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Unread 12-09-2011, 11:58 AM   #1
Archae

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Did the dev run out of time with these guys?

Weaponsmith makes weapons, jeweller makes jewellry, woodworker makes ammo packs/bows.

Alchemist makes jewellry, as does carpenter, not nice.

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Unread 12-09-2011, 12:07 PM   #2
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Figure they were trying to give something for each of them. They did the same thing with Thurg and Drunder makes actually.

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Unread 12-09-2011, 12:07 PM   #3
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ok so the OP puts the devs down and does not offer any positive ideas, what exactly do you want done?

How about something more along the idea of hey guys loving the new aprentices but I noticed that the alchy and carp are makng jewlery... This got me thinking and I have a couple ideas since the alchy does not need to research new spells how about researches dungon maker items instead and the carpenter could research new cool house items.

Just my 2c

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Unread 12-09-2011, 12:12 PM   #4
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I wanna know who makes the other armor peices. my armorsmith makes Bps and forearms...but nothing else. thought hey are some REALLY nice forearms/bps heh.

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Unread 12-09-2011, 12:14 PM   #5
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I did not put them down.

I asked if they ran out of time.

Alchemist should make new potions/poisons

Carpenter, I dont know maybe some uber house items.

That they make jewellry is LAME, doesnt make the devs lame.

So please read posts before attacking others, thanks SMILEY

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Unread 12-09-2011, 12:16 PM   #6
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There's a nice walk through somewhere that takes you through what each crafter makes...but guys, they've explained this a bunch of times on the forums and even in the webcasts. SJ also mentioned that there are plans to expand them later on.

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Unread 12-09-2011, 12:17 PM   #7
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Avianna@Butcherblock wrote:

ok so the OP puts the devs down and does not offer any positive ideas, what exactly do you want done?

How about something more along the idea of hey guys loving the new aprentices but I noticed that the alchy and carp are makng jewlery... This got me thinking and I have a couple ideas since the alchy does not need to research new spells how about researches dungon maker items instead and the carpenter could research new cool house items.

Just my 2c

~Avianna

Because then they'd have me in here yelling how I'd rather my 90 carpenter and alchy have something useful to make rather than pointless fluff house items that I'll never make and crud for a feature I'll never use, IF...I had even bought the feature pack.

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Unread 12-09-2011, 12:17 PM   #8
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My post had twins..

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Unread 12-09-2011, 01:23 PM   #9
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I wasn't too crazy about this and hoped for either some new house items, but the jewelry looks decent for my adventuring needs.

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Unread 12-09-2011, 01:26 PM   #10
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Oh, they are decent items, just not what should be made. The provisioner got food, my alchemist wants new nasty poisons and incredible potions.

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Unread 12-09-2011, 01:45 PM   #11
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Archaegeo@Antonia Bayle wrote:

Did the dev run out of time with these guys?

Weaponsmith makes weapons, jeweller makes jewellry, woodworker makes ammo packs/bows.

Alchemist makes jewellry, as does carpenter, not nice.

(( I completely disagree with this post. It reads like a complaint for the sake of complaining, that is just my opinion.

I am pleased my carpenter can make valueable adventurer-used items and not just house item fluff.

I am also pleased with the alchemist and sage recipes too!

I like the way the devs have done it.

The only ones who lose out at the moment are Provisioners, because short duration items from expensive rares is very harsh.  ))

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Lady Lorianna Ardinwena [92/320 Monk|92 Carpenter](Koada`Dal)

Lady Suzanna Narinyaare [92/320 Conjuror|92 Woodworker](Koada`Dal)

Lady Annaelisa Lorinfinlinde [92/320 Fury|92 Tailor](Koada`Dal)

Lady Silvianna [92/320 Illusionist|92 Jeweler](Koada`Dal)

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Unread 12-09-2011, 01:47 PM   #12
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We have a guide for that!  http://eq2.zam.com/wiki/Tradeskill_...tices_%28EQ2%29

Craftsmen
  • Carpenter: Earrings
  • Provisioner: Mastercrafted Food & Drink
  • Woodworker: Bows, throwing weapons and Wands
Outfitters
  • Armorer: mail and plate forearm and chest slot (Melodic, vanguard, devout and reverent)
  • Tailor: cloth and leather forearm and chest slot (cloth, gi, tunic)
  • Weaponsmith: Weapons: dagger, blade, staff, sledge, mace, longsword, greatsword, katar, bo staff
Scholars
  • Alchemist: Rings (clutch, ring, ring, band)
  • Jeweler: Bracelets
  • Sage: charms (crag, jewel, stones and gemstones).

Looks to me like someone worked hard to avoid complaints that Carpenters, Provisioners, and Sages don't make any gear and would have otherwise been treated unfairly.

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Unread 12-09-2011, 01:48 PM   #13
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But given the magnitude of these items, couldnt the carpenter make a house item that lets you teleport anywhere, or a house item that summons a limited duration pet, etc.

Think outside the fluff box, there are already useful house items like AA mirror, etc

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Unread 12-09-2011, 01:55 PM   #14
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Actually Carpenter made teleportation pads and Sage made Magic Mouths (the vanilla variety, not the ones that appear on the city festivals) would be very welcome. I'm sure there are plenty of other one-off or special items which while not game breaking are no longer available in the game, either because they were part of an earlier event or whatever. Provisioner to get Blessed Sapling? (on the basis it produces 'food' items) etc etc
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Unread 12-09-2011, 02:26 PM   #15
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Calthine wrote:

We have a guide for that!  http://eq2.zam.com/wiki/Tradeskill_...tices_%28EQ2%29

Craftsmen
  • Carpenter: Earrings
  • Provisioner: Mastercrafted Food & Drink
  • Woodworker: Bows, throwing weapons and Wands
Outfitters
  • Armorer: mail and plate forearm and chest slot (Melodic, vanguard, devout and reverent)
  • Tailor: cloth and leather forearm and chest slot (cloth, gi, tunic)
  • Weaponsmith: Weapons: dagger, blade, staff, sledge, mace, longsword, greatsword, katar, bo staff
Scholars
  • Alchemist: Rings (clutch, ring, ring, band)
  • Jeweler: Bracelets
  • Sage: charms (crag, jewel, stones and gemstones).

Looks to me like someone worked hard to avoid complaints that Carpenters, Provisioners, and Sages don't make any gear and would have otherwise been treated unfairly.

Yep. They wanted to cover all the tiers and distribute things evenly for the initial release. Gear was clearly the best option. Down the road, they can add in one or two things at the top tier.

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Unread 12-09-2011, 09:35 PM   #16
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Archaegeo@Antonia Bayle wrote:

Did the dev run out of time with these guys?

Weaponsmith makes weapons, jeweller makes jewellry, woodworker makes ammo packs/bows.

Alchemist makes jewellry, as does carpenter, not nice.

For the record I've only read the OP's reply and one or two others, so my post reflects that.

Well, regardless of your intent with your somewhat poorly worded post, one thing you are forgetting is there's already precident for how they did the new apprentice recipes.  If you have them, take a look at the recipes that use items like the "Aspect of War", "Frozen Shard of Magic" and so forth.  Otherwise, the fabled crafting rares from dungeons from DoV, before AoD launched.  They all follow the same pattern.  I don't know it for each class, but I do know for THOSE items as well alchemists make rings, carpenter makes something other then furniture, etc.

The idea as others have pointed out was to make it so each class has something that an adventurer may want or need.  A bit confusing?  Sure.  But it's not like jewelers make nothing either.  So no, they didn't run out of time.  They were simply following the pattern ALREADY set by DoV for t9 fabled crafting rares.

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Unread 12-09-2011, 11:31 PM   #17
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Alchemists should of been able to craft bombs/potions that heal.

Of course that would require creativity.

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Unread 12-09-2011, 11:46 PM   #18
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Talathion@Antonia Bayle wrote:

Alchemists should of been able to craft bombs/potions that heal.

Of course that would require creativity.

Alchemists do make handcrafted and mastercrafted potions that heal.. they're pathetic with the level 90 Mastercrafted one incapable of healing a scratch let alone an actual hit from any DoV solo NPC let alone anything tougher. Any requests for better is met with "but that would be overpowering". *sigh*

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Unread 12-10-2011, 12:04 AM   #19
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Who cares whats OP or not.

Make the MASTER one a healing ability that you can use FOREVER (infinite uses.) has a 1 minute cooldown and heals you for 10000.

Then make a damage one that has a 2 min cooldown that does 10000 damage.

Make em mastercrafted fabled/tradeskill apprentice.

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Unread 12-10-2011, 01:35 AM   #20
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Talathion@Antonia Bayle wrote:

Who cares whats OP or not.

Make the MASTER one a healing ability that you can use FOREVER (infinite uses.) has a 1 minute cooldown and heals you for 10000.

Then make a damage one that has a 2 min cooldown that does 10000 damage.

Make em mastercrafted fabled/tradeskill apprentice.

We have enough keys to cycle through for DPS. We don't need another. The heal item might be ok.

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Unread 12-10-2011, 03:32 AM   #21
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Deveryn@Crushbone wrote:

Talathion@Antonia Bayle wrote:

Who cares whats OP or not.

Make the MASTER one a healing ability that you can use FOREVER (infinite uses.) has a 1 minute cooldown and heals you for 10000.

Then make a damage one that has a 2 min cooldown that does 10000 damage.

Make em mastercrafted fabled/tradeskill apprentice.

We have enough keys to cycle through for DPS. We don't need another. The heal item might be ok.

Heh, make them both and put them on the same cooldown, if you use one you can't use the other, ect.

The DPS one would be great for healing classes. (you never have enough buttons.)

Make the Damage one like a grenade, does AOE damage over time, ect.

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Unread 12-10-2011, 05:34 AM   #22
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Felishanna@Antonia Bayle wrote:

Archaegeo@Antonia Bayle wrote:

Did the dev run out of time with these guys?

Weaponsmith makes weapons, jeweller makes jewellry, woodworker makes ammo packs/bows.

Alchemist makes jewellry, as does carpenter, not nice.

(( I completely disagree with this post. It reads like a complaint for the sake of complaining, that is just my opinion.

I am pleased my carpenter can make valueable adventurer-used items and not just house item fluff.

I am also pleased with the alchemist and sage recipes too!

I like the way the devs have done it.

The only ones who lose out at the moment are Provisioners, because short duration items from expensive rares is very harsh.  ))

I'm a bit disappointed to be honest.

I made my carpenter to MAKE house items. I don't care that they are fluff (which they are not IMO) or that they might not sell all that well (which they can, if I wanted to make plat from crafting).

I hope that Carps do get furniture items to research later on.

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Unread 12-10-2011, 06:10 AM   #23
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Archaegeo@Antonia Bayle wrote:

But given the magnitude of these items, couldnt the carpenter make a house item that lets you teleport anywhere, or a house item that summons a limited duration pet, etc.

Think outside the fluff box, there are already useful house items like AA mirror, etc

Well, think about the box too. There are 9 tiers of items. Each class gets about 4 items for each level. Even if you limited carpenters to 2 items, your looking at 18 new house items to do something. Teleportation to any zone, 'invisible' magic mouth. That is 2 items, what do you want to suggest for the other 16? Or honestly, it should be a total of 36 items so it matches the majority of classes.

1 slot of gear, across 4 archatypes x9 tiers is much much easier to figure out.

As for alchemists, all of the potions and poisons are weak effects. Powering them up would give a huge boost to a few classes and end up making it even more difficult for dev to ballance things across classes. I'd like to see more powerful effects but I understand why they are resistant to the idea.

Still, potions could be as powerful as 1 heal from a mercinary considering you can have a heal bot/DPS/Tank just follow you around. That to me would be a general rethink of potions though, not just 1 overly expensive recipe.

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Unread 12-10-2011, 06:12 AM   #24
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Talathion@Antonia Bayle wrote:

Who cares whats OP or not.

The people your asking to make the changes? They are the developers, the people that make the game, the people that actually think about ballance issues. Telling them not to care about it isn't productive.

Unless your the producer. Then its going to be party all the time and Bezerkers become the new flavor of the day, right?

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Unread 12-10-2011, 11:52 AM   #25
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I don't know what provisioners you're referring to as getting the shaft.

Those are the best food items in the game.  4% potency total from food and drink?!  I'll buy every single cake, cookie, and tea you're willing to sell me.

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Unread 12-10-2011, 12:11 PM   #26
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The drops on the reactant needs to become as common as the lower tiers or you'll be buying that temp food and drink for 1k a piece...

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Unread 12-10-2011, 12:59 PM   #27
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Gaealiege@Butcherblock wrote:

I don't know what provisioners you're referring to as getting the shaft.

Those are the best food items in the game.  4% potency total from food and drink?!  I'll buy every single cake, cookie, and tea you're willing to sell me.

So your willing to pay for something that makes top of the line products and use it to craft 10 hours worth of food and another one to make 10 hours of drink? Right now that would be 1600p on AB. I suspect in about 6 months the price will stabalize down to 200-400p.

So your willing to pay 800p for 1 stack of food and 1 stack of drink that will last you 5 hours before you have to do it again?

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Unread 12-10-2011, 01:50 PM   #28
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Archaegeo@Antonia Bayle wrote:

Did the dev run out of time with these guys?

Weaponsmith makes weapons, jeweller makes jewellry, woodworker makes ammo packs/bows.

Alchemist makes jewellry, as does carpenter, not nice.

This is what I have been saying for a while. I don't want my carpenter and my alchemist to make jewelry. Why bother to have separate TS if they are all going to make everything. I don't want the jewlery items in my carpenter's recipe book because I refuse to make jewelry with my carpenter. I don't make spells with my alchemist either and I won't be making spells with my jeweler. Unless they plan to turn everyone into a generic tradeskiller, they need to stop doing this.

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Unread 12-10-2011, 01:55 PM   #29
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Felishanna@Antonia Bayle wrote:

Archaegeo@Antonia Bayle wrote:

Did the dev run out of time with these guys?

Weaponsmith makes weapons, jeweller makes jewellry, woodworker makes ammo packs/bows.

Alchemist makes jewellry, as does carpenter, not nice.

(( I completely disagree with this post. It reads like a complaint for the sake of complaining, that is just my opinion.

I am pleased my carpenter can make valueable adventurer-used items and not just house item fluff.

I am also pleased with the alchemist and sage recipes too!

I like the way the devs have done it.

The only ones who lose out at the moment are Provisioners, because short duration items from expensive rares is very harsh.  ))

Here's a newsflash for you... some of us who are carpenters actually want to make carpenter items. We also want our jewelers to make jewelry and our alchemists to make potions and such. I don't want all the cross mixing. I'd rather be able to hide those recipes that I don't want and will not make.  I won't be making jewelry on my carpenter so I won't be putting a researcher in her house unless/until they make something that suits her.

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Unread 12-10-2011, 03:08 PM   #30
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They won't sell for 800pp, but yes I'll buy them.

Also the colossal drops basically every second run of any Drunder instance or EoW.  lol at them being super rare.

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