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#1 Aug 31 2005 at 1:27 AM Rating: Default
I played EQ from Dec. 2000 (pre-Velious) until late 2004 (before the DoN release). I got a cleric to level 70 on a PvP server. I thought I had quit MMORPG's for good, but I again feel the call. WoW is not an option. I just bought EQ2, and I have some questions. Any help would be greatly appreciated.

(1) Playing a cleric for 70 levels got me very jealous of the abilities possessed by the melee classes. I would like to play a tank, but also something with decent DPS. The Berserker seems an obvious choice. However, I have heard that Berserker DPS was recently nerfed. Is this true? Also, I know the combat system is about to be changed. When exactly is this change supposed to happen? And when can one expect reasonably accurate results on the effects of the patch?

(2) I am interested in trade skills. I do not believe that there is any one stat or attribute associated with tradeskill progression (like INT and WIS in EQ). Please correct me if I am wrong. Does race or class affect tradeskill progression (other than racial-trait modifiers)? Is there any one tradeskill that is a surefire moneymaker? Also, in EQ, tradeskills for the most part made sub-par items (relative to raided items)... except for a few rare cases, like food and drink (notice how higher-level EQ toons would have all kind of raided gear... but still very nearly all be carrying Kaladim Constitutionals). Is this a trend continued in EQ2, or are all of the tradeskills viable for reasonably-useable high-level items?

(3) One of the big turn-offs for me about EQ2 was the lack of PvP. I know that the new expansion plans to introduce PvP... in an arena setting. Are there any plans for there to be PvP-based servers? I know that the general spiel from EQ2 devs is something like "EQ2, as EQ1, is based primarily towards PvE, blah, blah, blah..."

That's all I can think off right now. Any help, as I said, would be greatly appreciated.
#2 Aug 31 2005 at 9:50 AM Rating: Decent
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1,885 posts
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I would like to play a tank, but also something with decent DPS.

Keep in mind that no tank is considered a DPS class, and I'm talking about serious DPS. Some fighters may have better damage than another, but Scouts and Mages are the true DPS class.

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When exactly is this change supposed to happen?

I think September 13th.
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Does race or class affect tradeskill progression

Anyone can do any tradeskill.
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Is there any one tradeskill that is a surefire moneymaker?

Not really, especially with changes always coming. What seems to be popular is WORT's, that is Wash, Oil Resin, Temper. These are basic components required for almost all tradeskills. One thing that I buy frequently are Spirit of the Wolf Totems (faster run speed). OldBlueDragon will be able to fill you in more on Tradeskilling.
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are all of the tradeskills viable for reasonably-useable high-level items

Currently, short of the raid-level rare uber-elite-fancy items, player made armor and weapons are about the best to get. Many items that drop are ok, some are good, but most are not great. That is not a blanket statement, as there are some items for various slots that can out-do player-made items.
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Are there any plans for there to be PvP-based servers?

SOE has always put buzz-words in their statements like, "no current plans to do PvP." That gives them the ability to add it later, without it ever needing to be in the big-plan-from-the-start. I'm sure that teh Arena will be watched closely to see how people take to PvP, and mainly how all the spells and abilities are balanced.
Side note: The arena will make adjustments to spells and skills for balancing purposes. Meaning, when you are hunting mobs, your spells will be powered to PvE. When in the arena, it will "switch" to a PvP power. Like the Taunt skill of fighters, very good against mobs, but useless in PvP.
SOE has been working to balance skills, and will probably continue to make changes and adjustments.

There's a good link concerning the combat changes...digging around for it...
#3 Aug 31 2005 at 3:21 PM Rating: Good
I'm just gonna take this one, (since it's pretty meaty!):
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(2) I am interested in trade skills. I do not believe that there is any one stat or attribute associated with tradeskill progression (like INT and WIS in EQ). Please correct me if I am wrong.

You are correct, there is no benefit to or penalty for not having the "right" stat while crafting in EQ2. Anyone can forage, (called harvesting here), and anyone can craft.
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Does race or class affect tradeskill progression (other than racial-trait modifiers)?

In a word, no. At this time there is no cultural armor or anything of that nature so being a specific race has no real bonus. There is one racial trait that can be chosen as a half elf... or is it a wood elf... anyway it boosts your fletching skill by 5 points which is helpful only if you happen to be a woodworker... There is also one that improves your jewelery skill... if you happen to be a jeweler...
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Is there any one tradeskill that is a surefire moneymaker?

Not really. Early on, there was a concept attached to crafting called "interdependency". It forced crafters to depend on other crafters for subcombines from outside their specific area of expertise. For example, a carpenter needed to purchase metal goods like studs and struts from an armorer. Without them, he couldn't make strongboxes and EVERY carpenter makes lots and lots of strongboxes! This concept resulted in rampant price gouging on basic commonly used items. This in turn led to whining on a massive scale and eventually the abandonment of the aforementioned interdependency!

That being said, several skills will still provide you with a fine living wage. Provisioners seem to do well since everybody needs to eat and drink. I also have both a T4 tailor and a T3 woodworker and do very well with each of them. My tailor makes a very good living selling both leather and cloth armor while the woodworker makes all kinds of bows & staves, and also the totems mentioned in an earlier post.

I also suspect that any of the 3 spell crafters, (Sage, Alchemist & Jeweler), have good potential although I have not yet taken one above lvl 15.
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Also, in EQ, tradeskills for the most part made sub-par items (relative to raided items)... except for a few rare cases, like food and drink (notice how higher-level EQ toons would have all kind of raided gear... but still very nearly all be carrying Kaladim Constitutionals). Is this a trend continued in EQ2, or are all of the tradeskills viable for reasonably-useable high-level items?

Player crafted goods in EQ2 tend to have much nicer stats than mob dropped goods of the same name and so are in greater demand and fetch a higher price. The only place this doesn't hold true is in the area of very high end boss mob drops. These items tend to be prized, (and farmed), by the end game raiding guilds.

The good news is that it will probably be a while till you need any of that stuff!

Personally, I tend to outfit my toons in player made gear and only use mob dropped or quested items early in the toon's life or as a temp fix when I can't find the player made item I need.
#4 Sep 01 2005 at 12:05 PM Rating: Decent
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801 posts
People seem to want the weapons I make as a weaponsmith. They're at least as good as anything that drops of mobs, short of End Game raid bosses, and player made weapons can be imbued, which adds a nice extra damage proc. Other crafted items can be imbued for various desirable effects as well.

Players also make the rare crafted items which are the best gear in the game. People lucky enough to harvest or rich enough to buy a rare raw material can make a lot of money selling that item. High end Tier 5 gamers especially want the best there is and are willing to harvest hundreds of nodes to find a rare or pay through the nose for them.

I hear the level of rarity on these things is going to change, which will be good for everyone. Crafters will be able to make more items that are considered best in class for its tier and the people who want them won't be forced to pay so much.
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