I think Srig is asking for a game mechanic that would allow an alternate tradeskill (say research) to be subtituted for one of the holy 7 (say smithing or tailoring) in the Artisan charm calculations. Is this correct? I guess I would be ok with this, as long as the easiest alternate tradeskill is at least as hard as the hardest of the basic 7.
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Master Tailor Bumkus - Ogre Beastlord, making quilts and afghans for Ogres everywhere on Fennin Ro
http://www.magelo.com/eq_view_profile.html?num=1240721
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Originally posted by BumkusI guess I would be ok with this, as long as the easiest alternate tradeskill is at least as hard as the hardest of the basic 7.
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Originally posted by BumkusI think Srig is asking for a game mechanic that would allow an alternate tradeskill (say research) to be subtituted for one of the holy 7 (say smithing or tailoring) in the Artisan charm calculations. Is this correct? I guess I would be ok with this, as long as the easiest alternate tradeskill is at least as hard as the hardest of the basic 7.
In other words, it probably ain't happening.
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Originally posted by BumkusI think Srig is asking for a game mechanic that would allow an alternate tradeskill (say research) to be subtituted for one of the holy 7 (say smithing or tailoring) in the Artisan charm calculations. Is this correct? I guess I would be ok with this, as long as the easiest alternate tradeskill is at least as hard as the hardest of the basic 7.
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If I every add "combat" (spellcasting, combat, etc) abilities to a charm... you will be required to use those skills, at a level appropriate to get them.
So Say I was to add a shielding 5 to something that goes in this charm.
Then you would have to hunt the same difficulty mobs that give shielding 5 items in game.
When I do armor, and weapons... that is a different matter because it definitely goes with that.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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Originally posted by BumkusI think Srig is asking for a game mechanic that would allow an alternate tradeskill (say research) to be subtituted for one of the holy 7 (say smithing or tailoring) in the Artisan charm calculations. Is this correct? I guess I would be ok with this, as long as the easiest alternate tradeskill is at least as hard as the hardest of the basic 7.
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I have been a bit crabby lately myself. Sorry if I seemed a bit snippy
But many people have been constantly asking for combat abilities on a trade-skill powered charm.it is "powered" by trade-skills, so I really don't believe it should have combat abilities... if it was powered by say... how much damage you have done in the last hour... cool... combat abilities!
Plus I really don't want something that is so good it replaces ALL other charms... the repercussions to tradeskillers are worse than many people think.
And Finally... the items guys make the final choices... the Only reason it is staying as good as it is... is because there ARE choices for people to make. This item has potentially the best base STATS in the game for a charm... but, because it *IS* missing the combat stats, it is not the best choice for everyone... It makes people CHOOSE, and in the end we want that. If it had all of the combat stats... there would be a serious nerfing coming to its stats including HP/Mana/End...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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Ngreth,
What are the chances of an augment made with tradeskills that could be put into it? Maybe something along the lines of the Wanderlust stats with an odd effect like a +forage to it (once the AA that gives everyone the forage skill goes in). Make the dropped items for the augment somewhat rare so that it would take you about the same time to make the aug as it would to do the wanderlust task.
This would give people the option of doing either the wanderlust or the new tradeskill charm aug. The time invested by the person would be about the same either way with the Wanderlust actually being fast if you failed the combine. Would have about the same stats, and the effect would be one that could actually help those tradeskillers that are limited to only a forage skill of 50 (after the AA goes in).
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For what this is worth, I succeeded on the artisan charm on the first try (despite farming enough junk for several attempts), and my Pottery skill was 195 at the time of the attempts. I ended up with a skillup in the process!The Bryko Effect, 80 ranger
Fletching (270)
Baking (280)
Pottery (216)
Brewing (282)
Smithing (300)
Tailoring (270)
Jewelcraft (300)
Fishing (200)
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Food for thought for the next expansion.
I wouldn't mind seeing something of an epic charm upgrade quest in the next expansion.
Ie, an epic quest modeled after the BiC slightly, with several levels of rewards, getting progressively harder, until you hit raid territory.
The augment is done like the Epic 2.5's were - an invisible slot 30, and an NPC that invisibly added and then upgraded the augment there.
I think you'd make alot of people happy by even having such a quest (along with the lore and mutliple levels of it) - and you'd also address the people who would like to see a better charm. You'd have the best of both worlds - a great story, a great challenge for a tradeskiller to create the items, a great challenge to get the items (varying from solo to group to raid), interm rewards via a flag/power-up mechanism - and you'd finally have your combat mechanics to add...combat stats (and more base stats) to the charm. With 100% uptime powered charms (language mastery anyone?) appearing in TSS raids with 430-460hp un-augged, and combat stats, I don't think it would be a balance concern.
I for one would love it.
PS - Could be a bit fun to even make parts based on fishing, begging, and alcohol tolerance too (stuff that never gets used in the game- when has fishing ever been used? begging was only used in the riwwi key part of bic, alcohol tolerance? - never), ie some of the initial steps or the free-bie steps (like the freebie step in bic).
Frankly I wouldn't care if you only had a few recipies in the next expansion, and focused on this instead =P.
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And Finally... the items guys make the final choices... the Only reason it is staying as good as it is... is because there ARE choices for people to make. This item has potentially the best base STATS in the game for a charm... but, because it *IS* missing the combat stats, it is not the best choice for everyone... It makes people CHOOSE, and in the end we want that.
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/Agree
Do people really want a single item to have everything??? What that will mean is every player in the game will be trying to get the same item. Then shortly after that, everyone will have the same item. Then we will be just like Guildwars!
Look what happened with the POP tradeskill earing. It turned into the item everyone wanted. People bought their way through tradeskills simply to get that one item. It no longer rewarded the people that loved tradeskills (like the shawl quest did), it also rewarded those with money, or anyone in a high lev guild with pots of cash to fund their members.
If combat effects were added, and maybe a spell shield, Oh, and a summon flying monkeys from my butt clicky....... then every player in the game is going to be powerskilling. Everytime a blue diamond drops there will be 16 people /rand'ing for it. Baz prices on tradeskill skillup items would be more insane than they are now. Queues at the Oven in POK, 5 people long!!!!
Oh the humanity!!!
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stuff that never gets used in the game- when has fishing ever been used?
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Quite a few quests need Fishing....
Fishermans Companion (lovely little item - summons a fishing pole that summons beer - Sweet)
Rog 1.5
Ok, I cant remember any others at the moment... Its a utility skill, the hours i spent fishing in Colbalt Scar for Cobalt Cod to use in tradeskill combines I do remember!!!!!
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