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The perfect Crafter template for T2A ?

Posted: Sat Feb 28, 2009 12:06 pm
by Kamora
This is what i plan so far, is it good?

  • Carpentry 100
    Smith 100
    Mining 100
    Tailor 100
    Tinker 100
    Mage 75 (for recall, healing, and carp items requiring magery)
    Music 45 (for carp items requiring music)
    Weapon 80 (for small monsters along the way)
    ___________________
    700

Re: The perfect Crafter template for T2A ?

Posted: Sat Feb 28, 2009 12:38 pm
by sasquatch
if you got the 75 mage you can just kill the small monsters with that

Re: The perfect Crafter template for T2A ?

Posted: Sat Feb 28, 2009 1:21 pm
by chumbucket
I'd drop mining, music and swords to add alchemy and poisoning. Bump up magery to GM. Make another character just for gathering raw materials. And who actually buys musical instruments anyways?

Re: The perfect Crafter template for T2A ?

Posted: Sat Feb 28, 2009 1:28 pm
by Deadiam
chumbucket wrote:I'd drop mining, music and swords to add alchemy and poisoning. Bump up magery to GM. Make another character just for gathering raw materials. And who actually buys musical instruments anyways?
Agreed about music instruments, their cheap and plentiful at vendors.

Re: The perfect Crafter template for T2A ?

Posted: Sat Feb 28, 2009 2:20 pm
by RoadKill
Alchemy
Blacksmith
Carpentry
Magery
Mining
Tinkering
Tailoring (or Poisoning)

That's what I would have done if I wanted a crafter

Re: The perfect Crafter template for T2A ?

Posted: Sat Feb 28, 2009 2:24 pm
by Michael Malloy
RoadKill wrote:Alchemy
Blacksmith
Carpentry
Magery
Mining
Tinkering
Tailoring (or Poisoning)

That's what I would have done if I wanted a crafter
This is what mine is, with poisoning. I might end up eventually dropping Mining for something, like tailoring.

Re: The perfect Crafter template for T2A ?

Posted: Sat Feb 28, 2009 2:49 pm
by Teknix
carpentry
smithy
tinker
tailoring
magery

these are good to start with. you can add alchemy and poisoning. or you can add inscription and med, and latter drop med for mining when you train smithy (much easier when you have mining so you can smelt). i have musicianship right now and i've been making stock piles of GM made weapons. i might keep it and pick up provo for a bit and get glorious lord title.

i would probably pick alchemy and poisoning just cause not there are not that many poisoners and boat loads of scribes.
http://my.uosecondage.com/player.aspx?id=2067


you could have a "mule's mule" just to save points. the 2nd mule would have mining (for sure, can always use this guy to smelt and restock ingots) or lumberjacking, could put magery and inscription and med on this guy to save skill points
http://my.uosecondage.com/player.aspx?id=7673 this is coffee's mule's mule

Re: The perfect Crafter template for T2A ?

Posted: Sat Feb 28, 2009 3:16 pm
by Senses
Looking at template, I'd split crafting and gathering. Have a gathering mule, lumberjack mining, whatever else, then a true crafter, alchemy poisoning, tinker, smithing, magery inscription, whatever. Takes a long time, but hey, what else you gonna do, and this way you can be out gathering ore while actually working the ore you have, or lumberjacking, you get my drift.

Re: The perfect Crafter template for T2A ?

Posted: Sun Mar 01, 2009 2:40 am
by Kamora
Why do most say to drop mining? i never have heard of a Blacksmith template without the mining...how could that work?

Re: The perfect Crafter template for T2A ?

Posted: Sun Mar 01, 2009 6:22 am
by fooka03
it is foolish to have a bsmith without mining. you'll waste a ton of ingots by not being able to smelt your failures/training at maximum efficiency

Re: The perfect Crafter template for T2A ?

Posted: Sun Mar 01, 2009 8:25 am
by rocksinhead
tailor
tinker
carp
smith
inscript
magery
med
that's my mule rocksinhead and he can make everything i need cept gm instruments which personally seems like a silly thing to make when you consider how cheap they are and how long the store bought ones will last. alch poison you can put on any other character. any resource gathering is best left off your crafting mule so you can make the most crossover deeds with carpentry. just my opinion but this template makes me very good money

Re: The perfect Crafter template for T2A ?

Posted: Sun Mar 01, 2009 9:08 am
by Daolin
Perfect template is one mule that can make all housing addons. AND a second mule that covers all of the other trades. You need 2 mules if you want perfect.

Re: The perfect Crafter template for T2A ?

Posted: Sun Mar 01, 2009 11:31 am
by Wise
You definitely need Two crafters here is what what mine look like:

Blacksmithing
Carpentry
Inscription
Margery
Meditation
Tailoring
Tinkering


and my Second Character

Alchemy
Bowcraft/Fetching
Carpentry
music
poisoning
cooking
Item ID

Re: The perfect Crafter template for T2A ?

Posted: Sun Mar 01, 2009 11:43 am
by Kamora
Daolin wrote:Perfect template is one mule that can make all housing addons. AND a second mule that covers all of the other trades. You need 2 mules if you want perfect.
I like your idea :) Can't put everything i want on the Crafter who will be making the house add-ons, but i could make it so i have two crafters and only have to train one in the magery.



Image

Re: The perfect Crafter template for T2A ?

Posted: Sun Mar 01, 2009 11:57 am
by Teknix
Kamora wrote: make it so i have two crafters and only have to train one in the magery.
then put inscription on your 'main' mule/crafter. mage/inscription/smith/carp/tailor/tinker/med

then you'll need alchemy/poisoner/mining/bowyer/etc