Some crafting questions from this eq2 newb:
1) Is each toon limited to choosing one crafting profession?
2) If we can only have one, can we change our crafting profession later on? Because I am such a newb to the game, I'd hate to make a choice now, only to find I despise my one and only choice at lvl 55.
3) I saw a few people on the eq2 forums say something about using alts for all their crafting with an adventure lvl of 1. Does anyone here do this, and how is it working out for you?
4) I know with WoW, if you lvl'd crafting along side of regular lvling, the stuff you made were always a few lvls behind you - making crafting not so useful for yourself, and using drops being much more practical. In general is it the same thing with eq2?
5) How much do you enjoy crafting in eq2? Pain in the butt? Worthwhile? Rewarding? Profitable?
"...and with that cryptic comment, I'm off to bed!"
Comments
2) No, which i think sux
3) I have, but it only works for a small amount of time because if I'm not mistaken you have to be a minimum advertureing level to get to higher levels of crafting.
4) I believe that if your crafting level equals you adventuring level you should be able to make things about your level.
5) crafting in EQ2 is awesome for the first 5 minutes, then its tedius and boring.
SWG RIP
moctodumegws
Can't WAIT!
1) Yes
2) You can't switch, but you are able to craft every type of item before you make a final decision. Also, you will most likely realize you don't like a certain crafting class earlier on, as it is basically the same process, just higher level items, and different materials needed to craft.
3) It may be easier to have an alt of level 1 craft for you. You can just harvest while out adventuring on your main, and send all the materials to your alt. This also allows you to save a ton of space on your main.
4) You will pretty much beable to make items around your level. When you are out hunting/questing, just make sure you harvest along the way, and you will be fine.
5) Personally, I loved it. I would spend about 30 - 60 minutes harvesting, then about 20 minutes crafting, and i would usually gain 3-5 levels, depending on how many Pristines I made.
1) Is each toon limited to choosing one crafting profession?
A) Yes.
2)
If we can only have one, can we change our crafting profession later
on? Because I am such a newb to the game, I'd hate to make a choice
now, only to find I despise my one and only choice at lvl 55.
A) You can't change your crafting class at the moment.
3)
I saw a few people on the eq2 forums say something about using alts for
all their crafting with an adventure lvl of 1. Does anyone here do
this, and how is it working out for you?
A) I'm a carpenter on my main, and I have alts that don't really adventure but do craft. If you plan to craft and never adventure, it may be tough to get money to start off and you will always have to buy the higher end components rather than harvest them yourself, but if you have an adventurer in addition to the adventure noob crafters, you'll do just fine.
4) I know with WoW,
if you lvl'd crafting along side of regular lvling, the stuff you made
were always a few lvls behind you - making crafting not so useful for
yourself, and using drops being much more practical. In general is it
the same thing with eq2?
A) That depends entirely on how much you plan on crafting. If you keep your crafting level at the same as your adventure level, you'll be making items that work out for your character.
5) How much do you enjoy crafting in eq2? Pain in the butt? Worthwhile? Rewarding? Profitable?
A) It's very enjoyable now after Live Update #24. It's no longer a pain in the butt and is still worthwhile/profitable. Until the update last week, it was too tedious to do as something on the side, but now it's definitely fun for anyone.
Here's the crafting changes that were just made:
http://eq2players.station.sony.com/en/news_ff.vm?FeatureName=tradeskillchanges§ion=development
In Live Update #24, which included The Fallen Dynasty,
a new betrayal system, a broker revamp, a PvP exile system, new
profession hats, advancing storylines in Nektulos Forest and the
Commonlands, and much more, we made some significant improvements to
the crafting system in EQII. Outlined below is a general overview of
what went on with tradeskills, and we think you won't be disappointed!
Recipe Changes:
All
of the tradeskill recipes in the game are moving to a "no sub-combine"
system. In order to improve the availability and reduce the tedium of
the tradeskill system, we are removing refine and interim recipes from
the game. Instead you will be able to craft final combines with just
raw components.
No longer will it take hours to craft a set of
armor for someone; it will only take a few minutes. This will provide a
market in which the crafter can provide their services to the community
more efficiently.
In addition, many new recipes are now
available in the world: from new armor types that support different
classes more efficiently to harvesting tools that speed up the time it
takes to harvest (speak with your local woodworker if you'd like the
tools).
Item Changes:
Any crafted item will now
either be flagged as "Hand Crafted" or "Master Crafted" depending on
the rarity of items used when making the item (the latter of which
implies rarer items). This will allow players to more easily
distinguish what crafters can make.
In order to give crafters
a better defined space in the loot progression of the game, any
equipable item that is crafted will have somewhat different stat
improvements or effects than before. Don't worry, though--existing
crafted items won't be affected by this change at all.
Player
crafted potions and poisons will now follow a uniform pattern in naming
and effects, which should make their functionality easier to identify
quickly. Additionally, Level 50-60 rare carpentry recipes have been
added to the game. You might be seeing some of your favorite requested
furniture pieces that are no longer sold on merchants.
Harvesting Changes:
It's
now possible to get more than one item from a single harvest. With an
increase in the amount of raw components that are needed in tradeskill
recipes, we don't want to merely switch the tedium of crafting from
sub-combines into harvesting.
To solve this issue we are going
to add the chance of gaining multiple items each time you harvest. The
chance for multiple items is related to your harvesting skill versus
the difficulty of the harvest node--the higher your skill, the more
likely you will be to get multiple items.
A higher harvesting
skill will also increase the likelihood that you will obtain a rare
item, as well as make it so you will not fail at harvesting items that
are trivial for you to harvest.
Tradeskill Societies and Writ Changes:
The
notion of tradeskill societies has been removed from the game. Players
can now enter any of the tradeskill instances at any time. In addition,
all the tradeskill society status that you have ever earned from any
society (not just your current one) has been converted into personal
status points. Note, however, that this will not add status to your
guild.
With these changes, plus all of the changes to recipes
and items, we will be temporarily removing the "Tradeskill Writ" NPCs
from the game. The good news is that we are working on an exciting new
writ system in which you can directly sell your crafted items to a
vendor for status for yourself and guild.
Live Update #24
We hope you enjoy the tradeskill changes along with everything else in Live Update #24, available on an EverQuest II server near you!
"...and with that cryptic comment, I'm off to bed!"