It'll all be on a wiki eventually, but I'll have plenty fun discovering things on my own.
It's not like the crafting recipes are a big mystery. "Discovery" simply means looking at what you know and extrapolating a tiny bit. I am really digging the crafting system. It makes _logical_ sense. I was able to get several crafting professions up to the 100+ level.
As a bonus, pretty much everything crafted at level 20 is "master" level stuff and is roughly equal to level 24 blue drops. Hitting level 20 ended up being such a huge boost in power for me on every single character that it almost made the game un-fun. It just suddenly got too easy.
The only downfall to crafting is that (at low levels) there are only three possible stats for a given tier of crafting. For example, at level 10 crafting, you can only get Mighty (+power), Festering (+condition damage) or Vital (+hitpoints) gear. At level 15 it changes to Precise (+precision), Healing (+healing) and Tough (+armor). At level 25 it starts getting two stats, but again, only three specific combinations. It's not *that* limiting, since there is usually one combination that is at least decent for any playstyle, but it is limiting in that there isn't always an optimal choice for every player.
So, did anyone play with the mystic forge? What'd you think of it? What are the primary uses going to be? (Other than, apparently, recycling dupe dyes?)
There is apparently a method to it. Couldn't tell you what it is though, as I was mostly using it to junk crafting products when the Trading Post was loading too slowly.
Explorable Catacombs is kind of silly right now. The first major boss has this big aoe pull-instagib move he uses whenever more then 3 people are within a certain range of each other, and rarely otherwise. This would be okay, except it only has a ~0.5s startup, with no 'charge' animation beforehand.
This is my feeling also. However, I realize that in the end, A.Net is making the game, not me. So, what is important to me, after seeing Explorable Catacombs, is how close is that to intended. As a dungeon crawler, if I feel frustrated and unrewarded for doing a dungeon, that means a lot to me and would impact my purchasing decision.
I did explorable catacombs once during the weekend, and yeah it was crazy hard, but in the end it felt very rewarding because of it. We figured out if you kept kiting the luitenant boss he would not do his pull, but I guess we did not figure out that it happened when 3 people were next to him. The spider boss had a similar problem where apparently he spawned adds that had tons of health whenever he was CC'd, but there was no indication of what was going on. So we just used a terrain exploit to beat him instead.
PvE is very chaotic, but it feels very interesting because of it. It is definitely a very different system than anything I've seen before in an MMO, but it has good potential if they can improve the feedback between what you are supposed to do and what is getting you killed.
I also ran explorable catacombs several times (none to completion). My feeling, though, was unsatisfied, which is why I am curious as to whether A.Net is satisfied with the current implementation or what their feelings are.
I'm sure explorable mode is supposed to be really tough, so i'm curious how much handholding arenanet should be doing in them. Eventually everyone will learn the mechanics, but I rather like figuring them out for the first time.
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Favlaudjust straight up awfulRegistered Userregular
Hey, this might already have been answered/posted in an earlier post, but does anyone have a character creator site for the actual avatar/model portion? I know there's one (in French) that has skills and backstory elements and stuff, but I stupidly didn't take a single screenshot the entire BWE, and I need the utility to recreate my character for reference. Can anyone help a brother out?
I'm sure explorable mode is supposed to be really tough, so i'm curious how much handholding arenanet should be doing in them. Eventually everyone will learn the mechanics, but I rather like figuring them out for the first time.
All mobs were made of iron. All of them. Even tiny spiders. Fighting was a real chore instead of satisfying because everything took so long to take down. This was a real problem for the team I was with when it came to an encounter in which gravelings kept spawning. We were overrun every time.
Also that ghost swordsman guy needs to telegraph that suck-in-everyone-and-OHKO move much more, because instead of being a big, damaging move to avoid it just ended the fight every time.
I guess you could come back at lv80 (with extra trait points and better gear) and complete explorable mode just fine, but right now it feels impossible to complete at the designated lv35. But that depends on whether it's designed to be content that is still challenging at lv80.
It'll all be on a wiki eventually, but I'll have plenty fun discovering things on my own.
It's not like the crafting recipes are a big mystery. "Discovery" simply means looking at what you know and extrapolating a tiny bit. I am really digging the crafting system. It makes _logical_ sense. I was able to get several crafting professions up to the 100+ level.
As a bonus, pretty much everything crafted at level 20 is "master" level stuff and is roughly equal to level 24 blue drops. Hitting level 20 ended up being such a huge boost in power for me on every single character that it almost made the game un-fun. It just suddenly got too easy.
The only downfall to crafting is that (at low levels) there are only three possible stats for a given tier of crafting. For example, at level 10 crafting, you can only get Mighty (+power), Festering (+condition damage) or Vital (+hitpoints) gear. At level 15 it changes to Precise (+precision), Healing (+healing) and Tough (+armor). At level 25 it starts getting two stats, but again, only three specific combinations. It's not *that* limiting, since there is usually one combination that is at least decent for any playstyle, but it is limiting in that there isn't always an optimal choice for every player.
Yeah, I found that quite annoying.
Other issues with crafting I ran in to:
1) Not enough trophies. Holy shit do you need PILES of these damn things to get anything done. I think they want us to buy them off the AH and then resell the gear? The gear would have to sell decently often to make this viable though and I'm not sure if that will work out. Gems were the same in this respect. Just not enough of the damn things.
2) Doesn't level fast enough. I found myself NEEDING to discover every single recipe possible just to proceed. By the end I was just going "Ok, now to make a +healing item for every single weapon-type I can make" and just going down the list.
i didn't understand the crafting system at all
where do you get the things that you're supposed to put into the discovery panels? all the loot that i'd gathered was unusable for some reason
It'll all be on a wiki eventually, but I'll have plenty fun discovering things on my own.
It's not like the crafting recipes are a big mystery. "Discovery" simply means looking at what you know and extrapolating a tiny bit. I am really digging the crafting system. It makes _logical_ sense. I was able to get several crafting professions up to the 100+ level.
As a bonus, pretty much everything crafted at level 20 is "master" level stuff and is roughly equal to level 24 blue drops. Hitting level 20 ended up being such a huge boost in power for me on every single character that it almost made the game un-fun. It just suddenly got too easy.
The only downfall to crafting is that (at low levels) there are only three possible stats for a given tier of crafting. For example, at level 10 crafting, you can only get Mighty (+power), Festering (+condition damage) or Vital (+hitpoints) gear. At level 15 it changes to Precise (+precision), Healing (+healing) and Tough (+armor). At level 25 it starts getting two stats, but again, only three specific combinations. It's not *that* limiting, since there is usually one combination that is at least decent for any playstyle, but it is limiting in that there isn't always an optimal choice for every player.
Yeah, I found that quite annoying.
Other issues with crafting I ran in to:
1) Not enough trophies. Holy shit do you need PILES of these damn things to get anything done. I think they want us to buy them off the AH and then resell the gear? The gear would have to sell decently often to make this viable though and I'm not sure if that will work out. Gems were the same in this respect. Just not enough of the damn things.
2) Doesn't level fast enough. I found myself NEEDING to discover every single recipe possible just to proceed. By the end I was just going "Ok, now to make a +healing item for every single weapon-type I can make" and just going down the list.
I actually had the opposite experience.
I had so many of the trophy items that I was selling them on the trade broker in stacks of 50. I pulled in over a full gold just from selling my "extra" trophy items. I did need to start buying back specific trophy items for the level 20 gear since the inscriptions/insignias took five of the bloody things for each one.
I never had to grind making anything, but I was making gear for two other people. I was getting 20+ skill points just from discovering one full set of gear at a given level, and another 10+ from the second set. By the time I finished making three sets of level 10 items, I definitely had enough skill points to make level 15 and could already see the level 20 items. By the time I finished making level 20 items I had already unlocked the level 30 tier stuff.
i didn't understand the crafting system at all
where do you get the things that you're supposed to put into the discovery panels? all the loot that i'd gathered was unusable for some reason
You need to "refine" the loot drops. So, like, those Green Wood Logs you get by chopping down trees? You need to refine those into Green Wood Planks. Then you can turn those planks into, like, staves and shit.
i didn't understand the crafting system at all
where do you get the things that you're supposed to put into the discovery panels? all the loot that i'd gathered was unusable for some reason
You need to "refine" the loot drops. So, like, those Green Wood Logs you get by chopping down trees? You need to refine those into Green Wood Planks. Then you can turn those planks into, like, staves and shit.
how do you refine green wood logs into green wood planks
It'll all be on a wiki eventually, but I'll have plenty fun discovering things on my own.
It's not like the crafting recipes are a big mystery. "Discovery" simply means looking at what you know and extrapolating a tiny bit. I am really digging the crafting system. It makes _logical_ sense. I was able to get several crafting professions up to the 100+ level.
As a bonus, pretty much everything crafted at level 20 is "master" level stuff and is roughly equal to level 24 blue drops. Hitting level 20 ended up being such a huge boost in power for me on every single character that it almost made the game un-fun. It just suddenly got too easy.
The only downfall to crafting is that (at low levels) there are only three possible stats for a given tier of crafting. For example, at level 10 crafting, you can only get Mighty (+power), Festering (+condition damage) or Vital (+hitpoints) gear. At level 15 it changes to Precise (+precision), Healing (+healing) and Tough (+armor). At level 25 it starts getting two stats, but again, only three specific combinations. It's not *that* limiting, since there is usually one combination that is at least decent for any playstyle, but it is limiting in that there isn't always an optimal choice for every player.
Yeah, I found that quite annoying.
Other issues with crafting I ran in to:
1) Not enough trophies. Holy shit do you need PILES of these damn things to get anything done. I think they want us to buy them off the AH and then resell the gear? The gear would have to sell decently often to make this viable though and I'm not sure if that will work out. Gems were the same in this respect. Just not enough of the damn things.
2) Doesn't level fast enough. I found myself NEEDING to discover every single recipe possible just to proceed. By the end I was just going "Ok, now to make a +healing item for every single weapon-type I can make" and just going down the list.
I actually had the opposite experience.
I had so many of the trophy items that I was selling them on the trade broker in stacks of 50. I pulled in over a full gold just from selling my "extra" trophy items. I did need to start buying back specific trophy items for the level 20 gear since the inscriptions/insignias took five of the bloody things for each one.
I never had to grind making anything, but I was making gear for two other people. I was getting 20+ skill points just from discovering one full set of gear at a given level, and another 10+ from the second set. By the time I finished making three sets of level 10 items, I definitely had enough skill points to make level 15 and could already see the level 20 items. By the time I finished making level 20 items I had already unlocked the level 30 tier stuff.
What profession were you?
Cause trophies were like 3-5 per inscription (or equivalent). Which means about 3-5 per skill point or per 2 skill points.
I blew through well over 100 just getting to the point where I could START crafting lvl 20 gear. Which then took even more trophies.
It'll all be on a wiki eventually, but I'll have plenty fun discovering things on my own.
It's not like the crafting recipes are a big mystery. "Discovery" simply means looking at what you know and extrapolating a tiny bit. I am really digging the crafting system. It makes _logical_ sense. I was able to get several crafting professions up to the 100+ level.
As a bonus, pretty much everything crafted at level 20 is "master" level stuff and is roughly equal to level 24 blue drops. Hitting level 20 ended up being such a huge boost in power for me on every single character that it almost made the game un-fun. It just suddenly got too easy.
The only downfall to crafting is that (at low levels) there are only three possible stats for a given tier of crafting. For example, at level 10 crafting, you can only get Mighty (+power), Festering (+condition damage) or Vital (+hitpoints) gear. At level 15 it changes to Precise (+precision), Healing (+healing) and Tough (+armor). At level 25 it starts getting two stats, but again, only three specific combinations. It's not *that* limiting, since there is usually one combination that is at least decent for any playstyle, but it is limiting in that there isn't always an optimal choice for every player.
Yeah, I found that quite annoying.
Other issues with crafting I ran in to:
1) Not enough trophies. Holy shit do you need PILES of these damn things to get anything done. I think they want us to buy them off the AH and then resell the gear? The gear would have to sell decently often to make this viable though and I'm not sure if that will work out. Gems were the same in this respect. Just not enough of the damn things.
2) Doesn't level fast enough. I found myself NEEDING to discover every single recipe possible just to proceed. By the end I was just going "Ok, now to make a +healing item for every single weapon-type I can make" and just going down the list.
I peaked out at 9 gold from buying resources (iron, trophies, etc.) from the AH, so it can be quite profitable (leveled 3 skills to 150+ and 2 to 125+). Come release that may be different (I saw people selling items for the same price they could get at a vendor, but paying the posting fee). Prices for materials will be cheap, but more people will probably get involved in crafting (I would guess a noticeable chunk of people avoided crafting because they wanted to focus on PvE or PvP), hence flooding the market with goods. This is also why I would like to see a Buy Order search option, so as a crafter I can just find what people want me to make, instead of making something and hoping it sells.
I'm sure explorable mode is supposed to be really tough, so i'm curious how much handholding arenanet should be doing in them. Eventually everyone will learn the mechanics, but I rather like figuring them out for the first time.
My complaints are similar to Huggles. I like a challenge, I like complicated, I like moving around. I don't like beating on the same mob for 15+ minutes and I don't like things feeling obtusely random (which they did to me). I think tuning the health/damage on many of the mobs and adding more, or clearer, telegraphing to party-decimating moves would go a long way to making it a more satisfying experience without making it mind-numbingly easy. The argument that Explorable is for the Hardcore or End-game is fine, and if that is what A.Net wants it is there game. It wouldn't be the game for me, but so be it.
Might be easier to understand each step if you had the game (or in this case a video) in front of you. There are a ton, hopefully this one gives you have a better idea of what the process is.
Basically, you use one tab (crafting tab) to generate refined products (i.e. turning Green Wood Logs into Green Wood Planks, or making Insignias) and items you've already discovered. You then use the Discovery tab to combine things to make finished products the first time (after that it's in your "book" and you can make them at any time).
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
How much of this crafting gear is soulbound? I much prefer to let other people make things and then hand them monies. Crafting is just not something I enjoy.
How much of this crafting gear is soulbound? I much prefer to let other people make things and then hand them monies. Crafting is just not something I enjoy.
i think the intention is for savvy players to be able to fund their crafting habit by selling the gear they craft in the auction house
How much of this crafting gear is soulbound? I much prefer to let other people make things and then hand them monies. Crafting is just not something I enjoy.
How much of this crafting gear is soulbound? I much prefer to let other people make things and then hand them monies. Crafting is just not something I enjoy.
I haven't found any crafting stuff that is soulbound. I think they are soulbound on use, so once I use it I couldn't give it to you, but otherwise not. Bags weren't soulbound at all (I was able to sell my 10 slot bags once I was able to make 12 slotters). There may be equipment down the road that is bind on pickup, but given how feint of a gear treadmill it seems this game will have, I am doubting it.
am0n on
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
How much of this crafting gear is soulbound? I much prefer to let other people make things and then hand them monies. Crafting is just not something I enjoy.
Some items are only soulbound after you first equip it. From the few items I made during the event, it didn't look like they were soulbound after I used them, and even if they were it would ask if you wanted to soulbind the item to your character before you equipped it.
I haven't really looked. Are they just calling it soulbound? Is there a customization system, like in GW1?
soulbound means you cannot sell it on the auction house or mail it, plus there is no "drop it on the ground" function or player-to-player trade, so you can't ever give it to someone else
i don't think it has a damage boost like it does in gw1
Oh yeah, the special bags are cool. I discovered an "invisible bag" that you can put items in, and they won't show up when you sell stuff. Also a craftsman's bag, which would have crafting materials put in it automatically when you loot them.
Armorsmithing could make a box where armor/weapons went in that box first. I found this very nice, because I could easily find items to salvage (as opposed to having to look through all my bags).
Yeah I made the invisible bag, and then I made an Oily(?) bag that all your vendor trash items would go to first, which i thought was pretty slick.
If I had to guess, these must be discovered? I know I was playing around with some of the collectibles that claimed they were for my profession, but I had no recipes for them, and discovered two different bag types with them (leatherworking). So maybe you need to take the base piece that all the insignias use and combine it with other collectibles to unlock the other mods?
There are some interesting combinations, but I wasn't able to figure it out. For instance, I could combine say an iron ingot with a grade 2 collectible (say, Vial of Thin Blood) and it would say that it is a pending recipe for Armorsmithing, but I could never figure out the last ingredient (I tried all of the other available collectibles, grade 1 and grade 2, cloth, rune of holding, etc.). So, there is something there, but unless it's a collectible that doesn't say Armorsmithing (i.e. a piece of food or leather, maybe?), I didn't try it.
I'll care more come release if I end up playing, but there are definitely some more difficult combinations to figure out.
I never did think to try this myself, but for the t2 mods for leatherworking you need leather, a spool of thread, and the collectible, so maybe that's the third item you were missing(the spool of thread or equivalent for armorsmithing)?
It'll all be on a wiki eventually, but I'll have plenty fun discovering things on my own.
It's not like the crafting recipes are a big mystery. "Discovery" simply means looking at what you know and extrapolating a tiny bit. I am really digging the crafting system. It makes _logical_ sense. I was able to get several crafting professions up to the 100+ level.
As a bonus, pretty much everything crafted at level 20 is "master" level stuff and is roughly equal to level 24 blue drops. Hitting level 20 ended up being such a huge boost in power for me on every single character that it almost made the game un-fun. It just suddenly got too easy.
The only downfall to crafting is that (at low levels) there are only three possible stats for a given tier of crafting. For example, at level 10 crafting, you can only get Mighty (+power), Festering (+condition damage) or Vital (+hitpoints) gear. At level 15 it changes to Precise (+precision), Healing (+healing) and Tough (+armor). At level 25 it starts getting two stats, but again, only three specific combinations. It's not *that* limiting, since there is usually one combination that is at least decent for any playstyle, but it is limiting in that there isn't always an optimal choice for every player.
Yeah, I found that quite annoying.
Other issues with crafting I ran in to:
1) Not enough trophies. Holy shit do you need PILES of these damn things to get anything done. I think they want us to buy them off the AH and then resell the gear? The gear would have to sell decently often to make this viable though and I'm not sure if that will work out. Gems were the same in this respect. Just not enough of the damn things.
2) Doesn't level fast enough. I found myself NEEDING to discover every single recipe possible just to proceed. By the end I was just going "Ok, now to make a +healing item for every single weapon-type I can make" and just going down the list.
I actually had the opposite experience.
I had so many of the trophy items that I was selling them on the trade broker in stacks of 50. I pulled in over a full gold just from selling my "extra" trophy items. I did need to start buying back specific trophy items for the level 20 gear since the inscriptions/insignias took five of the bloody things for each one.
I never had to grind making anything, but I was making gear for two other people. I was getting 20+ skill points just from discovering one full set of gear at a given level, and another 10+ from the second set. By the time I finished making three sets of level 10 items, I definitely had enough skill points to make level 15 and could already see the level 20 items. By the time I finished making level 20 items I had already unlocked the level 30 tier stuff.
What profession were you?
Cause trophies were like 3-5 per inscription (or equivalent). Which means about 3-5 per skill point or per 2 skill points.
I blew through well over 100 just getting to the point where I could START crafting lvl 20 gear. Which then took even more trophies.
Which time?
So far, I've leveled six characters to 20+ (guardian, warrior, engineer, ranger, thier, and mesmer) and taken six crafting skills to 100+ (armorsmithing, weaponsmithing, artificer, huntsman, leatherworking, tailor). Respectively.
The key to skilling up fast is to never, ever, not even once, craft anything that you have a recipe for (except for the root ingredients that you can't get anywhere else) and craft/discover the most difficult items you can.
The level 10 gear is discoverable at a skill of 0. Between the points you get from refining the copper/wood, making the lowest level inscriptions/insignias and base items, then "discovering" one full suit of armor (four pieces at that level), or one full set of weapons (at least three items), you should end up at around 27 points with almost zero effort, and only using ten or so trophies.
With 27-ish points, you can craft level 15 gear. Using the same strategy (only make new discoveries) I would end up around 40 to 45 points just making gear for myself. As soon as you can refine iron/soft wood, turn it all into ingots and planks for additional points. Don't wait until you intend to use it; those are "free" skill levels!
I did notice that by grinding out items repeatedly (I was making gear for two other people) it took several items to gain one point. Also, items that were not orange or yellow on my list gave almost no crafting XP. Items that had just unlocked, and were at (or above) my current level would give between two and five crafting points per item discovery.
How much of this crafting gear is soulbound? I much prefer to let other people make things and then hand them monies. Crafting is just not something I enjoy.
I haven't found any crafting stuff that is soulbound. I think they are soulbound on use, so once I use it I couldn't give it to you, but otherwise not. Bags weren't soulbound at all (I was able to sell my 10 slot bags once I was able to make 12 slotters). There may be equipment down the road that is bind on pickup, but given how feint of a gear treadmill it seems this game will have, I am doubting it.
All of the "master" recipies create items that are bind on equip.
Bind on Create is stupid for crafting in any game. The whole purpose of crafting is to create items for yourself and others. Making it so only the crafter can use the item stops crafting from being fun and turns it into yet another time sink. And that's Not Fun.
Bind on Create is stupid for crafting in any game. The whole purpose of crafting is to create items for yourself and others. Making it so only the crafter can use the item stops crafting from being fun and turns it into yet another time sink. And that's Not Fun.
I think a few statistically identical but cosmetically different "Bind on Create" items would be acceptable. A chef's apron for cooking, a blacksmith's hammer and tongs weapon set for weapon smithing, etc.
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XBL:Phenyhelm - 3DS:Phenyhelm
But what if I want to trade it for a thread I'd prefer on the auction house?
GW2 - Darkewolfe has still never been around for more than two hours of a beta event mother blippin fucks.
Ok, no. Entaru's title is better.
It's fine, just throw it into the Mystic Forge and you'll get another one. Might be something from SE++ though...
It's not like the crafting recipes are a big mystery. "Discovery" simply means looking at what you know and extrapolating a tiny bit. I am really digging the crafting system. It makes _logical_ sense. I was able to get several crafting professions up to the 100+ level.
As a bonus, pretty much everything crafted at level 20 is "master" level stuff and is roughly equal to level 24 blue drops. Hitting level 20 ended up being such a huge boost in power for me on every single character that it almost made the game un-fun. It just suddenly got too easy.
The only downfall to crafting is that (at low levels) there are only three possible stats for a given tier of crafting. For example, at level 10 crafting, you can only get Mighty (+power), Festering (+condition damage) or Vital (+hitpoints) gear. At level 15 it changes to Precise (+precision), Healing (+healing) and Tough (+armor). At level 25 it starts getting two stats, but again, only three specific combinations. It's not *that* limiting, since there is usually one combination that is at least decent for any playstyle, but it is limiting in that there isn't always an optimal choice for every player.
I also ran explorable catacombs several times (none to completion). My feeling, though, was unsatisfied, which is why I am curious as to whether A.Net is satisfied with the current implementation or what their feelings are.
Difficulty, wasnt clear what the puzzles were?
I'm sure explorable mode is supposed to be really tough, so i'm curious how much handholding arenanet should be doing in them. Eventually everyone will learn the mechanics, but I rather like figuring them out for the first time.
All mobs were made of iron. All of them. Even tiny spiders. Fighting was a real chore instead of satisfying because everything took so long to take down. This was a real problem for the team I was with when it came to an encounter in which gravelings kept spawning. We were overrun every time.
Also that ghost swordsman guy needs to telegraph that suck-in-everyone-and-OHKO move much more, because instead of being a big, damaging move to avoid it just ended the fight every time.
I guess you could come back at lv80 (with extra trait points and better gear) and complete explorable mode just fine, but right now it feels impossible to complete at the designated lv35. But that depends on whether it's designed to be content that is still challenging at lv80.
Yeah, I found that quite annoying.
Other issues with crafting I ran in to:
1) Not enough trophies. Holy shit do you need PILES of these damn things to get anything done. I think they want us to buy them off the AH and then resell the gear? The gear would have to sell decently often to make this viable though and I'm not sure if that will work out. Gems were the same in this respect. Just not enough of the damn things.
2) Doesn't level fast enough. I found myself NEEDING to discover every single recipe possible just to proceed. By the end I was just going "Ok, now to make a +healing item for every single weapon-type I can make" and just going down the list.
where do you get the things that you're supposed to put into the discovery panels? all the loot that i'd gathered was unusable for some reason
I actually had the opposite experience.
I had so many of the trophy items that I was selling them on the trade broker in stacks of 50. I pulled in over a full gold just from selling my "extra" trophy items. I did need to start buying back specific trophy items for the level 20 gear since the inscriptions/insignias took five of the bloody things for each one.
I never had to grind making anything, but I was making gear for two other people. I was getting 20+ skill points just from discovering one full set of gear at a given level, and another 10+ from the second set. By the time I finished making three sets of level 10 items, I definitely had enough skill points to make level 15 and could already see the level 20 items. By the time I finished making level 20 items I had already unlocked the level 30 tier stuff.
You need to "refine" the loot drops. So, like, those Green Wood Logs you get by chopping down trees? You need to refine those into Green Wood Planks. Then you can turn those planks into, like, staves and shit.
how do you refine green wood logs into green wood planks
What profession were you?
Cause trophies were like 3-5 per inscription (or equivalent). Which means about 3-5 per skill point or per 2 skill points.
I blew through well over 100 just getting to the point where I could START crafting lvl 20 gear. Which then took even more trophies.
I peaked out at 9 gold from buying resources (iron, trophies, etc.) from the AH, so it can be quite profitable (leveled 3 skills to 150+ and 2 to 125+). Come release that may be different (I saw people selling items for the same price they could get at a vendor, but paying the posting fee). Prices for materials will be cheap, but more people will probably get involved in crafting (I would guess a noticeable chunk of people avoided crafting because they wanted to focus on PvE or PvP), hence flooding the market with goods. This is also why I would like to see a Buy Order search option, so as a crafter I can just find what people want me to make, instead of making something and hoping it sells.
My complaints are similar to Huggles. I like a challenge, I like complicated, I like moving around. I don't like beating on the same mob for 15+ minutes and I don't like things feeling obtusely random (which they did to me). I think tuning the health/damage on many of the mobs and adding more, or clearer, telegraphing to party-decimating moves would go a long way to making it a more satisfying experience without making it mind-numbingly easy. The argument that Explorable is for the Hardcore or End-game is fine, and if that is what A.Net wants it is there game. It wouldn't be the game for me, but so be it.
how do you get those
I would suggest this:
Might be easier to understand each step if you had the game (or in this case a video) in front of you. There are a ton, hopefully this one gives you have a better idea of what the process is.
Basically, you use one tab (crafting tab) to generate refined products (i.e. turning Green Wood Logs into Green Wood Planks, or making Insignias) and items you've already discovered. You then use the Discovery tab to combine things to make finished products the first time (after that it's in your "book" and you can make them at any time).
I'm running out of Krytan Brandy to pour out in honor of absent friends.
XBL:Phenyhelm - 3DS:Phenyhelm
i think the intention is for savvy players to be able to fund their crafting habit by selling the gear they craft in the auction house
I don't think any of it is.
I haven't found any crafting stuff that is soulbound. I think they are soulbound on use, so once I use it I couldn't give it to you, but otherwise not. Bags weren't soulbound at all (I was able to sell my 10 slot bags once I was able to make 12 slotters). There may be equipment down the road that is bind on pickup, but given how feint of a gear treadmill it seems this game will have, I am doubting it.
GOOD!
Some is Bind on Pickup. (usually stuff like the crafting tools, not gear)
soulbound means you cannot sell it on the auction house or mail it, plus there is no "drop it on the ground" function or player-to-player trade, so you can't ever give it to someone else
i don't think it has a damage boost like it does in gw1
Yeah I made the invisible bag, and then I made an Oily(?) bag that all your vendor trash items would go to first, which i thought was pretty slick.
I never did think to try this myself, but for the t2 mods for leatherworking you need leather, a spool of thread, and the collectible, so maybe that's the third item you were missing(the spool of thread or equivalent for armorsmithing)?
I found when crafting I just held as much random shit in my bag as I could and then checked the discovery window to see what it said was usable.
Which time?
So far, I've leveled six characters to 20+ (guardian, warrior, engineer, ranger, thier, and mesmer) and taken six crafting skills to 100+ (armorsmithing, weaponsmithing, artificer, huntsman, leatherworking, tailor). Respectively.
The key to skilling up fast is to never, ever, not even once, craft anything that you have a recipe for (except for the root ingredients that you can't get anywhere else) and craft/discover the most difficult items you can.
The level 10 gear is discoverable at a skill of 0. Between the points you get from refining the copper/wood, making the lowest level inscriptions/insignias and base items, then "discovering" one full suit of armor (four pieces at that level), or one full set of weapons (at least three items), you should end up at around 27 points with almost zero effort, and only using ten or so trophies.
With 27-ish points, you can craft level 15 gear. Using the same strategy (only make new discoveries) I would end up around 40 to 45 points just making gear for myself. As soon as you can refine iron/soft wood, turn it all into ingots and planks for additional points. Don't wait until you intend to use it; those are "free" skill levels!
I did notice that by grinding out items repeatedly (I was making gear for two other people) it took several items to gain one point. Also, items that were not orange or yellow on my list gave almost no crafting XP. Items that had just unlocked, and were at (or above) my current level would give between two and five crafting points per item discovery.
All of the "master" recipies create items that are bind on equip.
Bind on Create is stupid for crafting in any game. The whole purpose of crafting is to create items for yourself and others. Making it so only the crafter can use the item stops crafting from being fun and turns it into yet another time sink. And that's Not Fun.
I think a few statistically identical but cosmetically different "Bind on Create" items would be acceptable. A chef's apron for cooking, a blacksmith's hammer and tongs weapon set for weapon smithing, etc.