From my experience, it pays off in the end if you focus on one "equipment" master crafter than dividing them out (trait or profession). If you have enough SP, you could learn all on one character but inventory management will be an issue.
By combining all of the equipment stuff on one character, you will
- save a lot of coin on acquiring all the motifs.
- just need to send one crafter to a special crafting area to make all the gear at one time
- crafting sets require a certain number of traits on each item to be crafted, if items traits are split, more trips
With the recent addition of special sets, it's more challenging to be a master crafter. If your main crafter doesn't do dungeons, it will be difficult to obtain mercenary style material as it is bound. However, if you have another character that does, you could obtain them that was. I hear the merc traits can be placed in your bank and moved around. So, with an investment of additional merc motifs you could increase your chances of finding the material for your crafter.
It's only recently that I've learned to optimize researching items for the special crafting areas. But I've got some items that I don't use for most of my characters, i.e. light armor and restoration staves. It's piling up in my bank but I don't want to just sell them. I've also used my other characters to craft items for characters of a lesser level.
The only problem I see there is crafting an item at the proper level, which requires the crafter to be match the receiver.
TheNephilimCrow wrote: »However, have one single character as a Master Crafter is really beneficial. In the long run, having one character tied into doing nothing but crafting frees up skills points for any other character you have and gives you more freedom to do some pretty cool builds.
The only problem I see there is crafting an item at the proper level, which requires the crafter to be match the receiver.