Crafter Template
Posted: Thu Apr 26, 2012 11:06 pm
I'm working on finishing up my crafter that I meant to build a long time ago. Most of his skills are set in stone as I want to be able to craft all of the house add-ons. I also have bowcraft trained to near 90, though. I'm probably gonna drop that so it leaves me with a fair few options. As I keep going back and forth on a few things I thought I'd get some fresh opinions in hopes of landing on something I can call a perfect template. Here's what's definate:
GM Blacksmithing
GM Tinkering
GM Carpentry
GM Tailoring
GM Mining
and at least 75 Magery
It does pain me to drop bowcraft but it seems pretty useless. That leaves me with 125 points to play with. Magery and meditation (currently 85 and 77, respectively) are always helpful, of course, and I'd like to add in some arms lore. But here's where it gets complicated: I'm trying to coordinate this template with one or more unfinished characters across my other accounts so I'm also considering alchemy. I have a character on another account that I meant to be an alchemist/poisoner but now I think I'm gonna train poisoning on a dexer from that same account. It seems like it'd be a lot easier to train alchemy and poisoning on seperate characters if they weren't on the same account. Should I even bother or just save points for meditation and arms lore? If so, how much arms lore is enough? Perhaps even drop magery since abbatoirs and pentagrams are ugly anyway and give him alchemy, armslore and enough bowcraft to have a 100% chance to craft arrows and bolts? I also welcome other options if I've missed something.
BTW, extra special thanks to Jack Shepherd, S^T Yew locations and the proprietors of the Yew Bank N Buy for helping supply my newfound resource addiction. Rest assured I'm not done buying yet!
GM Blacksmithing
GM Tinkering
GM Carpentry
GM Tailoring
GM Mining
and at least 75 Magery
It does pain me to drop bowcraft but it seems pretty useless. That leaves me with 125 points to play with. Magery and meditation (currently 85 and 77, respectively) are always helpful, of course, and I'd like to add in some arms lore. But here's where it gets complicated: I'm trying to coordinate this template with one or more unfinished characters across my other accounts so I'm also considering alchemy. I have a character on another account that I meant to be an alchemist/poisoner but now I think I'm gonna train poisoning on a dexer from that same account. It seems like it'd be a lot easier to train alchemy and poisoning on seperate characters if they weren't on the same account. Should I even bother or just save points for meditation and arms lore? If so, how much arms lore is enough? Perhaps even drop magery since abbatoirs and pentagrams are ugly anyway and give him alchemy, armslore and enough bowcraft to have a 100% chance to craft arrows and bolts? I also welcome other options if I've missed something.
BTW, extra special thanks to Jack Shepherd, S^T Yew locations and the proprietors of the Yew Bank N Buy for helping supply my newfound resource addiction. Rest assured I'm not done buying yet!