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Miner/Botanist balancing
Recently I have noticed some issues with the skills I have been obtaining when leveling gathering professions. I main the miner but the botanist has the exact same skills except for the wards so I wanted to ask your opinion/give suggestions regarding whether these skills are balanced or not and how to fix them.
Let me first say that SE has already nerfed the attempts on each gathering spot to 4 down from 6, however it seems as if SE did not pay attention to the actual gathering skills.
Ageless words/solid reason: 300Gp is too much, better use 100GP skills that increase chance to gather instead of this.
Deep Vigor/Brunt Force: Not consistent anymore because of yield changes, and can only be used after Ageless words/solid reason when the spot gives a +1 by itself.
King's Yield/Blessed Harvest: 400GP is way too much, reduce it to 300GP like the wards or to 250GP
---Continues to part 2---
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Wards: Miner gets Water/Fire/Lightning while Botanist gets Earth/Ice/Wind. Wards increase the yield of shards of a specific element catalyst by 2. An Armorer/Blacksmith/Goldsmith would mainly pick miner while a Carpenter/Alchemist/Weaver would mainly pick up a botanist.
If we look below here:
Alchemy: Water Lightning
Carpenter: Ice Wind
Weaver: Light Wind
Botanist: Ice Wind Earth
Armor: Ice Earth
Goldsmith: Wind Fire
Blacksmith: Fire Earth
Miner: Fire Water Lightning
Right now Armorer that levels miner and alchemist that levels botanist get punished for not being able to get their own catalysts through the gathering profession
I suggest switching up either Ice with Water or Lightning with earth, or both, so that this way all professions can at least get half of their catalysts consistently by themselves.
Please add in with your opinions suggestions and any other things you may have to add to the list, Thanks!
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I have no issues with gathering as it is. I keep my GP up with the proper level HQ gear and interdependency between DoH / DoL classes is intended, so I don't mind having to level both to get the appropriate wards.
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Anyone got any opinions on this?
I really think the wards need some balancing at least.
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They did the wards on purpose . This way the community needs to work together. Also once you hit 30 gathering 1 out ta the 4 shard spots offers shardsx2. So I save my go for that and get an extra hit. The 400 gp ability that gives one more item on that hit is worthless IMO but the others are use full.
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I understand that the community needs to work together but those shard swapping that I mentioned benefit all the parties and makes it really consistent to keep crafting.
At level 30+ each crafting attempt costs more than 4 shards, and then it starts to move onto crystals and clusters. It just does not work, considering that shards give no xp to any gathering class above level 10, and that to even get the botanist/miner wards to apply to crystals and clusters you need to level them beyond 40, which is a huge amount of grinding to achieve that.
Not to mention that people keep increasing the price of shards like Ice/Earth And Water/Lightning because they know that an armorer or alchemist is going to dig into those regardless of price, the burden is on classes like armorer and alchemists because they will always be required to either mine/harvest them for 1 each attempt (with the occasional 2 per attempt) or pay the price to the point of not covering the profit of what they craft.
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Brosharp gathering is meant to be another class to level along with all the crafting. Its meant to be a grind fest. Also I can farm 200 shards in 30 min so its really not that bad.
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I'm currently suffering the Miner/Armorer issue you mention. My solution: I'm grabbing an axe and going for a walk as soon as I log in. I have friends that are leveling DoH while neglecting DoL classes so they are always happy to receive materials. In return i get free HQ shinies. Everybody wins.
I agree it would be more convenient to have the Ice Ward on miner, but we just have to make the most from what we are given :)
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Weaver's use lightning shards as well, just as armorers use wind. No one gathering class can get all the materials needed for a particular craft, and I rather like it that way. It forces players to either buy from gatherers or level one themselves. It's a great supply and demand chain, and one of the backbone's a good game economy is built upon. The market is made in such a way that you can choose who you buy from, so you should never need to overpay for items either.
Right now it's a fine balancing act. Too much heavy-handedness could ruin the whole thing, and I'd rather them make minor adjustments here and there than radical ones.
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I think the wards should be a toggle buff that kills GP regen.
If you are gathering crystals you are not going to be using and GP abilities.. at least at the lower levels.