless you're a Summoner, since mastercrafted lacks any kind of pet focus at this tieyr.</p></blockquote><p>You do realise the amount of time its going to take someone to get enough shards for a "full" set of t2 void armour versus the amount of time to get enough plat together for 6 bits of brellium ore?</p></blockquote><p>First, Speak about T3, we rushed a WOE in no time a week ago, half of the people were new 80 with rather low contribution. A returning 80 warden went back with 3 pieces of T3. Now that T2 is not anymore high end, its cost should be divided by at least 3.</p><p>The problem is that t1-t4 should be only available from crafters, no npc should sell it. This would remove issues with MC quality, even if for sure it should be improved.</p>

Lethe5683
05-25-2010, 05:57 PM
<p><cite>Meirril wrote:</cite></p><blockquote><p><cite>Ravaan wrote:</cite></p><blockquote><p><cite>DominoDev wrote:</cite></p><blockquote><p>Look for some changes coming to level 82 mastercrafted armor with GU56 (for a start, it should all be level 82 now ...) including the addition of yellow adornment slots and some resists.  We are also in the process of discussing the possibilities of some stat tweaks.  Thanks for your feedback!</p></blockquote><p>what about some basic crit mit on them as well?</p></blockquote><p>Is heroic content start to crit? I thought this was only used by epic mobs? If it is only epic mobs...MC armor is targeted at solo and heroic content. It is not intended to be starting raid gear. Your suppose to get that as either prievious tier raid gear or current tier instance rewards.</p><p>Now if instance mobs are critting all over the place, my apologies and by all means. Though, ever point in crit mit will reduce the itemization points for other things (like crit chance, +ability, or stats).</p></blockquote><p><span style="color: #993366;">Solo mobs can crit, I have seen it and can produce proof if neccissary.</span></p>

Crismorn
05-25-2010, 06:02 PM
<p><cite>Pauly@Befallen wrote:</cite></p><blockquote><p><cite>TheSpin wrote:</cite></p><blockquote><p>No way in the world did I expect the new MC armor to beat out T2 shard armor.  The shard armor took a lot of time to obtian and I would honestly be very disappointed to see it outdated a few levels into the next expansion.</p><p>Armorers have nothing to complain about as far as business goes now with the pvp armor anyway.  I've bought 2 sets of the 80-89 already.</p></blockquote><p>so should someone in lvl 77 mastercrafted armor lock at lvl 80 for a few weeks to get shard armor or continue leveling and buy lvl 84 mastercrafted which is really weak compared to the shard armor?</p><p>By the time a person is high enough level (84) to even buy the mastercrafted they've probably already done 50% of the SF solo quests.   If the MC isn't adjusted to be better then it should be adjusted to be used a few levels lower.</p><p>as a side note, I still think that the shard/mark armor should be crafted solely by armorers and tailors.  Jewelry for jewelers too, what a concept.   Let them have their market back.</p></blockquote><p>You could solo to cap using lvl 72 MC gear, let alone the new Mastercraft gear</p>

Blambil
05-25-2010, 07:24 PM
<p>Thank you Domino... the gear is a LOT more useful today than before... and in demand! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>(only thing better would have been to not change the OLD mastercrafted, but change all the recipes to the NEW mastercrafted... let us make all new ARMOR/weapons/etc ..... )   <evil grin></p>