myrrrorb14_ESO wrote: »You probably will want to consolidate your crafting to one character. At least the equipment stuff. Motifs and researching on multiple characters becomes tiresome.
Lithium Flower wrote: »I started out the game this way. I used my very first character in a long-abandoned alliance to turn into my crafter while I leveled up new characters in an alliance I had immigrated into for friends. It has severely screwed me over in the long run.
Firstly - this won't concern you much while you're still leveling up but in a month or so when you are at the level cap where you will remain for the rest of your playing life, you will run into the following BIG concerns:
1. Materials. You can run around with your current 'main' now and farm materials and send it to your 'crafters' to refine and craft. Once you reach veteran rank 16 - you can only farm the required material in two places - Cyrodiil and Orsinium. And you can only do that if you have crafting rank 10 in each associated crafting tree. So you can't play the way you're playing now. You can't run around Orsinium with your main character you enjoy playing because it has all the skills and gear to look for materials. You will have to park your main character (might as well delete it, as I'll explain below) and get your crafter into Orsinium, doesn't matter if you don't like the class, he has no skill points, gear or is still level 14.
You will be automatically 'scaled' to v16 (this means you will have the HP, magicka, stamina and spell/weapon damage of a moderate vet 16 but still only the 5 skills you've unlocked at level 14). And god forbid you split your crafting across multiple character - you will need to farm for materials separately for each. But you're thinking, 'that's not a big deal, how long does it take to grab 15-20 nodes to craft one thing?' Nope my friend. Only 1/3rd of the nodes you encounter will yield top tier stuff, the rest will yield one tier down. So for every 10 pieces of mats you need, you will need to farm roughly 30. Again this would be pretty bad but not the worst if not for the fact that a single piece of veteran 16 gear requires 10 times the number of materials. So if you're thinking, I get to play 2 hours a day - I can play on my crafter(s) for 30 minutes to farm materials and then switch to my main for the rest of the evening, consider that your effective farming requirements have roughly increased 300 times. You will end up farming materials for 90 minutes every evening for 1 week to make 1 new set of gear. And this is if you're lucky and assuming you don't have to compete with fellow farmers for every node.
Forget about grabbing 100 or so nodes while running around a zone doing your quests and upgrading your gear or trying out something new by the end of the evening. You need to farm roughly 300-450 raw nodes for 1 max level hat. Now you're thinking, what if just make gear one tier lower so I can actually play the game instead of farming - you can but don't expect to be able to remotely compete with people in top level gear. There will be a power differential of 15-20%.
2. Certain Motifs and style materials. You're a crafter, naturally you want to aim, at some reasonable point, to have most of the crafting styles available. Or you want to be able to craft unique motifs for players for a charge to cover the time and investment you put into all the effort. Surely, you'll be able to do this right? Weeeell, nope. Two hot new motifs introduced by Orsinium rely on motif knowledge to drop style materials effectively cutting your 'main' off from the rewards. If you run around Orsinium, you have a small chance to loot Casserite which is required for crafting in the Ancient Orc style. If you know pages of the style, you have a higher chance to loot Casserite. So naturally, your main character is again useless for farming for this important resource. So you think, okay. I'll use my crafter to do easier overland PvE content and do more challenging stuff like veteran dungeons (for the highly desirable monster helm sets) on my main. Wrong again. One of the more popular motifs is Mercenary, and its acquired by doing Veteran Dungeons. Fair enough you think, I can get it on my main and just have my crafter learn it. Wrong. Unless you know this style, you will never, ever see the style material - laurel, which only reliably drops from the final boss if you know 100% of the motif. You're thinking okay. It's inconvenient for sure, I'll just buy it from a guild store - wrong once more - it's Bound on Pickup and only the player who loots it can use it. Sure you can transfer it to your bank but unless your crafter is doing pledges, you're not going to see it. No problem you think, I'll level up my crafter to v1 and do pledges anyway until you do veteran White Gold Tower that one time on your crafter and get a helm at v1 when you've been trying for weeks and weeks to get it on your main.
I won't blame you if you sit and wonder why you bothered to have two characters. Go on. Delete that useless main now. There's no point.
Learn all your crafts, every single one of them, on your one main character . Don't ever level a second one because you will miss out on important loot if you ever make the mistake of logging into them. And with the extra time you have freed up, go out in the sunshine, read a book, play Witcher 3.
Whatever you do, don't level a separate crafter.
- Sincerely,
A crafter since April 2014
Sorry but there is probably hundreds of these threads and I just didn't find them in here, I googled and found threads on places like reddit but not here and not very recent either. Those I found were over 400 days old and things tend to change during a 400 day period.
So to the question and need of explanation:
The crafting system, rather the deconstruct mechanism. I have 3 alts, one for woodworking, one for clothing and one for blacksmithing. They are all adventure lvl 3 and somewhere around lvl 6-7 in their craft lvl.
With my main I send items around lvl 19 for them to deconstruct. The only problem is I get a VERY small amount of xp and NO resources at all, all I get is the message "No usable items found".
From what I read on other threads, people speculate in decon being influenced by your adventure lvl, which I along with the others in those threads find extremly stupid? Why the F-CK would your adventure level have anything todo with your crafting abillities?
I would definitely understand if I'm not able to decon lvl 19 items and get usable items when my crafting level is 6, but I certainly hope I will be able to decon those items when my crafting skill is higher?
How does the system work? Please explain this for me. What are the level caps before I start lose materials when deconning? Anyone who can explain it thoroughly for me?
Thank you very much, I really appriciate you taking the time to answer this