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Old 01-28-2012, 01:37 PM   #1
Miapa

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I'm making this post because the developers seem to be lacking the ability and/or time to give creative items to tradeskillers.As with everything else since DoV's release (epic, heroic, itemization, etc.), tradeskilling has been poorly done.This is even more apparent with the badly-made expansion AoD.I believe that the development team is short people and does not have time anymore to make a quality product.The game is on a steep decline because of this.

 

Below is a list of ideas for each tradeskill class.There might be a lot for some of the tradeskill classes, but that's the point to generate ideas.Maybe the developers can use them in the future (I doubt they can replace existing recipes since they are researched.

 

Also note that I came up with temporary items for each class that players in raids/groups will have to keep purchasing.It'll keep generating revenue for crafters.All of the items mentioned below are consumable.

 

 

Alchemist

What they got:

  • Alchemists can make Rings.  Rings?
  • These recipes should've been on a Jeweler.This makes absolutely no sense.

 

What they should've gotten:

  • Red Poison: Caustic: 3000 damage.  Applies a temporary debuff that increases the damage by 2000 for each successive hit (only affects the caster- up to 10).Duration is 30s but is refreshed with each caustic hit.Rank 10 on the mob would be called something like Caustic X.
  • Red Poison: Hemotoxin: 1500 damage every 4 seconds for 1 minute.Every successive poison adds 1500 damage per 4 seconds (up to 10).Only one hemotoxin would be visible on the target with 10 (so the 10th trigger on a mob would be Hemotoxin X)
  • Blue Poison: Ignorant Bliss: Decrease Threat priority by 1.  Procs 2.0 or 2.5 times per minute.
  • Blue Poison: Reduces radius of the target's AoE spells by 5%
  • Blue Poison: Reduces Critical Avoidance of target by 10%
  • Purple Poison: Decreases critical bonus and potency of the target by 5%
  • Purple Poison: Increases all damage done to the target by 5%
  • Reprieve: Decrease incomming phsyical damage by 10%
  • Reprieve: Decrease incomming elemental damage by 10%
  • Reprieve: Decrease incomming arcane damage by 10%
  • Reprieve: Decrease incomming noxious damage by 10%
  • Green Potion: 10% Casting, Recovery and Reuse Speed
  • Green Potion: 5% Flurry, 5% doublecast
  • Green Potion: Increases Hate gain by 10%
  • Green Potion: Increases Potency and Crit Bonus by 8%
  • Green Potion: Increase Critical Mitigation by 10%

 

 

Armourer

What they got:

  • Armour, Chest and Forearms

 

What they could also get:

  • Temporary Armour Adornment: Increases Critical Mitigation by 5% (Usable on any and all armour pieces).  Duration is 2 hours.
  • Temporary Armour Adornment: Decreases Damage recieved by 1% (Usable on any and all armour pieces).  Duration is 2 hours.
  • Temporary Armour Adornment: Increases all Green stats on an item by 10% (Usable on any and all armour pieces).  Duration is 2 hours.
  • Temporary Armour Adornment: Increases multiattack on an item by 3% (Usable on any and all armour pieces).  Duration is 2 hours.

 Note: Since there are 7 armour pieces, applying will take time.  No confirmation dialogue would be a bonus.

 

 

Carpenter

What they got:

  • Carpenters can make Earrings.
  • These recipes should've been on a Jeweler.  This makes absolutely no sense.

 

 What they could should've gotten:

  • Deity Altars: A much more powerful version than current altars.  These altars could allow for additional triggers of blessings/miracles from 2 to 4.  If not possible, then they should reduce the cost substantially.
  • Temporary Altars: Allow a generic altar to be dropped (exactly like a mender bot- duration and use) where people can pray to their deity to get blessings/miracles during raids.  Same prices as Imbued Altars.
  • Standard of Experience: Zone-wide.  All group members gain a 50% exp bonus for 1 hour.
  • Standard of Mitigation: Zone-wide.  All group/raid members gain a bonus of 15% Critical Mitigation for 1 hour.
  • Standard of Damage: Zone-wide.  All group/raid members gain a bonus of 10% Potency and Crit Bonus for 1 hour.

 Note: Standards are dropped like normal Guild banners.  They stack with Guild banners but not other Standards.

 

 

Jeweler

What they got:

  • Wrists

 

What they should also have gotten:

  • The ability to make Rings and Earrings
  • Temporary Ring/Earring/Wrist Adornment: Increase Health by 250.  Duration is 2 hours.
  • Temporary Ring/Earring/Wrist Adornment: Increase Mana by 250.  Duration is 2 hours.
  • Temporary Ring/Earring/Wrist Adornment: Increase resistance to Elemental, Noxious and Arcane by 1000.  Duration is 2 hours.

 Note: No confirmation dialogue would be a bonus.

 

 

Provisioner

What they got:

  • Really nice food and drink (Scout Food/Drink could use some work)

 

What they should also get:

  • Not sure, the food and drink they got was pretty good.

 

 

Sage

What they got:

  • Charms

 

What they should also get:

  • Scroll: Increases power regeneration of group members by 5% per tick.  Only one scroll may be active on the group at any time.  Lasts for 10 minutes.
  • Scroll: Decreases hate-gain of non-fighters by 10%.  Increases hate-gain of fighters by 10%.  Only one scroll may be active on the group at any time.  Lasts for 10 minutes.
  • Scroll: Increases Casting Speed, Reuse Speed and Recovery speed of group members by 15%.  Only one scroll may be active on the group at any time.  Lasts for 10 minutes.
  • Scroll: Increases the trigger chance of items and spells by 5%.  Only one scroll may be active on the group at any time.  Lasts for 10 minutes.

 

 

Tailor

What they got:

  • Armour, Chest and Forearms

 

What they could also get:

  • Ability to make cloaks and belts (Reactant quality)
  • Temporary Belt Adornment: On combat or spell hit has a chance to increase autoattack multiplier by 0.15.  Lasts for 20s and triggers 2.0 times per minute.  Duration is 2 hours.
  • Temporary Belt Adornment: On combat or spell hit has a chance to increase Crit Bonus by 10%.  Lasts for 20s and triggers 2.0 times per minute.  Duration is 2 hours.
  • Temporary Cloak Adornment: On combat or spell hit has a chance to trigger AoE blocker for the group.  Lasts 10s and triggers 1.0 times per minute.  Duration is 2 hours.
  • Temporary Cloak Adornment: On combat or spell hit has a chance to absorb all damage (1 trigger).  Lasts for 10s and triggers 1.5 times per minute.  Duration is 2 hours.

 Note: No confirmation dialogue would be a bonus.

 

 

Weaponsmith

What they got:

  • Can make Weapons

 

What they could also get:

  • Temporary Primary/Secondary Adornment: Increases base damage of weapon by 10%.  Duration is 2 hours.
  • Temporary Primary/Secondary Adornment: If Parried/Blocked/Reposted, does 75% of original damage.  Duration is 2 hours.
  • Temporary Primary/Secondary Adornment: If a spell is resisted, does 75% of original damage.  Duration is 2 hours.
  • Temporary Primary/Secondary Adornment: All abilities that affect a mob for a given duration of time cannot be dispelled or removed.  Duration is 2 hours.
  • Temporary Primary/Secondary Adornment: All non-damage over time spells have a 5% chance to trigger original damage every 5s for 10s.  Duration is 2 hours.
  • Temporary Primary/Secondary Adornment: All heals/wards/reactives have a 10% chance to damage the healed player's target for an equal amount of the heal/ward/reactice.  Duration is 2 hours.

 

 

Woodworker

What they got:

  • Can make Ranged weapons

 

What they should also get:

  • New Arrow/Shuriken: On hit has a chance to cause the target to bleed.  Full original damage is applied every 1 second for 3 seconds.  Triggers 5 times per minute.
  • Temporary Ranged Adornment: Consumes a single ranged ammo on AoE or Multiattack/Flurry.  Duration is 2 hours.
  • Temporary Ranged Adornment: Increases base damage of ranged weapon by 10%.  Duration is 2 hours.
  • I can't think of anything good for Priest/Mage symbols =/

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Old 01-28-2012, 11:20 PM   #2
bks6721

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fwiw.. temp adorns are fail, nothing more then a time sink.  I've never bothered using/making/buying one yet and likely never will.

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Old 01-28-2012, 11:37 PM   #3
Gravy

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The first step should be to remove TS classes.

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Old 01-29-2012, 07:30 AM   #4
Deveryn
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One problem with all these temporary effects is the amount of inventory space this is going to eat up.

They were on the right track with the introduction of reactants. What they need to do is put future recipes on the classes that make sense. Someone already posted a pretty good outline of how things should be in this other thread.

Crafters should be included in every other gear update, so that they have something they can make for adventurers. This means no one will have to shelf their crafters for very long.

Perhaps there could also be a way to make it so we're dealing with a temporary recipe. As time goes by, these recipes are going to become obsolete. It would be better if our ancient knowledge was tracked by the apprentice or something else as recipe books are getting more and more crowded. (I have many far seas recipes I would love to delete from my characters.) Maybe you hail the apprentice and pull up a similar list with recipes you've researched. You select an item and pull charges from it. (Of course, provisioners wouldn't have to do this for their foods.)

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Old 02-06-2012, 08:18 PM   #5
Miapa

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The point of this post was to give the developers some ideas on what to do with crafting.  Clearly (as evident with AoD and even prior) they have run out of ideas and do not feel the need to be creative.

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Old 02-07-2012, 12:59 PM   #6
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[email protected] wrote:

The point of this post was to give the developers some ideas on what to do with crafting.  Clearly (as evident with AoD and even prior) they have run out of ideas and do not feel the need to be creative.

Please not another thread complaining about all 9 tradeskill classes being able to create viable items that people want to equip.All 9 tradeskill classes have been able to create jewelry, charms, cloaks, weapons or armor that people want since The Shadow Odyssey.

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Old 02-08-2012, 09:18 AM   #7
Memlan

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[email protected] wrote:

One problem with all these temporary effects is the amount of inventory space this is going to eat up.

They were on the right track with the introduction of reactants. What they need to do is put future recipes on the classes that make sense. Someone already posted a pretty good outline of how things should be in this other thread.

Crafters should be included in every other gear update, so that they have something they can make for adventurers. This means no one will have to shelf their crafters for very long.

Perhaps there could also be a way to make it so we're dealing with a temporary recipe. As time goes by, these recipes are going to become obsolete. It would be better if our ancient knowledge was tracked by the apprentice or something else as recipe books are getting more and more crowded. (I have many far seas recipes I would love to delete from my characters.) Maybe you hail the apprentice and pull up a similar list with recipes you've researched. You select an item and pull charges from it. (Of course, provisioners wouldn't have to do this for their foods.)

the case of the item crafters can make from newer expansion has bugged my from the first day i saw it. it feel illogical that the the guides that seperate classes get blurred out. i think about suggestions looks great and much more rational then that alchemist would craft rings, carpenter make earings etc. i would suggest that carpenter get to make some usable house items of reactants, such as statue that give user a 3 hour buff, an item such as aITEM -12192781 849321565 0:[Blessed Sapling]/a that give 4 types of 1 hour mount (ground/leaper/glide/fly) eatch would have one use and could be stacked. this ones could buff caster when used with 100+ power and health.

Armorer could make temporary adorn that give immunity to root mezz fear stun etc. it could give a 10second buff with immunity when bearere get below certen helth % and have 50% chance to cast that immunity every time someone try to cast such control effect on bearere? perhaps one temporary adorn that have one trigger for deathprevent, but with reuse on the adorn so you can reattach one ever minute?

i really hope that the system of shattering tradeskill classes  will be abandoned soon, or tradeskill classes would be abandoned cause eather we have jeweller do jewellery or we don't have jeweller as a specific class?

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