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Interdepent subclasses.Follow

#1 Jan 14 2005 at 7:02 AM Rating: Decent
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I have looked around for a while now and i just keep getting confused as to who requires what from other people with regard to made material.

So does anyone have a list of which classes require help from other people?

Example:

Sages require support from Alchemists and woodworkers for Ink, paper and quills.

what i wish to know is what do the rest of the classes require support from?

I plan to pull together a comprehensive list, so that people like me can pull to gether a group of 4 charicters to support themselves in tradeskills.

Any other wisdom and general tips would be nice too.
#2 Jan 14 2005 at 7:43 AM Rating: Decent
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Yes it is in the advanced guide thread linked from the login screen

Here

Edited, Fri Jan 14 07:50:38 2005 by Cobra101
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#3 Jan 14 2005 at 10:06 AM Rating: Decent
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Messy bucket Mr snakey Smiley: smile..

Rateup for you.
#4 Jan 14 2005 at 10:40 AM Rating: Decent
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The way it is presented on the site is to show who needs you when you choose a class not who you need to support your work, so i have trawled through the list and it works out to this:

Sages need Alchemists, Woodworkers, Jewelers and Tailors.

Tailors need Jewelers and Sages.

Alchemists only need Jewelers

Armourers need Alchemists, Jewelers, Sages and Tailors

Weaponsmiths need Alchemists, Armourers, Jewelers and Tailors

Woodworkers need Alchemist, Armourer, Jeweler, Tailor, Weaponsmith.

Jewelers need Alchemists and weaponsmiths

Carpenters need Alchemists and Weaponsmith

So that leaves Jewelers and Alchemists as the lord of all with 6 of the 7 other requiring them, Tailors loved by 4, woodworkers by 3, Armourers, weaponsmiths and sages by 2, and leaves Carpenters as the Red headed stepchild of tradeskills unloved by anyone and making nothing of note themselves.

I for example wish to provide good bags for my toons so i will need to make my main a Tailor and a Jeweler and sage alts with probably an alchemists to provide the other 2 with required items.

Edited, Fri Jan 14 10:47:38 2005 by tarv
#5 Jan 14 2005 at 2:50 PM Rating: Good
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Good base chart, but it does not fully reflect the demands of the market. :)

Jewelers need Alchemists, Tailors, and Weaponsmiths.

In return many of the classes that use Jeweler items, can have a be made by several other classes. Example: Studs can be made by Armorsmiths, Woodworkers, and Weaponsmiths.

On the flip side, many classes have primary recepeies that only need one or two items. Jewelers for example only need Leather Straps from Tailors, but having them make cloth is easier then trying to make it thesmelves.

You need to also look at the population of the server. Jewelers for example are a dime a dozen, but it can be a real pain to get a Woodworker to make some Quills for you or a Tailor to make some patterns.

So the listing above is close and a good place to start but does not tell the entire story.

If you want to get into crafting, turn on your local crafting channel and watch what people ask for. In addition talk to 2-3 crafters in their 30+'s were the game realy starts and ask what they need the most and find the hardest to get. :) For my area, that tends to be Inks and Patterns and Quills with everything else being fairly common.
#6 Jan 15 2005 at 2:31 PM Rating: Decent
Level 26 armorsmith sounding off here because none of us ever seem to respond or say anything to misinformation.

Ok here goes, unless we exploited the bugs with the books there is no point in our smithing career where we can make studs or spikes.

As far as interdependencies go no one has more of them than we do and less to offer anyone unless they want a piece of obsolete armor.

At level 20 we get carbonite bars, plates, rings, and sheets after that level the only recipes we get are for finished armor for the various slots. Same pattern for level 30's recipes.

Ok to make a piece of armor, chain or plate, we need 1 pattern/sage made , studs jeweler/carpenter made, padding/tailor made, temper/alchemist made, harness/tailor made and we have nothing to offer in trade except for a finished piece of armor. Nice part is most alchemists, jewelers etc seem to be casters so they laugh at the thought of a piece of armor.

So I can make one component for armor and to make the bars I have to use weaponmaking buffs that capped long ago in the days when I was an outfitter. So I use full power to make a pristine bar if I am very lucky.

So with this pristine bar I could sell it to a weaponsmith, who can make it much easier using the correct skills, or I can pay a jeweler to make me carbonite studs for me at 1g a stack even though I provide all the ingredients.

Not sure what I am making that another class needs besides a finished piece of armor which I make 10s on because I don't have 15 alts and have to find nice guildies or kind players to make the parts I need.

Trade means I have something to offer other classes in exchange and I really don't.

Ok that wasn't intended as a whine but it seems a lot of info. about armorsmiths is just crap but I am working on some alts. now which is a shame as I really love making armor.
#7 Jan 16 2005 at 5:06 AM Rating: Decent
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I wondered about studs myself but wasn't going to argue.

The link I posted says that armourers are needed by Woodworkers for Sheets and Weaponsmiths for Plates.

Storage seems to be one of the biggest sellers around so I would have thought that selling tier 3 sheets for strongboxes would be a solid market?

I'm not sure what weaponsmiths do with plates (break them at Greek weddings probably)

My armourer-to-be is still an outfitter so I haven't run into these problems yet
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