/rant on
Why are gnome tinkers forced to become master/grandmaster smiths and tailors in addition to tinkering in order to to make Master/GM DoN armor with any kind of success rate? It's one thing to choose to increase my smithing, or my tailoring to 242+ because I want to. But if I wish to tinker, and make GM armor I'm forced to increase either smithing, or tailoring, or both to 242+ in order to exceed the trivial for the _subcombines_ for crying out loud. Shoot, even to do mid level master armor you need 182+ in either/both skills. Seeing as, for some reason it was determined that those subcombines absolutely _had_ to be done by a gnome tailor/smith. At present my server contains a grand total of 9 smiths, and 10 tailors with the minimum skill to be over trivial for the GM armor subcombines (and I'm not one of them), that seems just a tad overly restrictive. It's virtually impossible to subcontract these other combines out, so in order to even make the attempt at these other pieces I need to increase the two arguably hardest skills in the game in order to make the gear? Seems like us poor gnomes get the shaft big time here. I'm not saying I cannot get tinkering to 300 without the master/GM armor, but I'd certainly like to be able to make it after getting to 300, without having to get 80% of the way to 300 on one or two other skills as well. Unfortunately at 282 skill, I'm very quickly running out of viable skillup paths, and looking at making GM armor for myself and others means I've gotta burn a bunch of time and plat to get the other 60 or more points of smithing I need to be at trivial for the subcombines. Most other GM armors do require a subcombine similar to this....but they're not race restricted either! (at least not to my knowledge, from what I've seen in any of the other GM tailoring/smithing recipes)
The inability to tinker our own augments still chaps my behind too. Again tying into a requirement to smith or tailor them, again requiring an additional GM skill. BAH!
/rant off
On the complimentary side:
Thank God for the chance to get a tinkering mastery AA finally. We'll see what the quest is like with TSS coming out tomorrow, but at least we finally get access to one.
On the hopeful side:
Hoping there might be some additional recipe options with TSS, as it is, I'm looking at some painful smithing times ahead of me if I ever want to upgrade my master to GM armor. Getting those last 18 points of tinkering are nie pointless otherwise, as doing AAAA's don't have much appeal when the drops to make the augments are not obtainable by me in any version of the real world, and GM armor is the only other draw, but it has it's own caveat's.
Why are gnome tinkers forced to become master/grandmaster smiths and tailors in addition to tinkering in order to to make Master/GM DoN armor with any kind of success rate? It's one thing to choose to increase my smithing, or my tailoring to 242+ because I want to. But if I wish to tinker, and make GM armor I'm forced to increase either smithing, or tailoring, or both to 242+ in order to exceed the trivial for the _subcombines_ for crying out loud. Shoot, even to do mid level master armor you need 182+ in either/both skills. Seeing as, for some reason it was determined that those subcombines absolutely _had_ to be done by a gnome tailor/smith. At present my server contains a grand total of 9 smiths, and 10 tailors with the minimum skill to be over trivial for the GM armor subcombines (and I'm not one of them), that seems just a tad overly restrictive. It's virtually impossible to subcontract these other combines out, so in order to even make the attempt at these other pieces I need to increase the two arguably hardest skills in the game in order to make the gear? Seems like us poor gnomes get the shaft big time here. I'm not saying I cannot get tinkering to 300 without the master/GM armor, but I'd certainly like to be able to make it after getting to 300, without having to get 80% of the way to 300 on one or two other skills as well. Unfortunately at 282 skill, I'm very quickly running out of viable skillup paths, and looking at making GM armor for myself and others means I've gotta burn a bunch of time and plat to get the other 60 or more points of smithing I need to be at trivial for the subcombines. Most other GM armors do require a subcombine similar to this....but they're not race restricted either! (at least not to my knowledge, from what I've seen in any of the other GM tailoring/smithing recipes)
The inability to tinker our own augments still chaps my behind too. Again tying into a requirement to smith or tailor them, again requiring an additional GM skill. BAH!
/rant off
On the complimentary side:
Thank God for the chance to get a tinkering mastery AA finally. We'll see what the quest is like with TSS coming out tomorrow, but at least we finally get access to one.
On the hopeful side:
Hoping there might be some additional recipe options with TSS, as it is, I'm looking at some painful smithing times ahead of me if I ever want to upgrade my master to GM armor. Getting those last 18 points of tinkering are nie pointless otherwise, as doing AAAA's don't have much appeal when the drops to make the augments are not obtainable by me in any version of the real world, and GM armor is the only other draw, but it has it's own caveat's.
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