FrancisCrawford wrote: »Blacksmithing, clothier and woodworking work so similarly that it is reasonable to think that ANY differences are bugs. Indeed, the only avoidable difference I can think of is whether or not there's a cap for low-level crafters on how many inspiration points they can get for each deconned item (woodworking doesn't appear to have one, while blacksmithing does).
It seems that jewelry is meant to work the same way as the other three. That said:
- How clear have the statements been about this so far?
- What details have been confirmed?
- What exceptions, if any, are known?
Without listening to the Twitch event myself, I gather that there's been a general statement that jewelry will work the same way as the other crafts, plus the specifics:
- You can craft items in craftable sets.
- You can't craft items in uncraftable sets.
- You can upgrade items from any set.
- Jewelry traits will be transmutable.
A difference I have heard is:
- The number of craftable traits may not be exactly 9.
I haven't heard anything about:
- Crafting materials
- Trait research
- Hirelings
Is the above accurate? What else is known?
Sounds like a lot of farming to get the new traits jewelry for my pvp character
Exhausted already
Taleof2Cities wrote: »Sounds like a lot of farming to get the new traits jewelry for my pvp character
Exhausted already
Too early to say, @Morgul667 ... so I wouldn't get too discouraged yet.
On the contrary, jewelry crafting has been asked about in hundreds of forum posts. So, ZOS is giving players what they have wanted for a very long time.
So, has anyone theorycrafted new "bloodthirsty" traited jewelry on a crafted Kvatch Gladiator 5-piece?
I listened/watched the Twitch feed, and regarding the traits I got the impression there will be nine traits for jewelry as well, they will just be different traits than what we put on armor.
@ZOS_RichLambert stated that currently jewelry is restricted to three traits (robust, healthy, arcane), but jewelcrafting would introduce “six all-new traits” including the only one specifically described- “bloodthirsty.”
3+6=9
That being said. I’m going to have to figure out a way to manufacture some skill points on my crafter, or respec and drop thieves guild/dark brotherhood stuff. With the Psijic line potentially adding a minimum of fifteen skill point vacuum (5 skills + 5 morphs + 5 passives (iirc what Rich said)), and the jewelcrafting line adding something on par with the other crafting skills, there may be a need for >40 skill points. Shoot me now.....
FrancisCrawford wrote: »If the phrase I saw in another post "six new traits" is accurate, then indeed jewelry will have 9 traits just as the other equipment crafts do.
Thankfully, if there only are two kinds of things to craft -- rings and necklaces -- trait research will go faster than in other crafts. I hope ZoS doesn't do something stupid like lengthen research times so as to make crown research scrolls more attractive, because those scrolls will in any case be a form of pay-to-win.
Damn ... I'm gonna need more skill points or I'm going to have to say good bye to some skills or create a new crafter .... Sad thing is I've been slowly trying to get all achievements on one character and that's hard when you are limited to not being able to unlock every skill due to skill point Vs Skill ratio
Taleof2Cities wrote: »Sounds like a lot of farming to get the new traits jewelry for my pvp character
Exhausted already
Too early to say, @Morgul667 ... so I wouldn't get too discouraged yet.
On the contrary, jewelry crafting has been asked about in hundreds of forum posts. So, ZOS is giving players what they have wanted for a very long time.
So, has anyone theorycrafted new "bloodthirsty" traited jewelry on a crafted Kvatch Gladiator 5-piece?
I listened/watched the Twitch feed, and regarding the traits I got the impression there will be nine traits for jewelry as well, they will just be different traits than what we put on armor.
@ZOS_RichLambert stated that currently jewelry is restricted to three traits (robust, healthy, arcane), but jewelcrafting would introduce “six all-new traits” including the only one specifically described- “bloodthirsty.”
3+6=9
That being said. I’m going to have to figure out a way to manufacture some skill points on my crafter, or respec and drop thieves guild/dark brotherhood stuff. With the Psijic line potentially adding a minimum of fifteen skill point vacuum (5 skills + 5 morphs + 5 passives (iirc what Rich said)), and the jewelcrafting line adding something on par with the other crafting skills, there may be a need for >40 skill points. Shoot me now.....
Then the best tips is to do all the dungeon quests, skyshards and public dungeon, also quests who give skill points.FrancisCrawford wrote: »Damn ... I'm gonna need more skill points or I'm going to have to say good bye to some skills or create a new crafter .... Sad thing is I've been slowly trying to get all achievements on one character and that's hard when you are limited to not being able to unlock every skill due to skill point Vs Skill ratio
I'm in a similar position -- my erstwhile main character and main crafter doesn't have enough free skill points for jewelry, nor for great variety in builds (he can DPS and heal with the skills he's bought, however).
One thing to offload if you need to is the "better breakdown" kinds of skill, which are 3 points per craft for 4 craft. If you level a craft on an alt to the point that you have the top tier hireling, you're at Level 32, and also are high enough to buy all levels of that craft's "better breakdown" ability.
That said, I have 12 characters total who are each at 50 in at least Blacksmithing, Clothing, Woodworking, and Enchanting, and a 13th who's very close. Most of those are at 50 in alchemy and provisioning as well.
Also, that character is still missing 7 non-DLC dungeons he could easily heal, 3 public dungeons, and over 30 skyshards. So I should be able to have him do anything I want him to.
Things we don't fully know is:
Will they add nodes/traits to base game, or just in Summerset? Similar to Nirnhorned in Craglorn. <Bad idea IMO>
If they do add nodes to base game, will non expansion players have access to the skill line to use them?
Will they add a writ to Master Writ merchant for 1 day reduction similar to BS/WW/Tailoring?
Sordidfairytale wrote: »There are 394 skill points in the game, with more coming. While I do agree it would be very nice to see those lower CP tiers reduced to one tier, skill points shouldn't be an issue.
Chilly-McFreeze wrote: »Sordidfairytale wrote: »There are 394 skill points in the game, with more coming. While I do agree it would be very nice to see those lower CP tiers reduced to one tier, skill points shouldn't be an issue.
Oh it can be, trust me, especially if you main char is also your crafter and isn't locked into 1 for build or PvE/P only.
My sSorc uses around 370 skill points ATM. Without the weapon/ class or guild lines fully fleshed out. Then +ca. 15-20 for jewl crafting + ca. 10-20 for new guild.
Mind that not everyone is a grand overlord in pvp.
Crafting now, without snakeblood, keen eyes, research shortening is 115 skill points already.
Taleof2Cities wrote: »
My PvP healer has 380 skill points, maxed crafting, max class skills, most Alliance War and Mages Guild, three weapon lines ... with 14 unallocated skill points.
In other words, I’m skeptical that skill points are really as much of an issue as you say it is.