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I think it's mainly because AAs are currenly assigned to you based on class, and not race. So giving tinkering AAs to gnomes may not be possible at this point in time. I'll see if I can find out more.
EDIT: I sent this on, but the developers are on holiday right now, so it may be a week or so before I get an answer.
I got some feedback, and it's pretty much as we thought. AAs are given out on a class basis, and all gnomes can tinker. There's not a way to give out AAs based on a race.
Ok, so giving us tinkering mastery AA isnt possible atm... but could SOE at least look into this ? Sure it will take some code work to make this happen, but I honesly dont feel like this is an unreasonable request for tinkering to be brought up to par with the other tradeskills.
For those interested in this topic, please go and respond to this post on SOE's boards :
Jimellendar is right... all the non-gnome only recipes (recharges) are no fail anyway. AA Tinkering Mastery wont do anything for anyone but gnomes.
Or, despite the fact that the non-no fail recipes say "this combine may only be made by gnomes", does everyone have a 5% chance of success on any tinkering combine they care to try?
It's an unfortunate side effect of internet communities, but I think a tinkering AA available to all races/classes would just upset many, many more people than it would please.
Visit any class board and you'll see an angry mob of people wanting attention for pet peeves. Stuff that's deemed 'useless' to a majority of forum posters is also seen as detrimental. They would point to Tinkering Mastery 0/3 and think they could get some other skill there instead.
As a tinkerer that follows many boards, I'm fine with 50% more fails for one less recurring flammable topic. People can't cope with or ignore stuff that's not useful to them personally.
But for the next expansion it would be pretty cool to have race-restricted AAs. It'd be very tough to balance, and it'd make people angry still. (What doesn't these days lol) But it probably won't happen for the same reason we don't see the diety-restricted idea carried out still.
At the risk of beating a dead horse, I'd like to raise this issue once again.
Now that the new DoN culteral is out there with trivials in the high 300s, mastery AAs are a lot more important for being able to succeed on combines with expensive components.
So where is our AA?
Yes, you can argue that we can do the culteral with smithing or tailoring, but since there are recipes to do the combines via tinkering, it seems reasonable for many gnomes to elect to use this path. Back when pretty much the highest level useful tinkering combine was in the low 300s, this wasn't as much of an issue. Annoying yes, but I felt I could live without it.
However, things have changed. I'm looking forward to attempting some GM armor for myself soon, and dismayed that I'm not allowed to buy this AA.
I've done a little bit of the DoN cultural and for a tinker, it's a major pain. Like most gnomes, my wizard wears cloth, so I figured I'd make the silk version. But that means I need swatches...
To get swatches I need a clockwork sewing kit and I need to be a tailor.
To get the sewing kit, I need to be a smith.
So even after I'd worked to get my cultural tradeskill over 200, I still couldn't start my cultural armor without two very tough tradeskills.
I did, eventually, churn through a lot of heady kiolas. By the time I finished, someone had made the expert's metalofiber sleeves, legs and tunic, but I made a full suit, which seems to be the first on Saryrn. I even sold a few pieces in the bazaar.
Now I'd like to make the Masters, but I have to get to 180(!) tailoring before I'll burn valuable Nightmare silk on it.
Seems like so far, tinkers doing cultural are on thier own. I agree that AA for tinkers would rock, but I'd like to add to that. I wish our cultural armor could be done with tinkering as easilly as it can be with tailoring or smithing.
The only way I could see Sony implementing the AA is if it worked for everyone. Remember that before Combat Fury came along, only warriors could get melee criticals? Combat fury gave warriors a big boost, but also gave other people some ability to get crit hits. This follows the same model.
AA Name: Gizmo Affinity (Because "Tinkering Mastery" is dull.)
Cost: level 1 - 3, level 2 - 6, level 3 - 9
Class: All
Race: All
Description:
This ability improves your ability to tinker. For gnomes, this will reduce your failure rate at tinkering.
Level 1 - 10% failure reduction
Level 2 - 25% failure reduction
Level 3 - 50% failure reduction
For anyone else, it allows you some access to tinkering.
Level 1 - 50 skill cap, may attempt combines trivial below 100. (With practice, you might learn to tinker as well as a new-born gnome.)
Level 2 - 100 skill cap, may attempt combines trivial below 150 (Gnomes tolerate you enough to take you as an apprentice, so they can giggle at your mistakes.)
Level 3 - 150 skill cap, may attempt combines trivial below 225 (To handle a sprocket any better, you'd have to be a gnome.)
There's probably some non-gnomes out there with the patience to tinker, but they'd just mess up anything complicated. Besides, the idea of an ogre trying to adjust a gnomish bolt correctly is too funny to pass up. Imagine how much fur a Var Shir would lose just trying to load the spring into a perpetual pump.
If it would get us a mastery AA, then I'd be willing to let the non-gnomes in that far, but NOT FARTHER.
One of the things that came out of the recent posts by the devs is that Matery AA's are not as good as everyone thought.
Until it recently we all thought that mastery AA's were used after the cutoff of 95% chance to succeed was taken into account for items where the chance to succeed is higher than 95%. It was thought that the AA's would therefore give a 97.5% chance to succeed.
The Dev's have posted that this is incorrect and that mastery AA's come before the final adjustment for 95%. Therefore for anyone who's skill plus geerlok takes them above the 95% chance to succeed threshold there is absolututely no use for mastery AA's.
Because of this IMHO Mastery AA's nowhere near as usefull as we thought they were and I personally don't intend to use up so many AA's for such little benefit.
Because of this IMHO Mastery AA's nowhere near as usefull as we thought they were and I personally don't intend to use up so many AA's for such little benefit.
Salvage works for tinkering and it does work with high geerlok enhanced skills.
Salvage beats mastery. If you're considering where you want the AA's, there it is.
So even after I'd worked to get my cultural tradeskill over 200, I still couldn't start my cultural armor without two very tough tradeskills.
My tinker has both smithing and tailoring at the 182-187 level.
It was really quite easy on both tradeskills. Most items are vendor bought/bazaar bought and the skillups come quite quickly at that level
Anyway unless they implements some racial aa for other races to complement tinkering aa i won't mind
As mastery works, they can also just implement a quest for a tinkering modifier that takes your modified level to within the desired limit and make the item only equipable at a preset tinkering level (290/300?)
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