Skill Points and Inventory are the main reasons. Note I did not say it was impossible, just not a good idea. I used to think that making a character who is a crafter and deadly was a perfectly sane thing to do. Until I made a non crafting character. Wow, did the light switch turn on then.
Now, yes, once your to VR14, you have enough skill points. However up until that level, and certainly starting a new character in the game, putting all your crafting on one character is not going to work well if you want to be deadly, or deadly before you get to the VR Ranks. Or you can be a two skill rotation for the entire game (entirely possible with some skill lines)
Inventory management is the other issue. Even at 140 to 170 slots on the characters and more than 200 in the bank, I can't see one character being able to hold all the crafting inventory that they would need and be able to loot anything efficiently. NOt to mention being able to afford that amount of bag space before deep in the VR Ranks. The only reason my Templar is 200K to the 240K goal she needs to unlock the last 30 bank spaces is simply because she can vendor loot/sell loot in the guild stores. And, she has the bag space to make loot farming reasonable.
Heck, my clothier/WW can barely carry what she needs and loot. As it stands now, I am leaving dungeons and delves halfway through them to empty bags. No, I can't leave an unlooted corpse behind, it's not cricket I tell you. It was even worse back when she was neck deep in researching traits, she had no bag space to use, so she was parked for 2 months. Now, of course I have this silly idea that a crafter should be able to make stuff for any level character. Some only craft for VR14, and that does reduce inventory needs significantly. Me, I can craft for anyone at anytime, with the occasional mule log for large orders.
To split up the equipment crafting to WW/Cloth on one, Blacksmithing on another allows for characters to carry the inventory they need, but still have room to loot or whatever or have skills to fight with. Plus, they can pick up support crafts like Provisioning and Alchemy as skill points allow. Enchanting could work like this too, but I only have one enchanter because I don't make glyphs for others and I don't need enchanting that often. Enchanting is still not easy to level, but again, how many enchanters do you really need?
So, can it be done, sure. But when I have made alts who are non crafters and have no skills in crating at all, it is amazing how fast I can build them up as I am leveling them, and have all or most of the skill lines for combat and defense fully leveled by the early VR ranks. And how rich they get, money is easy to get from Vendors in this game if your not deconning everything. I used to think that Templars were the OP class of the game, as that was my first non crafting character. Nope it's just she has all the skill points she needs to be deadly in anyway I want her to be.
So, now I have characters who craft, and characters who fight. I find the game much more enjoyable this way. The crafters are deadly enough that they can farm or get to the crafting stations. The only time it is an issue is when I have to log to a crafter. But, I would be logging to an inventory mule anyway at some point, so what's the difference? I craft most things in batches, so I only need to cook once a week or so, make potions once a week or so etc. I don't make gear that often, so my two equipment crafters mostly just hangout in a crafting hub.
True, I have a bunch of characters doing Provisioning writs, but I am only doing that to chase recipes.
I'm only level 17 as of now (been playing as I can since console release). I have 3 bag upgrades and 1 bank upgrade. I have skill points in ALL crafting and provisioning skill lines + my fighting skill lines and world skill lines. It's easy enough during the beginning stages of the game where skill points are falling out of the sky.
I'm only level 17 as of now (been playing as I can since console release). I have 3 bag upgrades and 1 bank upgrade. I have skill points in ALL crafting and provisioning skill lines + my fighting skill lines and world skill lines. It's easy enough during the beginning stages of the game where skill points are falling out of the sky.
You are coming into the Skill Point Desert. From about L15 to L30 skill points are precious as you start unlocking the really good class skills, the interesting morphs, and the passives in all the lines. You will find your self starving for skill points in the coming levels, unless you ignore passives, and you don't want to do that.
You also hit the same desert in the low 40s too.
I'm only level 17 as of now (been playing as I can since console release). I have 3 bag upgrades and 1 bank upgrade. I have skill points in ALL crafting and provisioning skill lines + my fighting skill lines and world skill lines. It's easy enough during the beginning stages of the game where skill points are falling out of the sky.
You are coming into the Skill Point Desert. From about L15 to L30 skill points are precious as you start unlocking the really good class skills, the interesting morphs, and the passives in all the lines. You will find your self starving for skill points in the coming levels, unless you ignore passives, and you don't want to do that.
You also hit the same desert in the low 40s too.
Interesting, didn't know this. Is this including the fact that you can get additional skill points from certain quests and all of the skyshards?
Interesting, didn't know this. Is this including the fact that you can get additional skill points from certain quests and all of the skyshards?
TL,DR: take 5 battle skills, 1 ultimate, some passive, and then put the rest into crafting
It took me until about v4-6 to be have all crafting skill lines perked on my crafter (and still have him be able to earn xp/quest/kill badies). I am now going to quest him a bit just for fun and increase his dps (so he can better farm in high vet areas).
Since he was a crafter, I centered my build on survivability. I used a male Nord dragonknight. Had him take one and only one skill from all DK skills to train each tree to 50. Took one ultimate. Then I took two two-handed skills to fill out my bar (did not use a second bar). For passives I only took Nord Skills, Heavy Armor Skills, and Two handed Skills and not all of them.
You should also fully train your horse inventory and take increased bag space.
It is a skill point balancing act between the crafting perks and the other perks but it worked for me. When I was starting out, I also simultaneously trained consumables on my main character (both provisioning and alchemy give good passives and I am of the opinion that every character should train them). This allowed my crafter to concentrate on the armors and weapons until closer to vet levels. You need to get him/her started on research.
I would highly recommend having a crafter. I can keep all my consumable materials in the bank (for other characters to use) and all my armor crafting materials on him. This is great for inventory management.
The key to your question is 'over time". There are plenty of skill points in the game, but 2/3 are not available until you start questing in the other 2 alliances. I'm a VR14 with crafting maxed, multiple weapon lines maxed, skill points to spare, and still have skill points I have not gained yet. If you want to do this, there is nothing to stop you. It's just hard until you finish the first alliance.jackiemanuel wrote: »I'm in the same boat as the OP. I just hit level 25 and to that point had been crafting all my gear. 5 light armor, 2 heavy, 2 staves. Now I'm at an impasse. My clothing and woodworking are at 11 but blacksmithing only at 9. So even if I wanted to continue this I have to deconstruct a ton of stuff to even craft heavy armor at my level.
And that's before even considering skill points. I'm 41,work a lot, have a girlfriend and dog so I don't know how viable having a dedicated crafting character would be. I could do it but it would be a huge time dump I think. I only get to play a couple hours each night, more on weekends.
I'm not sure how to proceed. I went after all the skyshards in my current zone last night wit the intent of putting those points in crafting but didn't and decided to think it over. What are my best options going forward?
Can I truly gain enough skill points over time to appropriately level those the crafting skills plus class skills, destro,restore staves, racial, armor, etc? Would i only be sacrificing power in the short term or would I come up short on points later on?
I like crafting. I have a lot of motifs and enjoy making my gear look exactly how I want. I'm in am active traders guild so money isn't really a problem for increasing inventory or buying things I want.
If I cease crafting all my gear how would I go about getting it without an alternate toon? Just buy it from a guild store as needed and supplement with good drops? I also have a friend in a crafting guild who sells stuff at a pretty good price so theres that.
I guess I want to have my cake and eat it too. I enjoy crafting but also am finding myself having to be incredibly judicious with skill points now, wanting more morphs and skills than I can afford.
Novel thought but what about the RP for the character? I have an Orc I am leveling right now that is a pure warrior/blacksmith. He is slowly bringing both up at once and it works well for me. People get to caught up in the min/maxing of the characters. Instead play the character as a person and decide what he would do and do it.
jackiemanuel wrote: »I don't know how viable having a dedicated crafting character would be. I could do it but it would be a huge time dump I think. I only get to play a couple hours each night, more on weekends.
I feel the same. Min-max a game kills the fun and the immersion for me. But we are all different, i dont judge anyone, i only speak for myselfNovel thought but what about the RP for the character? I have an Orc I am leveling right now that is a pure warrior/blacksmith. He is slowly bringing both up at once and it works well for me. People get to caught up in the min/maxing of the characters. Instead play the character as a person and decide what he would do and do it.