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Tradeskill Mule's question

Slonekb05
Slonekb05
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So basically i made 3 bank mule to hold all my trade skill materials, then i thought...why not just have my mules do my trade-skills for me? So i divided the 6 trade-skills between the 3 mules, save points on main character and don't have to be bothered re-spec to craft something.. etc. my question is... Is there a reason not to do this? is there some special reward for being master of all trade-skills?
  • MissBizz
    MissBizz
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    Well, if they are doing equipment crafting - you will need to finish the guild main questlines to have access to some of the crafting stations, as well, many are in the wilderness and a Level 3 mule probably won't make it there safely. As well, you will need to level them up to have enough skill points (depending on how many crafts they plan on doing)

    [EDIT] There is no special reward for doing all the trades on one character :)
    Edited by MissBizz on July 9, 2015 4:17PM
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  • Slonekb05
    Slonekb05
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    MissBizz wrote: »
    Well, if they are doing equipment crafting - you will need to finish the guild main questlines to have access to some of the crafting stations, as well, many are in the wilderness and a Level 3 mule probably won't make it there safely. As well, you will need to level them up to have enough skill points (depending on how many crafts they plan on doing)

    [EDIT] There is no special reward for doing all the trades on one character :)


    Whats different about the guild quest line crafting tables? Also yeah...i planned on gtetting each mule to 15-20 for skill points.
  • AlnilamE
    AlnilamE
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    Personally, I have the equipment crafts on one character (my main) so that I only have to learn each motif book once.

    A friend has one craft on each character (he even has split food and drinks).

    As MissBizz said, there are the Crafting Stations at Eyveya and the Earth Forge where you need to have completed the guild quest lines (but those are 8-trait sets, so you have time before you can even use those).

    There are also two crafting stations in Craglorn, and you need to be V1 to access Craglorn.

    As for getting through the wilderness to get to the crafting stations you need, that is not too hard after the first time, as you will discover the closest wayshrine and you can sneak to all of them easily.

    If you want to be a master crafter, I would say make your toons and then just play them for a bit once a week or so to slowly level them as they get closer to having all the traits researched.
    The Moot Councillor
  • MissBizz
    MissBizz
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    Slonekb05 wrote: »
    MissBizz wrote: »
    Well, if they are doing equipment crafting - you will need to finish the guild main questlines to have access to some of the crafting stations, as well, many are in the wilderness and a Level 3 mule probably won't make it there safely. As well, you will need to level them up to have enough skill points (depending on how many crafts they plan on doing)

    [EDIT] There is no special reward for doing all the trades on one character :)


    Whats different about the guild quest line crafting tables? Also yeah...i planned on gtetting each mule to 15-20 for skill points.

    The special crafting stations allow you to make sets with bonuses depending on how many items from the set you are wearing. Bring able to craft something with the set bonus depends on how many traits you know for that particular item.

    Example: Deaths wind give set bonuses, if your wearing 5 pieces of it sometimes enemies get blown back from you (good if your a ranged attacker). This set requires you know 2 traits. If you have researched at least 2 traits for sword, you can craft a sword with the bonuses. If you only know 1 trait on bow, you cannot make a bow with those special bonuses. These special crafted stations are found generally out in the wild, except the the few we mentioned above. Each place does a different set. You can google ESO crafted set stations to see the sets and what they do, along with where they are found.
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • Slonekb05
    Slonekb05
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    MissBizz wrote: »
    Slonekb05 wrote: »
    MissBizz wrote: »
    Well, if they are doing equipment crafting - you will need to finish the guild main questlines to have access to some of the crafting stations, as well, many are in the wilderness and a Level 3 mule probably won't make it there safely. As well, you will need to level them up to have enough skill points (depending on how many crafts they plan on doing)

    [EDIT] There is no special reward for doing all the trades on one character :)


    Whats different about the guild quest line crafting tables? Also yeah...i planned on gtetting each mule to 15-20 for skill points.

    The special crafting stations allow you to make sets with bonuses depending on how many items from the set you are wearing. Bring able to craft something with the set bonus depends on how many traits you know for that particular item.

    Example: Deaths wind give set bonuses, if your wearing 5 pieces of it sometimes enemies get blown back from you (good if your a ranged attacker). This set requires you know 2 traits. If you have researched at least 2 traits for sword, you can craft a sword with the bonuses. If you only know 1 trait on bow, you cannot make a bow with those special bonuses. These special crafted stations are found generally out in the wild, except the the few we mentioned above. Each place does a different set. You can google ESO crafted set stations to see the sets and what they do, along with where they are found.

    Ahhh, i see. Good info, thank you

  • MissBizz
    MissBizz
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    Slonekb05 wrote: »
    MissBizz wrote: »
    Slonekb05 wrote: »
    MissBizz wrote: »
    Well, if they are doing equipment crafting - you will need to finish the guild main questlines to have access to some of the crafting stations, as well, many are in the wilderness and a Level 3 mule probably won't make it there safely. As well, you will need to level them up to have enough skill points (depending on how many crafts they plan on doing)

    [EDIT] There is no special reward for doing all the trades on one character :)


    Whats different about the guild quest line crafting tables? Also yeah...i planned on gtetting each mule to 15-20 for skill points.

    The special crafting stations allow you to make sets with bonuses depending on how many items from the set you are wearing. Bring able to craft something with the set bonus depends on how many traits you know for that particular item.

    Example: Deaths wind give set bonuses, if your wearing 5 pieces of it sometimes enemies get blown back from you (good if your a ranged attacker). This set requires you know 2 traits. If you have researched at least 2 traits for sword, you can craft a sword with the bonuses. If you only know 1 trait on bow, you cannot make a bow with those special bonuses. These special crafted stations are found generally out in the wild, except the the few we mentioned above. Each place does a different set. You can google ESO crafted set stations to see the sets and what they do, along with where they are found.

    Ahhh, i see. Good info, thank you

    If you'd like to learn more on crafting I have some video guides up, the link to the forum thread with them is in my signature. I'm new at doing guides - so they're not perfect, but they get the point across :)
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • Slonekb05
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    cool, i will check it out.
  • kupacmac
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    One thing to keep in mind is if you split up Blacksmithing, Tailoring, and/or Woodworking to separate mules, you might have to make separate trips to the special crafting stations depending on what you're making. Not a show stopper, but it will be extra effort.
  • Slonekb05
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    kupacmac wrote: »
    One thing to keep in mind is if you split up Blacksmithing, Tailoring, and/or Woodworking to separate mules, you might have to make separate trips to the special crafting stations depending on what you're making. Not a show stopper, but it will be extra effort.

    right, got to give up something for the convenience of more bank space, and not having to re-spec to craft.
  • Ourorboros
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    The upside of splitting crafting between multiple characters is the need for less bank space, and for fewer skill points. The downside is taking up character slots. This is a problem if you want to create different characters, different classes, different alliances. You'll have to invest a lot of time to level multiple crafters, and you will have a void in your crafting skills if you delete one or more.
    Here's an alternative suggestion: Go ahead and create multiple crafters, but at the same time level craft skills on your main characters, ones you intend to keep for some time. The difficulties with having an all-in-one crafter/player is bank space and skill points. Both of these pretty much disappear by the time you finish Caldwell Silver and Gold. On the way to that point, you can level all six crafts without spending more than a handful of skill points. In addition to my main character who has mastered all crafts, I have two VRs with crafting skills in the 40s to 50 with around 10 skill points in crafting (you don't have to spend any skill points, but it is much easier to raise alchemy and provisioning if you bump up to higher levels, and I was chasing the XP potion recipes). Other than alchemy and provisioning, all you have to do to level the other skills is deconstruct items. If you do this, you will have characters will high crafting skills by the time you have more skill points than you know what to do with. One last thought, if you pursue this approach, don't forget to research traits....this is not hard but has an unavoidable time penalty. At the end of the day, you will have a totally self-sufficient character that can support all your crafting needs, and the option to delete some of your mule/crafters without losing any crafting abilities.
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  • Slonekb05
    Slonekb05
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    Ourorboros wrote: »
    The upside of splitting crafting between multiple characters is the need for less bank space, and for fewer skill points. The downside is taking up character slots. This is a problem if you want to create different characters, different classes, different alliances. You'll have to invest a lot of time to level multiple crafters, and you will have a void in your crafting skills if you delete one or more.
    Here's an alternative suggestion: Go ahead and create multiple crafters, but at the same time level craft skills on your main characters, ones you intend to keep for some time. The difficulties with having an all-in-one crafter/player is bank space and skill points. Both of these pretty much disappear by the time you finish Caldwell Silver and Gold. On the way to that point, you can level all six crafts without spending more than a handful of skill points. In addition to my main character who has mastered all crafts, I have two VRs with crafting skills in the 40s to 50 with around 10 skill points in crafting (you don't have to spend any skill points, but it is much easier to raise alchemy and provisioning if you bump up to higher levels, and I was chasing the XP potion recipes). Other than alchemy and provisioning, all you have to do to level the other skills is deconstruct items. If you do this, you will have characters will high crafting skills by the time you have more skill points than you know what to do with. One last thought, if you pursue this approach, don't forget to research traits....this is not hard but has an unavoidable time penalty. At the end of the day, you will have a totally self-sufficient character that can support all your crafting needs, and the option to delete some of your mule/crafters without losing any crafting abilities.

    good read. As for the character slots, with 3 mules i still have access to 5 normal characters, which is plenty in my book. only plan on playing 3-4 max.
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