driosketch wrote: »Nonset stations in the home are cheap to add, and allow you to craft your furniture right there.
driosketch wrote: »Nonset stations in the home are cheap to add, and allow you to craft your furniture right there.
Yea, I can get to my house quicker than anyone elses to decon, make foods, potions etc. I don't have time to open up the guild roster, find the person who has the home, travel to it, run all over their large property to do my basic crafting.
Really not sure what the purpose of this thread is. Either you want Crafting Stations in your Home, or you don't.
driosketch wrote: »Nonset stations in the home are cheap to add, and allow you to craft your furniture right there.
But would you then treat them as "scaffolding", and remove them after construction to free a few slots?
I was hoping for things like "the equipment ones are, but consumables aren't" (or vice-versa) or "only if you have a nearby wayshrine". I'm wavering because furnishing slots are limited, and these are the borderline items. Any considerations I haven't thought of will help make my decisions. They probably won't be the same for all homes, either, so advice on whether each alt's home needs one, or just one between the whole crew would be useful. And a discussion will help others making the same decisions.
driosketch wrote: »Nonset stations in the home are cheap to add, and allow you to craft your furniture right there.
But would you then treat them as "scaffolding", and remove them after construction to free a few slots?
Base crafting stations in house is very nice if you decorate as you can make stuff at need without porting out.I don't really see any pros to having crafting stations, even more so non-set ones in a home. If you have a big trade guild where people put effort, you'll have all set crafting stations in the big manor that serves as guild hall. Both of my trading guilds have this feature. As for writs I always craft in town, hold pre-crafted in bank for provisioning and alchemy since not all my chars have the multiplier passives, and also do my deconstructing in town or wherever I please after I place them in the bank. I picked a town where all of those are in close proximity. Having a house would bring me no advantage compared to the current situation so I didn't even bother buying one till now. I may buy one in the 2nd half of the year because I will need the extra storage space available in coffers.
As I see it, crafting stations have limited use in player homes, with a few exceptions.
Cons
- There are no writ pick-up or drop-off points there, so you need to travel for dailies anyway.
- Unless you have a really large home, you won't have room for a full collection of attuned stations to make sets.
- Now that you may need jewelry stations for each set as well, the furnishing slots available are an issue
Pros
- An outfit/dye station is just as useful anywhere, and a private one lets you choose the lighting conditions.
- Provisioning at home lets you make sure you have food before you set out.
- You can make room in inventory by deconstructing items you don't need before setting out to gather more.
What else am I missing, and how do you see the balance?
DeadlyRecluse wrote: »1. Easy powerleveling crafting with a friend and zero interruptions (trading gear back and forth as you craft/deconstruct each others stuff)
2. Multiple set stations in one place for master writs (only really useful in guildhalls with all/most sets)
3. Access to Transmutation station outside of the DLC
Just a few more pros off the top of my head.