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Toons that are already at the XP limit for 70? Will, much like combat XP, this be converted into AA xp? (Hoping this is the case)
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there are no crafting AAs, why would this turn into AA. I'm sure it will be just like crafting xp, if you are at cap, it is lost. Just like adventuring xp is lost if you are 70/100 (not that I'd know... <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />)
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<p>Well, I kind of disagree. As a Sage/Mage the AA's provide stat increases. INT line helps focus, doesnt that help in Scribing? There are actually several advantages I can think of in several of the AA lines for crafting. Not that any of them are necessary given the simplistic nature of crafting currently but still - logic holds.</p><p>Was thinking it would be a good way to work on AA lines for those toons that are primarly crafters but may venture out someday.</p><p>Other than that - "bah, you are probably correct"</p>
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Its already been stated that this exp bonus is being put into place to help bring tradeskills into a sort of equilibrium in regards to leveling speed. Thus I would seriously doubt any benefit once you have capped your leveling.
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<p>Maybe its just me but leveling in crafting is MUCH easier to do in my opinion than adventuring. I have been able to level 8 toons to 70 in crafting (with 9 and 10 in early T7 now) in the time it took me to get 2 toons to 70 in adventuring. </p><p>Unless my experiences are the extreme opposite of everyone elses the idea of making leveling tradeskills with additional xp kinda goes against the balancing theory.</p><p>Either way, I seriously dont care about how or why we are adding writ xp, it truly has little to no game play affect IMO (yep, only my opinion- I know others feel different). I was only curious if the level caps had been considered in this modification or not (as it seems a majority of the players on the forums are maxed tradeskillers).</p>
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<cite>Valdaglerion wrote:</cite><blockquote><p>Well, I kind of disagree. As a Sage/Mage the AA's provide stat increases. INT line helps focus, doesnt that help in Scribing? There are actually several advantages I can think of in several of the AA lines for crafting. Not that any of them are necessary given the simplistic nature of crafting currently but still - logic holds.</p> </blockquote>I'm unsure if you are suggesting that Focus should help scribing or if you think it does helps with scribing?
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<cite>Valdaglerion wrote:</cite><blockquote><p>Well, I kind of disagree. As a Sage/Mage the AA's provide stat increases. INT line helps focus, doesnt that help in Scribing? There are actually several advantages I can think of in several of the AA lines for crafting. Not that any of them are necessary given the simplistic nature of crafting currently but still - logic holds.</p><p>Was thinking it would be a good way to work on AA lines for those toons that are primarly crafters but may venture out someday.</p><p>Other than that - "bah, you are probably correct"</p></blockquote>Other than increasing the power or health pool, stats have zero influence on crafting. Increasing the pools is actually a detriment to crafting since the arts and events are % of a pool, not a static number (like adventuring spells/CAs). Adventuring doesn't give crafting experience, no matter if you are capped in adventure level and/or achievements. Tradeskilling shouldn't give adventuring experience, no matter if you are capped. Achievements, currently, are only for adventuring, not crafting. Thus.. like anything at the cap, if you gain more XP then the cap, it goes into /dev/null. It goes poof, into the ethers of nothingness. It doesn't even get held so you start off with anything when the cap is raised. If you are at the level cap, the addition of tradeskill XP for tradeskill writs won't benefit you at all. You will, however, continue to get coin and status (at the same rate as someone getting XP, too).
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>>>Either way, I seriously dont care about how or why we are adding writ xp, it truly has little to no game play affect IMO (yep, only my opinion- I know others feel different). <<< I think that depends on the particular tradeskill. As a woodworker, I've never had the need to do writs -- everything I make I can sell on the broker for profit. If I need to grind, I can grind out arrows or totems and sell those. For some classes, though, writs are the primary method of grinding as their products don't sell very well. For those, this change may make levelling a little easier to accomplish. >>>I was only curious if the level caps had been considered in this modification or not (as it seems a majority of the players on the forums are maxed tradeskillers).<<< What is there to consider? If you are at the maximum level, you don't need bonus xp. I would not support making level 70+ tradeskill xp turn into AA points. What this would lead to would be people grinding to 70 in a tradeskill before levelling their adventurer half in order to have 100 AA points at level 10, trivializing the content (or forcing SoE to make it harder which would be to the detriment of those who don't grind tradeskills before levelling their adventurer).
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It would be nice if this writ XP was added to TS faction after 70. We craft writs after 70 mainly for our guild level (small guild, so it really needs the SP) and the coin.
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<p>Ok, I will concede that AA is used primarily (and not only because there are lines which increase health and mana) for adventuring.</p><p>Another poster made an interesting suggestion - what if craft XP was used as small bonus to TS faction? Then again, I guess the same arguments could be made - it would trivialize the content of grinding writs for +150 faction and the same request could be made for Adventure writs after maxing out AA. Hmm....oh well....</p><p>dead thread I guess, leads no where positive at the moment. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
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<cite>Valdaglerion wrote:</cite><blockquote><p>Maybe its just me but leveling in crafting is MUCH easier to do in my opinion than adventuring. I have been able to level 8 toons to 70 in crafting (with 9 and 10 in early T7 now) in the time it took me to get 2 toons to 70 in adventuring. </p><p>Unless my experiences are the extreme opposite of everyone elses the idea of making leveling tradeskills with additional xp kinda goes against the balancing theory.</p><p>Either way, I seriously dont care about how or why we are adding writ xp, it truly has little to no game play affect IMO (yep, only my opinion- I know others feel different). I was only curious if the level caps had been considered in this modification or not (as it seems a majority of the players on the forums are maxed tradeskillers).</p></blockquote> My 61 brigand is about amonth and a week old. Oh yeah, and he has 91 aa. It's definately not easier to level in crafting because there is no quest experience. He's crafted as vitality has allowed and he's only in the 30s with tradeskills. (I refuse to craft without vitality too time consuming). The writ exp will be a nice way to gain exp without eating up your vitality so fast. I look forward to it very much.
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<cite>Valdaglerion wrote:</cite><blockquote>Toons that are already at the XP limit for 70? Will, much like combat XP, this be converted into AA xp? (Hoping this is the case)</blockquote> Probably just like it does now. XP goes into the ozone.
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