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Why is the crafting tree not made up of almost all passives?
The reason why we really mind this is because we had it the other way, from a traditional RPG standpoint it's not so far fetched to have to choose between crafting skills or combat skills.
I even like the idea that people who want to earn more gold and mine more resources have to invest in it some way or another.
Somehow, somewhere, my objectives with the CP 2.0 is to max the slottable perks I need for the character. Secondary is to max out every non-slottable boon. This takes some time and planning.
Having to change various CP-slottables strategically for some situations is a tertiary goal.