Twyvva — February 5th, 2007, 01:04 AM
Okay just and edit for comment here.. This Tip has alot more opinions in here and some expectations. Please this isn't meant for flame or ranting purposes.
Once again:
Now before I start getting all technical and wordy, I am going be presuming you are an intelligent and resourceful crafter and have perused Thorsen's most excellent crafting guide stuckied above (in the Crafting guide topic) or @ http://www.crimsonwind.net/dload.php?ac ... file_id=15
(also other crafting guides can be found in the stucky topic which I haven't checked out yet).
And in this case a few words of caveat:
1) I highly suggest you attain the level of 8 in your particular crafting before attempting real items.
2) Not all classes are the same, mileage will vary, and my fingers sometimes get ahead of what I type (this isn't spell checked).
With that understood, the primary reason most of us are crafters is to make real usable items for friends, guildies, or just to make something neat (besides the few of us real crafters in it for the pain). Well I hate to burst your bubble(s), but that isn't going happen without a lot of sweat, tears, and fustration. Crafting in Vanguard is designed to separate out powergamers, part time players, and casual player.
Good news (for new crafters), recently the needed xp for crafting from levels from 1-11 has been lowered (from launch). Bad news, post 11 is going be real nasty surprise. Sigh.. I do digress with my opinions here. So onward with some facts:
1) Crafting levels have a relation with needed tier level of resource for making real items:
tier 1 = novice crafting & harvesting = crafting levels 1 to 11
tier 2 = amatuer = levels 12 to 21(ish)
tier 3 = apprentice (or is it initiate?) = 22 to 31(ish)
and so
2) if two players start at the same time (1 crafting, 1 adventuring), most likely in the same time played the adventuring player is going be alot higher in level than the crafting person.
3) The tier level of recipe & the grade of item determine the end level of the item (tier 1 items are between 1 and 16)(tier 2 are 15 to 26?)(haven't followed anything higher)
4) You cannot make a full suit of any caliber (light, medium, heavy) until tier 4 (I am unsure if its tier 3 or 4 for light & medium, pretty sure blacksmith its tier 4). (there are reasons for this, personally i disagreed with them, but currently this is how its implemented)
5) You cannot make all weapons types until tier 3 (maybe tier 4 for some specializations). (mostly for the same reasons)
6) On the average, most items you will make (at tier 1 & tier 2) are quickly going be used/discarded (probably within 5 to 10 levels at most). Grade B & A tier 1 weapons on the average have superior stats to common & uncommon weapons/armor/foci of equal level. But the adventuerer is going be quickly out leveling such items.
7) Currently Diplo sphere really doesn't need much from crafting (nor are there really items we create for Diplo sphere).
That pretty much leaves crafting & harvesting as most of your main market for beginning tier levels.
Okay.. if you have waddled thru all this and still want to be a crafter:
Hugs xxxx & Kisses 0000
Some good news per craft exceptions:
1) Outfitters lvl 8 Novice Bag (and later tailors- amatuer bags): Big Hit and will be for awhile (Leatherworkers have access to novice bag and around lvl 20 get to make saddlebags) (also expect to see crafting clothes sometime soon)
2) Blacksmiths- Harvesting Tools, Horse Shoes, and a couple other odds and ends
3) Okay.. Artificing..really haven't seen much love for artificing in tier 1. Tier 2 for Mineralogist is the beginning of jewelry. Carpentry: I just don't have any info on.
Yes, alot of that was negative news. Not going sugar coat it. Its a grind and I believe a person should know it before getting in. Now for some tips & goals
Crafting Pre level 11:
*** Every Server should have a channel you can join by typing /join craft during beta this was one of the most informative and helpful places for crafters ****
1) Check your character screen: Crafting Tab: Skills Tab This is THE MOST IMPORTANT screen in crafting. Can we say FUBAR (please google it if don't know it). Sorry folks for my language here.. but if people don't know where or what this screens does, alot of heartbreak and wasted hours changing things happen. And so far I have heard alot of that on my server.
A) YOU MUST TAKE YOUR PARENT SKILL: i.e. Blacksmithing, Artificing, Outfitting.
B) YOU MUST TAKE ONE OF THE CHILD SKILLS: i.e. for outfitting its either Leatherworking or Tailoring (this will be your specialization skill at lvl 11)
C) YES you can skill up both of the others or even all of them, but you will be forced to at level 11 to your Parent Skill & 1 child skill. (and if you don't follow this game plan you will in short order be unable to do any work order above easy level past lvl 8 or so).
*** Almost every town & city has 2 vendors you really should find: 1) Exotic (or may have also Magic or Dye in name) Vendor.. This vendor sells the tier 1 dust (attuning) which adds stats to a refining resource. 2) Crafting Equipment Vendor - yes you are introduced to one of them during your beginning craft quest. Most places have a 2nd one which has the same title but has reliable & superior tools and better starting crafting clothes. Note currently the stats on these are pretty weak and are mainly intended to flesh out spots until you get better ones post 10.
level 11- Welcome to hell & specialization
These are really considerations you should have done prior to level 11 and worked towards at least since lvl 6. But putting here since the quest is at level 11.
Why are you crafting (specializations)
1) Outfitters
A) Tailors- the two major items are Light Armor & Bag.... Other items are Sails, Social Clothing, and coming soon Diplo & Crafting Clothing (think diplo is in game just post 30)
B) Leathworkers- Medium Armor and Saddlebags.. other items are Monk & Disc Fighting wraps (technically a weapon), other mount items (tack/barding are coming soon).
2) Blacksmiths - okay actually the child skills names pretty much says it all, and I am unsure who makes the harvesting tools & who will make crafting tools as they become available
A) Weaponsmiths
B) Armorsmith- Heavy (though I think some Medium will be added chain)
3) Artificing
A) Carpentry- Okay if you want Boats this is the specialization also they do some housing items. Otherwise some magic Foci and certain weapons (staves, bows, and etc)
B) Mineralogy (Stonework)- If want Housing & Jewelry this is the specialization. Also some magic foci and certain weapons (hatches & mauls).
Okay, at lvl 11 you choose your specialization and do your first continental learning quest (see the newbie guides for more details & requirements and yes most of the outposts you need to travel to are in lvl 20+ zones). About every 10 levels later is the next tier of learning quests. You aren't required to learn other continental styles (but at certain points its highly desirable). Also starting around lvl 8-10 certain crafting quests will start opening up (for crafting tools & clothes at first.. later levels will have recipes). All these quest usually will need items from all three parent crafts.
POST 11-
Clothing & Tools- highest priorty
Get to lvl 20- second highest.
Resonating Dust adds extra stats to items
Don't Burn out. For the goddess sake. take a break and let out some steam.
Post 20 and onwards
Pay off time (especially for Artificers). Beginning Boats & Houses quests somewhere in the 20s and most other crafts have some neat toys too. From here tier 3 items should be more useful (especially since Advs are really starting to hang around levels alot longer). Also another dust (forgot name offhand) gets added into the mix for items (most do activiated abilities and some passive).