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  • #16
    Originally posted by sp000n
    Necro, Enchanter, Druid... that's 3-boxing :shock:
    No need to play them all at the same time. . . . just 2.

    As an enchanter I can say that there is one other advantage, CHA. Well, it is not as big of an advantage as it was before the 25 CHA mugs.

    I have been slowly leveling up for years, and waaay back when I was burning money on JC whenever I could, I found my high CHA to be the only thing that let me keep going at times.

    On another note, the Auricula mentioned the JC AA.

    As a GM JC Ench, I feel irritated at, embarrassed by and bulled by that AA!

    Irritated that someone at SOE decided to make it official, Ench are supposed to JCers, and not anyone else.

    embarrassed at the prospects of what it will do to my skill.

    Bullied by the fact that as a nonAA GM JCer, I am not even second rate when it comes to making the new, high end JC items. I am just not good enough to be considered when people want something made! My fail rate on Gem Studded chains is twice what an AAer's is, which adds to a ton of cash, so on and so forth.

    I feel the JC AA was a terrible idea. Not everyone agrees with me, and that is fine. I know it has been gone over many times before.

    A more generic trade skill AA would have been MUCH better.

    That is my opinion on the JC AA that eventually will be available to me.

    But does any of this make me a better choice for trades? Not really.

    I think the best choices, in no particular order, would be a Halfing Druid or Ranger for Haversacks and Forage, Gnome Enchanter for vials, tinkering and int, Gnome Rogue for largest number of possible skills and dex to work well with most of them while still having OK int, or Iksar Shaman for 50 forage, Alchemy, and good wis to work with.

    Each of those characters has pros and cons.

    All are based off the unified trader principal, which is not for everyone.

    That is my 2 CP worth.

    Now come buy my mana vials! /tease
    http://www.magelo.com/eq_view_profile.html?num=440472

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    • #17
      Playing a bard AND doing tradeskills?

      Hey, save your self some time... quit everquest and get a friend to smash your fingers with a mallet. =)
      Splunge the Insane - Former Test Server Inmate
      Splunge (Reborn) - Hunter of Lightbringer

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      • #18
        Originally posted by Moonlilly
        wooo...Here we go again.

        Here is what I recommend: If you enjoy playing your Necro, Play it. Don't change just because you think another class might be better at Trades.
        Exactly - I've got a 54 troll SK as my main and I've done enough tradeskills with him to be able to do the 8th shawl and have most of the combines trivial for me, infact, pottery is my only tradeskill under 150 skill right now.

        So if a troll can master every tradeskill out there and be well on his way to the 1750 club, then it should be cake for a high INT class like a necro.
        Cigarskunk!
        No more EQ for me till they fix the crash bug.

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        • #19
          I am of a class/race combo that was very amenable to the road to 1750, Wood Elf Druid. This combo gave me so many choices and easier way to skillup in the harder tradeskills.

          I'll just list advantages (note: this is in the perspective of never havign 2-boxed and never really liking to mule stuff around). Some of these advantages are also shared by other race/class combos:

          Imbue Emerald - This is very nice to have. With this spell, you can do every single combo for the Mistletoe Sickle yourself at cost. Imbue Emerald is also needed for Solstice Robe. If you GM JC first, you can do every single subcombine for the Robes yourself.

          Cultural Fletching - With this route you can do an all store bought skillup route for Fletching at a very reasonable level of expenditure. I think I spent about 30k to get from 202 to 250. You can go the Darkwood, et.c, bow route. But you'd also need a tinkerer.

          Ports/track - This combo makes it amazing if you are farming some of your items. This is especially true if multiple zones have the drops you need. You can port, check out if other people are hunting and then go quickly to another area if there are too many people there. I can't say enough about track, a hugely useful skill in many differnt situations.

          Cultural Tailoring - I really don't consider this too much of an advantage in terms of skillups. What I always sought was a combination fo the fastest way with an eye on the bank account. This means getting stacks and stacks of combinables. With the old (non BD) cultural, I simply didn't see a way to get a ready supply of mass components compared to, for example, doing wyvern masks.

          The advice the others gave is the best. Keep your main and just do the tradeskills with him. The 1750 I was most impressed with and had the most respect for was the ogre (i think...getting this from memory) warrior who made 1750. Very impressive to do that with such a combo. I feel like I almost cheated using my character to get to 1750 compared to what he ahd to go through.

          Shjinn
          1750

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          • #20
            Hey, save your self some time... quit everquest and get a friend to smash your fingers with a mallet. =)



            I'm trying to raise pottery on my bard right now...its ooooh so painful.

            /cry
            Khayla Dreamcatcher
            65 Prophet
            Cazic-Thule

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            • #21
              *dupe post*

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              • #22
                My top choices for characters from tradeskill viewpoint--

                High Elf Enchanter, very high CHA/INT combo. Great for buying from vendors. Has Cultural armor (smithing). Good for mana vials and ore enchanting. And of course Jewel crafting works better with enchanter.

                Wood Elf ranger. Best foraging and tracking skills. Has cultural armor (tailoring) and cultural fletching. Can farm low end mobs extremely well with SoW+Tracking.

                Barb shaman. Has cultural armors, weapons, and can do alchemy.

                Gnome Rogue. Can do all trades + tinkering and make poison. Has cultural tinkered armor.

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