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  • #31
    Yeah, now that I think about it, it was only research that you could train to cap (200 at the time).

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    • #32
      Originally posted by Bobaten
      4. They didn't count against the "One tradeskill over 200" rule (still true).
      I think this is a good enough reason to not count the non-basic7 tradeskills towards the Artisan Charm. It takes 3 (or 6) AAs less. And it also means you can get an extra 300 (or 600) points towards your Artisan Charm below lvl 51 if they count.

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      • #33
        You can't actually use the charm below 51, so that's not really an issue.

        But I can be happy with research and tinkering providing the funding to get the other tradeskills to 300 .

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        • #34
          Originally posted by Elfdruidess
          I think this is a good enough reason to not count the non-basic7 tradeskills towards the Artisan Charm. It takes 3 (or 6) AAs less. And it also means you can get an extra 300 (or 600) points towards your Artisan Charm below lvl 51 if they count.
          Yeah... actually, that is very true. I must admit, the aa issue makes it pretty unfair to include Alchemy, Tinkering, etc.

          Okay, time to hunker down and get my tradeskills past 200.
          Posatrocible Disasterocity
          Alchemy 300
          Smithing 300
          Brewing 300
          Tailoring 300
          JC 300
          Baking 300
          Pottery 300
          Fletching 300

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          • #35
            Originally posted by Catweazel
            This is the bit I don't understand!!

            Why would fletching originally not have been limited to Rangers because of their "woods and hunting" lore?



            I was more interested in why the "original 7" term is used. Did poison and alchemy come in a later expansion? Did someone at Verant decide 7 for everyone was enough? Or did it just happen and no-one knows why? Did Rangers initially complain that their "class defining skill" was usable by the masses?
            Despite the bow and arrow icon being used to identify the ranger class, archery was not the ranger's class defining skill (it could be argued, but that is another discussion) nor is archery ranger only. Warriors, Rogues, Paladins, and Shadow Knights also can use archery, so if anything you should argue why not restrict to those classes.

            The "woods and hunting" is the environment that archery is used, bending that to argue fletching a bow or arrow can only be done by a ranger (or even those restricted calsses) does seem a strong point to the arguement from my point of view.

            "Why the trade skills (seven basic and otherwise) are flagged they way they are" can only be answered by the development team that made the decisions. To me, it falls into the category of accepting the game for what it is and enjoying it the way it is.



            Gorse
            Last edited by Gorse; 11-03-2006, 08:09 AM.

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            • #36
              Originally posted by Ngreth Thergn
              And with Current code... fishing > 200 does nothing for fishing... Maybe some of the combines using fishing skill become easier... but the actual act of fishing does not improve past 200.
              This is something I've actually wondered about recently (I've been fishing quite a lot sense I've started farming mushrooms in Kaladim). What exactly does higher fishing skill provide, benefit-wise? Is it a higher chance of catching those "rare" fish, a higher chance of catching ANYTHING (versus nothing of course), or something else I've overlooked maybe?

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              • #37
                Does anyone have the full artisan charm with the maxed tradeskills, maxed LDON stone, maxed Wanderlust aug.?

                What would those stats be?

                I currently have a Devlin charm which gives me 37ac, 410hps, mana and end, 32 to all saves, 28 str, 10 dex, 32 sta, 28 cha, 28 wis/int. These stats include a fully maxed Adventure's stone.

                This is the top my charm can go due to lightsources on my regular gear.

                It varies with the time of day.

                I was thinking the Artisan's charm.. with steady stats may be a better deal, but I cannot find what the full maxed charm with both fully maxed aug slots would be.
                Last edited by MareeTP; 11-03-2006, 03:33 PM.
                Silmare - Fu World Order - Bristlebane
                Master Artisan ~ Master Researcher (Hybrid)
                Master Tinker ~ Master Alchemist ~ Master Researcher(Caster) ~ Master Poisoncrafter

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                • #38
                  The charm itself maxes at 30 AC, 25 all stats, 20 all saves, 225 hp/mana/endurance.

                  Add to that whatever your augs are at.

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                  • #39
                    AC 52, +48 Stats, +400 HME, +42 Resists.

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                    • #40
                      Sweet. That gives me even more incentive to finishing out the all the TS's. Thank you!
                      Silmare - Fu World Order - Bristlebane
                      Master Artisan ~ Master Researcher (Hybrid)
                      Master Tinker ~ Master Alchemist ~ Master Researcher(Caster) ~ Master Poisoncrafter

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                      • #41
                        Originally posted by Zingin
                        This is something I've actually wondered about recently (I've been fishing quite a lot sense I've started farming mushrooms in Kaladim). What exactly does higher fishing skill provide, benefit-wise? Is it a higher chance of catching those "rare" fish, a higher chance of catching ANYTHING (versus nothing of course), or something else I've overlooked maybe?
                        Fishing (and foraging... though foraging does not cap out its effectiveness at 200 like fishing does) has three tables.

                        Ideally, when the tables were made more "rare" stuff was put on the third table.

                        Or if there is nothing "rare" maybe more of a chance to fish the "special" fish.

                        When you fish you make a roll. if the roll = success, add the roll to 200. then there is a split of "if roll < x do low table" then "If roll < 201 do mid table", else do High table. which means at 200 + any roll (roll is 1 to something...) gets you the high table. So you will ALWAYS fish the high table.

                        What is on those table is up to designers. It has been used for "unique" rare thing, or to make some harder to get things more common.
                        Ngreth Thergn

                        Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                        Grandmaster Smith 250
                        Master Tailor 200
                        Ogres not dumb - we not lose entire city to froggies

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                        • #42
                          Artisan Augment?

                          Just a thougt for the future really.....Since the class/race restricted tradeskills do not affect the power of the Artisan Charm, would it be possible in the future to add an augment quest (similar to the Epic Auments but in the nature of tradeskills) that would add a new slot and aug to the artisan charm that would allow that character's special tradekill to increase the power of the charm? The ability to add modifiers similar to the Tier2 TSS armor would really be nice...especially if there were several reward options to choose from.
                          Could probably be similar to the individual tradeskill charms like Alcemist Augment, Researcher Augment, Tinkerer Augment etc etc and require a Master skill of that type to undertake the quest. It would also be nice if the individual tradeskill charms had this option as well.

                          I could see this being the Epic of Tradeskill Mastery.

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                          • #43
                            I still think that this will be unfair to those who are non-caster/shaman/rogue/gnome.

                            Chars are "born unequal" on which tradeskill they can do. This has been accepted since day 1.

                            But pushing this further to chars are "born unequal" on how much stats/hp/mana they can have on the same item is a bit overboard.

                            I am a 2400 myself (300 for 7 basic + research) and I still think it's unfair.

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                            • #44
                              A way to equalize

                              I was actually thinking of trying to equal it all out by giving everyone with or without a special skill the chance to augment the charm in an equal fasion just in different ways. The range of tradeskill charms include a charm for each skill special or not and an Artisan Charm. What I inteded to propose was a method of allowing everyone to augment any one of the charms further by way of any one specific skill no matter which one it is or by all 7 normal skills in the way of the Artisan Charm.

                              I do believe it would be unfair to give those with additional skills an edge over others, that was the basis my proposal. That way a Researcher could augment the Researcher Charm with an Artisan OR other Master Skill augment that he/she may possess. Likewise a Master Artisan would be able to augment the Artisan Charm with an Artisan OR other Master Skill augment. In this way it would allow a very wide range of combinations for anyone with any Master tradeskills without giving anyone the edge save for the Master Artisan that would be able to attain the Artisan Augment for the Artisan Charm.

                              **Edit: Really just brainstorming for some future possibilities. The Epic 1.5 and 2.0 weapons are some of the coolest weapons in the game and were made better with the Epic Augment quest from DoD. It just seemed to me that the line of tradeskill charms was the closest thing to a Tradeskill Epic that we will get, and maybe in a later Expansion some cool new tradeskill quests could be added to slightly enhance these already wonderful charms
                              Last edited by Srig Dawichdocta; 11-06-2006, 03:04 PM.

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                              • #45
                                I don't really see the need for an artisan aug to add to the artisan charm. It's already good enough.

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