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#1 Apr 09 2010 at 9:11 PM Rating: Decent
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I know as time goes on, crafting in most games that have been out a while tends to greatly lag behind the quality of the gear that is attainable in dungeons or even quests. My question is, has this happened in EQ2? Is it worth picking up a craft as a new player? If so, which are some of the better ones for a new player?
#2 Apr 09 2010 at 11:08 PM Rating: Excellent
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Crafting in EQII is Tiered, so that as you level up you make gear appropriate to that Tier, or 10-level span. The Adventure zones work like that too :) The best of the crafted gear is Mastercrafted, and falls (generally) between Treasured (common drops) and Legendary (usually at least group drops). So as they add levels and such, they add recipes for that level and crafters can keep up.

A good crafting profession in EQ2 is one you enjoy. None of them are the hands-down best way to make money in the game; all of them can supply you or outfit you and keep you in pocket money nicely if you're willing to work your server's market.

I would say start a crafting profession. You can get a taste of them doing the Crafting Tutorial quests. Crafting is often required for quests and holidays, and you'd be wise to at least get to level 9. If you don't like it, quit! If you want to change professions, you can.

Bookmark these:

Our Crafting Guides Page
Our Crafting Quests Page
EQ2 Traders Corner
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#3 Apr 10 2010 at 9:32 AM Rating: Excellent
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I will say that if you start as a provisioner or a carpenter you can make a profit right from the start. Everyone likes food, and lots of people like stuff for their houses. Later on, at higher tiers, all of the crafts can earn money from other players.

Also for some reason carpenters make enough off of tradesman writs to cover their mats and a little extra. This assumes you harvest your own mats and only need to buy sandpaper and what not.

Last observation: tailoring is kind of a pain because of the number of mats involved. They're not hard to gather, but you'll need so... many....

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#4 Apr 10 2010 at 1:55 PM Rating: Good
Samira wrote:
Last observation: tailoring is kind of a pain because of the number of mats involved. They're not hard to gather, but you'll need so... many....

While that may be true, the upside to being a tailor is that between cloth and leather armor wearing characters there are a LOT of players you can sell to! And as a bonus, if you play a druid (as I do) you can make stuff for yourself!
#5 Apr 10 2010 at 2:39 PM Rating: Good
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OldBlueDragon wrote:
Samira wrote:
Last observation: tailoring is kind of a pain because of the number of mats involved. They're not hard to gather, but you'll need so... many....

While that may be true, the upside to being a tailor is that between cloth and leather armor wearing characters there are a LOT of players you can sell to! And as a bonus, if you play a druid (as I do) you can make stuff for yourself!


My warden is a tailor. But it seems like most of the rares I harvest are for the cloth stuff. So... she's making a lot of money selling MC gear to casters, but having trouble getting her own MC gear because I'm cheap and rarely buy rares, haha. The rare leathers are *really* rare for me. Smiley: frown
#6 Apr 10 2010 at 4:21 PM Rating: Good
Assassin Nadenu wrote:
My warden is a tailor. But it seems like most of the rares I harvest are for the cloth stuff. So... she's making a lot of money selling MC gear to casters, but having trouble getting her own MC gear because I'm cheap and rarely buy rares, haha. The rare leathers are *really* rare for me. Smiley: frown

My warden is the tailor in my clan too! Have you put any AA points into the skill that lets you get more bountiful harvests? I thank doing that has helped me to find more rares as well.
#7 Apr 10 2010 at 6:00 PM Rating: Good
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OldBlueDragon wrote:
Assassin Nadenu wrote:
My warden is a tailor. But it seems like most of the rares I harvest are for the cloth stuff. So... she's making a lot of money selling MC gear to casters, but having trouble getting her own MC gear because I'm cheap and rarely buy rares, haha. The rare leathers are *really* rare for me. Smiley: frown

My warden is the tailor in my clan too! Have you put any AA points into the skill that lets you get more bountiful harvests? I thank doing that has helped me to find more rares as well.


I did that on my assassin, but not my warden. I'll have to try it and see if it helps her any.
#8 Apr 10 2010 at 6:55 PM Rating: Decent
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Thanks for the tips. I ran into the crafting training quests last night and ran through them all. It took some time to get a hang of it, but it was pretty darn fun when it started working! I just don't know which would be best for my assassin. I've been pretty lucky with drops so far and the stuff I've crafted so far was all worse than what I've found. I both like and hate that there are so many good choices.
#9 Apr 10 2010 at 7:36 PM Rating: Good
For an Assassin I would either go with whichever trade makes your spells or your armor. It would be nice to get all your poisons "free" but I think the other two are more important.

As far as getting better at crafting you'll gain ground as soon as you get the whole crafting rhythm down and when you learn the difference between the two sets of crafting buffs.

The first set increases your progress (at the cost of durability) while the second set raises durability (at the cost of progress). The trick is that you can raise durability way beyond 100% and then "use" it without having the bar (visibly) drop. So if you work out a method of using the second set early (to build up durability) and the switching to progress (in a final sprint to the finish) you'll do just fine!
#10 Apr 10 2010 at 8:11 PM Rating: Good
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Also, don't wait until you have an action that you have to counter. Listen to the crafting station, it "cycles". Usually on the "downbeat", that's when an action will pop up that you need to counter. If no action comes up, you can pick which ever counter you feel would work the best for you.

As for the best tradeskill for an assassin? Mine does jewelry, so I can upgrade my own combat arts. Alchemist would work too, you could make your own poisons. And if you went for armorcrafter or weaponsmith, you could make some nice mastercrafted items that are usually better than drops or quest rewards (not talking about epic and some heroic quests, of course).
#11 Apr 12 2010 at 5:26 AM Rating: Decent
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Assassin Nadenu wrote:
Also, don't wait until you have an action that you have to counter. Listen to the crafting station, it "cycles". Usually on the "downbeat", that's when an action will pop up that you need to counter. If no action comes up, you can pick which ever counter you feel would work the best for you.


If you're quick, you can get all three progress/durability buffs in each cycle. It might take a little practise, learning to quickly recognise when an event has *not* happened, but crafting then becomes a lot faster. Just make sure you hit the correct buff to counter any events on the first of your group of three, especially the major ones! Even when you have to wait for an event and counter it, you can still get the other two buffs into the cycle - just make sure you wait for the icon to turn green (i.e. successfully countered) before hitting the second buff.
#12 Apr 12 2010 at 6:38 PM Rating: Good
HubertKerfuffle wrote:
If you're quick, you can get all three progress/durability buffs in each cycle.

The only problem with trying to get in all three each cycle is that the third buff in each set (the one in the #3 or #6 key position) costs you power every time you use it. Worse still it costs you a percentage of your pool not a fixed cost so you're dumping about 7 or 8% of your power pool every time you hit that button!

My SOP is to hit number 1 & 2 (or 4 & 5) every cycle and get number 3 or #6 in there every other or even every third cycle. That way my power pool stays up around 75 - 85% and I always have something left to work with if I run into a string of #3 / 6 events.

BTW - since the buff costs a percentage of your power pool for each use, the best thing you can do (if you're doing a long crafting session) is to remove all your stat bonus armor & jewelry and cancel any buffs that increase your power pool. That way you will re-gen at your usual rate even though your overall pool is much smaller. This will help to keep you "topped off". You can also invest in some of the totems that boost your power pool regen. Since you're out of combat when you're crafting, they'll still help you.
#13 Apr 12 2010 at 10:51 PM Rating: Excellent
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OldBlueDragon wrote:
HubertKerfuffle wrote:
If you're quick, you can get all three progress/durability buffs in each cycle.

The only problem with trying to get in all three each cycle is that the third buff in each set (the one in the #3 or #6 key position) costs you power every time you use it. Worse still it costs you a percentage of your pool not a fixed cost so you're dumping about 7 or 8% of your power pool every time you hit that button!


Since they revamped crafting power usage really isn't a problem any more. Not like the old days.
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#14 Apr 13 2010 at 5:26 AM Rating: Decent
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Calthine wrote:
Since they revamped crafting power usage really isn't a problem any more. Not like the old days.

It used to be a major problem requiring decent drink and stripping off to craft, but power usage is negligible these days. I used to have to watch the power buffs closely - especially on timed writs.

With the updated crafting window (default UI), you don't even have to shuffle skills around your hotbars any more, and can now just sit there spamming the keypad buttons. Staying awake & alert is the hard part now!
#15 Apr 13 2010 at 7:34 AM Rating: Good
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Ah, the good ole days of crafting... loss of power, sub-combine after sub-combine, separate instances for each tradeskill tier, and death-by-loom.
#16 Apr 13 2010 at 8:47 AM Rating: Excellent
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Assassin Nadenu wrote:
Ah, the good ole days of crafting... loss of power, sub-combine after sub-combine, separate instances for each tradeskill tier, and death-by-loom.


Oi, don't remind me! That was one of the reasons I was driven away from eq2 in its earlier days.

I've never been good at choosing tradeskills that relate to my class. My Swashbuckler is a Tailor (wanted to make myself backpacks and stuck with it) and my Troubadour is a Carpenter (love the house items). My screwball methods aside, I definitely agree with the others here that, if you want to provide for yourself, choosing something such as Armorer, Alchemist, Jeweler or Provisioner can be highly beneficial for an Assassin. Or, if you're a housing fanatic, Carpenter! :)
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#17 Apr 13 2010 at 10:10 AM Rating: Excellent
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I tried to be sensible, but my highest crafters are my jeweler (through dint of conscientious effort), my provisioner and my carpenter. I just love food and house items, I guess.

And Drat leveled up jewelry because of all her needy alts.

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#18 Apr 13 2010 at 12:59 PM Rating: Good
Assassin Nadenu wrote:
Ah, the good ole days of crafting... loss of power, sub-combine after sub-combine, separate instances for each tradeskill tier, and death-by-loom.

OMG I can remember when the whole week was focused around what "needed" to be crafted.

Monday - WORTs
Tues/Wed - sub-combines
Thurs - final combines
Fri - put everything out for weekend sales.

And God help me if I needed to run out and harvest!

I don't remember separate instances for different tiers but I do remember when you could only get into the crafting instance you had "joined". Working in another village was out of the question... you always had to go home!
#19 Apr 13 2010 at 6:44 PM Rating: Good
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OldBlueDragon wrote:


I don't remember separate instances for different tiers but I do remember when you could only get into the crafting instance you had "joined". Working in another village was out of the question... you always had to go home!


I remember starting off in Willow Wood. For levels 1-9 (or was it 1-19?) you used the beginning instance, which is the one that's still there now. Then, if you were a craftsman, there was an instance, one for an outfitter, and one for a scholar. That didn't last long, though. I think it was one of the first things they got rid of during all the different times tradeskills have been revamped.
#20 Apr 13 2010 at 7:59 PM Rating: Good
Assassin Nadenu wrote:
I remember starting off in Willow Wood. For levels 1-9 (or was it 1-19?) you used the beginning instance, which is the one that's still there now. Then, if you were a craftsman, there was an instance, one for an outfitter, and one for a scholar. That didn't last long, though. I think it was one of the first things they got rid of during all the different times tradeskills have been revamped.

That's right! There was a separate instance for each of the three crafting branches and you had to go there to get your recipe books and maybe even your fuel although you could always craft in the main instance (the one below the inn).

Do you remember the crafting instance in NQ under the big estate? (where they have the haunted house every halloween)
#21 Apr 13 2010 at 8:26 PM Rating: Decent
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The only problem with trying to get in all three each cycle is that the third buff in each set (the one in the #3 or #6 key position) costs you power every time you use it. Worse still it costs you a percentage of your pool not a fixed cost so you're dumping about 7 or 8% of your power pool every time you hit that button!


True, but remember, you are NOT in combat while tradeskilling, therefore, your drink is constantly replenishing your mana pool while the counters are draining it. If you get a drink that corresponds to your tradeskill level, you will not run out of power while using #3 and #6 every cycle. I never run out of power, and I spam all 3 (either 1,2, &3 or 4, 5, &6) every cycle.
#22 Apr 13 2010 at 8:28 PM Rating: Decent
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Ah, the good ole days of crafting... loss of power, sub-combine after sub-combine, separate instances for each tradeskill tier, and death-by-loom


ROFL, I actually saw a death-by-forge last week in my guild hall... (No, it wasn't me... lol)
#23 Apr 13 2010 at 9:08 PM Rating: Good
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OldBlueDragon wrote:
Assassin Nadenu wrote:
I remember starting off in Willow Wood. For levels 1-9 (or was it 1-19?) you used the beginning instance, which is the one that's still there now. Then, if you were a craftsman, there was an instance, one for an outfitter, and one for a scholar. That didn't last long, though. I think it was one of the first things they got rid of during all the different times tradeskills have been revamped.

That's right! There was a separate instance for each of the three crafting branches and you had to go there to get your recipe books and maybe even your fuel although you could always craft in the main instance (the one below the inn).

Do you remember the crafting instance in NQ under the big estate? (where they have the haunted house every halloween)


Yep, I remember that. In fact, after one of my hiatuses, I couldn't figure out where to craft in NQ forever, haha. I kept running around that mansion. I think I found the new one by accident. Because the crafting area in NQ now is the building that used to sell furniture (back before they took furniture merchants out of the game).
#24 Apr 14 2010 at 5:24 AM Rating: Decent
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I enjoyed doing the SF crafting, as they re-introduced 'death by forge' risks in Researching Quel'ule: Synthetic Synthesis.

I used to like it when crafting was complicated and risky. I still enjoy crafting, but it's way too 'safe' these days :)
#25 Apr 17 2010 at 11:26 PM Rating: Good
Assassin Nadenu wrote:
My warden is a tailor. But it seems like most of the rares I harvest are for the cloth stuff. So... she's making a lot of money selling MC gear to casters, but having trouble getting her own MC gear because I'm cheap and rarely buy rares, haha. The rare leathers are *really* rare for me. Smiley: frown

I had noticed this and have been tracking it since you posted. I think that problem is that in what I have seen of T9 so far there are far fewer lair nodes than there are root nodes. Add to that the fact that root rares also pop in bush nodes and we are bound to see more rare roots than pelts. My .02 on it anyway...
#26 Apr 19 2010 at 5:33 AM Rating: Decent
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OldBlueDragon wrote:
I think that problem is that in what I have seen of T9 so far there are far fewer lair nodes than there are root nodes. Add to that the fact that root rares also pop in bush nodes and we are bound to see more rare roots than pelts. My .02 on it anyway...

I haven't harvested a single rare ore yet. Pelts yes, roots yes - but of no use to me. I want to make some nice new M/C armour!
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