At 75 I knew a lot of 100+6 crafters that didn't do much with their craft. Whether or not you use it is up to you, but not using it guarantees it won't be very profitable for you.
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At 75 I knew a lot of 100+6 crafters that didn't do much with their craft. Whether or not you use it is up to you, but not using it guarantees it won't be very profitable for you.
I love to craft always have, but I like the solo aspect of it.
Like when you want to be alone and you set time to craft you go farm items and then craft them and sell them either to Npc or on ah whichever is most profitable. years ago could make 5-6 mil in about 4 hours of effort now need full day to make half that.
I do not like synergy mainly because it seems to need you to have multiple high level craft (more people) to make and as I said before I like to craft alone. I don't really know much about synergy so I might be wrong in my statement.
They could do as one already suggested to remove the sub-craft limits or raise them to like 75.:cool:
It would be great to have the subcrafts caps lifted. Not sure what the purpose is because we can just make another on another mule but its inconvenient. I would like to be able to just use all my crafts without having to shift materials around to various mules. For instance. I make alchemy stuff on my alchemy mule now. Then I send the materials and product off to my goldsmithing mule to make/skill up on for her. If my gold smither needs blacksmithing items I have to go to my blacksmithing mule to make that then send it to my goldsmither. For shehei I can fish off one send stuff to alchemy mule send ink to ww er which happens to be my main then make the shehei. What purpose does that serve in game mechanics? Wouldnt it make just as much sense to just have it all on one?
If SE doesnt want to change all that well ok but it really would be more fun. Oh and I would still need the mules to store materials on after crafting is done so there is no loss of income for SE.
Yeah I have one mule for a craft and another just to hold supplies for that craft so it can get messy at times. if had all crafts on one char then would eliminate a whole set of mules. I built fame up on the mules to maximize the storage capacity.
Se would lose a little cash from me if they did that so I don't see that happening.
I've always wanted to, but never started crafting. But I'm wondering which to take up first or to make my "main". Cloth, Leathercraft or Cooking?
I can't speak for those who have taken a craft to 100, but having both Cooking and Alchemy at 60 (food sells well and meds used to..not sure nowadays), Cooking was definitely quick and profitable if you played your cards right. Since you're level 90, you'll be able to easily farm your own crystals (which saves more money than you'd think). Just make sure to hold onto your materials and finished products, as some products are used as synthesis materials later on. I'd suggest following a guide or doing a lot of research so that you're not stymieing your progress by throwing away or NPC'ing something you'd want in a few levels, and make sure to note the location of the regional vendors, because they'll supply you with cheaper ingredients.
Also, if you plan on taking Cooking to 100, you may also want to look into leveling your Fishing skill. ^^
Anyone with a 100ish craft should just lvl Synergy, its easy, more fun and can be good gil. Noobs are terrible at Synergy so there is never a real threat to the market. Almost all the synergy synths are profitable as well. (atleast on Cerb) Juogi and Grim were bread and butter for months, I'm sure more will head in that direction.
Wait!!! You can craft in this game? >.> <.< >.>