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Is it practical to make a self-sufficient character to higher levels?
Posted: Tue Oct 12, 2004 3:40 am
by kamagi
or do the branching of the craft trees mean that the time taken to level the craft side of things will be hopelessly long?
Re: Is it practical to make a self-sufficient character to higher levels?
Posted: Tue Oct 12, 2004 5:54 am
by anicolai
kamagi wrote:or do the branching of the craft trees mean that the time taken to level the craft side of things will be hopelessly long?
Actually, the branching can only help you. Let's say that you want to specialize in making Pikes. At level 20 you have the chance to level up all 4 crafting disciplines to supply you with credits for just making Pikes. It only costs 25 points to level up weapon crafting each 10 levels. That leaves you with 75 skill points in weapon crafting alone, per 10 levels.
I actually use crafting as a springboard for my foraging. Since I only have to level each discipline 2.5 levels in order to get the upgrade that will set me for the next 10 levels, the other 75 skill points per discipline are all gravy. That is 7.5 focus or dexterity upgrades per set of 10 levels per discipline.
It's late and I'm rambling a bit. Sorry
Basically, you don't have to level up any branches to get the skill points to keep levelling up a few basic plans in one branch. But, there is no reason not to level up the other disciplines as well because they will supply you with the points to purchase the HP/Sap/Focus/Stamina upgrades and other nice toys for crafting different things. If you want to buy all the plans for everything and level them all the way up, though, you will be at it quite a long time.
Safe Travels!
Glimmung
Re: Is it practical to make a self-sufficient character to higher levels?
Posted: Tue Oct 12, 2004 7:25 am
by ayne31
/agree to anicolai
At one point the only craft skill I had neglected was ammo as I had bought the basic plan but never used it.
So while everything else was at about 50 I used q10 ammo to gain 200 skill points in 30 minutes for the cost of less than 80k to feed armor crafting.
It works that way but it shouldnt - skill point use should branch according to the skill tree itself.
Re: Is it practical to make a self-sufficient character to higher levels?
Posted: Tue Oct 12, 2004 11:23 am
by tleilaxu
There is also the consideration of the amount of materials, wealth and time that must be invested in order to craft multiple items at high Q levels. It takes millions of dapper or a lot of harvesting time to raise crafting from craft 50 to craft 100. Would it be practical for one character to do this? I would say no due to that. Craft branching helps you gain SP points that you could put towards your main craft or towards foraging which many people do; sacrificiing a craft branch to gain SP for focus increases is a good strategy.
Cieran
High Officer of the Minyatur
The strength of many, forged into one
Re: Is it practical to make a self-sufficient character to higher levels?
Posted: Tue Oct 12, 2004 12:29 pm
by shrike
SP are no problem here - post lvl 100 you have a lot more than you need. For example, jewel crafting splits up at lvl 51. When you have lvled all 6 jewelcrafting trees to lvl 90 you have enough SP to buy all jewel crafting plans, hp/sap/sta/foc increases and jewel crafting skill upgrades till then.
You can choose to lvl only one of them, of cource, but longterm you have to lvl all of them, because otherwise you get success chances of below 1% of those you didn't lvl. SP are really the very least of ones problem there....
WHAT is a problem is that you need lots (lots lots lots) of mats later to lvl because the exp needed for one is increasing steadily. Also, the specialities are showing their ugly face. A warrior needs all heavy armor pieces, not only one. But in order to make those halfway relyable he has to lvl 6 skills now. Also, a warrior usually needs at least 2 weapons with different damage modi (piercinging, slashing), because mobs have resistances to one or the other.
Even if you are a full time harvester you'll struggle to continue to lvl *one* crafting skill post lvl 100 on your own. 14 of them (jewels + heavy armor + 2 weapons) are impossible.
Post lvl100 we will experience a maior slowdown of crafting and a maior increase in mat-useage to make things because there's usually one item one can make well and others where you have a high amount of degrades. YOu cna probably make one self-sufficient for one thing - weapons, jewels or armor, but only if you spend a lot of time with crafting/foraging. Like 90% of your total gametime...
Re: Is it practical to make a self-sufficient character to higher levels?
Posted: Tue Oct 12, 2004 4:37 pm
by kamagi
Shrike - exactly what I was thinking when I posted the thread.
Its all fine when one starts out but I can see the writing on the wall by looking at the skill trees of crafting.
If consignors do come in then players will be way better off specializing and not trying to be jack of all trades altho some point in between will suit many. ie fighting + one specialty craft or harvesting.
Re: Is it practical to make a self-sufficient character to higher levels?
Posted: Tue Oct 12, 2004 4:43 pm
by korin77
Aye I find it best to just specialize in one specific thing and buy the rest. You will never keep up with your leveling if you try to craft too many branches at once. There is nothing wrong with leisurely crafting though to experiment. Currently my crafting levels are no where close to my melee fight level but I still craft both armor and weapons just to see what the different effects do. This makes me a better informed shopper when I do buy new armor/weapons.