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Melee Tome Research Question

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  • Melee Tome Research Question

    Although I am very familiar with spell research I am a complete novice in regards to the new melee tome research. I only have one melee type toon, a ranger, so I got him a hybrid research kit based on the little information I was able to find.
    Unfortunately, unlike other tradeskills I was unable to find any guides on how to go about making tomes, recipes etc. Is there a guide here on EQtraders in regards to tome research? If there isn't does anyone know if there is one somewhere else.

  • #2
    Tome research

    Check out this thread:
    http://mboards.eqtraders.com/eq/showthread.php?t=32370

    Although discussing melee research, it should help you make tomes.
    The first tomes you can make are for the SK and Pally

    56 tomes - 258 trivial
    61 tomes - 298 trivial

    Of course, first you'll need the Hybrid Research kit fixed for Rangers.
    Last edited by Shadrok; 03-10-2009, 02:41 AM. Reason: Fixed Link
    Trophies: Fr-2 Jour-4 Exp-8 Mast-6 GM-29

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    • #3
      needed research point

      Someone else in my guild suggested putting a point into research with the Guildmaster to acquire the research skilll and that did the trick. Took me straight to 70 so that I can skip the Abysmal /CR quest.

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      • #4
        Cool

        So not bugged ... I dinnae think of that
        Trophies: Fr-2 Jour-4 Exp-8 Mast-6 GM-29

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        • #5
          As long as you have not earned any points in a skill (in this case Research) and you go to the guild master (PoK or wherever) to train the first one, it will raise your skill to your current experience level, from the sinle point.


          Gorse

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          • #6
            Originally posted by Gorse View Post
            As long as you have not earned any points in a skill (in this case Research) and you go to the guild master (PoK or wherever) to train the first one, it will raise your skill to your current experience level, from the sinle point.


            Gorse
            Actually, for tradeskills, that is only true of melee (and I guess hybrid) research. I think it's a bug that they never bothered to fix.

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            • #7
              Yes, I should have quantified. It is supposed to be only for non-tradeskills (but still works for at least hybrid research). I had intended to put my first 21 points via the trainer (I have rarely spent training points) and was surprised when it worked!



              Gorse

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              • #8
                This only happens when we ADD a skill to a class that never had it, and then only for people that are already past the level minimum.

                Players that are below the level get a "point" when they gain the appropriate level, and then the extra bonus skill does not trip when they hit the guild-master.

                At this point we are not clear if it is a bug, or the way someone designed it way back in the past. We tend to think it is a bug, but we are also not worried about fixing it, as it is encountered so rarely as to not be worth the effort to fix it, and really is harmless to game integrity, and benefits "experienced" players.
                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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                • #9
                  melee research

                  Shadrok that link doesnt seem to go anywhere. Could you double check it please?

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                  • #10
                    Originally, you had to spend a single training point at the guildmaster to activate every skill except those your class started with at level 1. When this was the case, you always got a starting skill equal to your current level. For some skills that had marginal utility and slow skill-ups rates, players would sometimes deliberately delay spending that point until higher levels.

                    It worked this way for years until SOE added code to automatically give you 1 point in each of those new skills when you dinged to the level they became available. Presumably, this code is specifically checked when you gain that level and therefore is not checked when the skill is added to new classes.
                    Master Artisan Taadieri
                    Sanctus Arcanum - Drinal (formerly Tarew Marr)

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                    • #11
                      Originally posted by Taadieri View Post
                      Originally, you had to spend a single training point at the guildmaster to activate every skill except those your class started with at level 1. When this was the case, you always got a starting skill equal to your current level. For some skills that had marginal utility and slow skill-ups rates, players would sometimes deliberately delay spending that point until higher levels.

                      It worked this way for years until SOE added code to automatically give you 1 point in each of those new skills when you dinged to the level they became available. Presumably, this code is specifically checked when you gain that level and therefore is not checked when the skill is added to new classes.
                      Except that that was never true for tradeskills, other than the race specific ones. If you have never done any tailoring and go to your trainer and spend a point in it, you will get skill level one, regardless of your character's level.

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                      • #12
                        That would be because you can Tailor at level 1.

                        Research was added after the fact, giving some players the ability after level 1, which then conformed to the old rule of getting a skill rank equal to your level when you first Trained in the skill.

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                        • #13
                          Fixed link

                          Hopefully you already found the info you needed. Sorry about that.
                          Trophies: Fr-2 Jour-4 Exp-8 Mast-6 GM-29

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                          • #14
                            Originally posted by Xerius View Post
                            That would be because you can Tailor at level 1.

                            Research was added after the fact, giving some players the ability after level 1, which then conformed to the old rule of getting a skill rank equal to your level when you first Trained in the skill.
                            I think research has been there the entire time, but it was level restricted (O think level 16 iirc) and you were able to do it.

                            Actually, INT research, you could spend training points all the way to 200.

                            And then there was the 210 bug (why couldn't even one of my INT casters have gotten caught in the 210 bug?).


                            There have been a few bumps along the way.



                            Gorse

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                            • #15
                              At one point you could buy Research all the way up to 250, although those last ten points were brutally expensive.

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