This is an awesome planner to plan your crafting. It will give you all the details you have asked for above and more.
I am a farmer at heart. I want the best stuff.. the most stuff.. more game currency. I go get it. Farming is a tedious task in any game. I've gained an enjoyment from the grind, however.
I thought my farming time may be lessened with the release of the Cannith Crafting system. I was disappointed though not surprised to find the system did not provide for such as +8 armor bonuses or trapping gear potential beyond +13 for characters adventuring through ever expanding end game content. These items must be found.
Thinking of lore I wonder of these random loot items. Someone must have created them. Why not a player character? Why should not a user join the elevated status of Bigby, Tenser and Elminster? We are to forever remain in the shadows of those that may have created the most fantastic of items.
Ultima Online.. now there's a crafting system. Oh.. there's a few named items of phenomenal, cosmic power that must be found. The players themselves, however, may create such items as well. Of course the time required to reach such crafting skill is lengthy.. as should be.. but the skill level is obtainable. A comparable crafting system is what I wouldn't mind seeing in DDO.
As others said, all you do at level 20 to get good gear is head to evwningstar and farm some comms. Run kings forest and druids chain a couple of times and enjoy gear that's sufficient up to level 28, or until you find better.
The only thing that's tricky to get hold of is the docent that drops in lost thread or chain end reward
All my posts are trolled by autocorrect and the edit button not working on smartphone browsers. That's also why I make multiple posts in a row instead of editing.
You no longer need to find lvl20+ blanks for 2w damage. Additional 0.5 or 1 w is added automatically to weapons when they are high enough crafting level.
In addition to greater bane weapons over lvl20 I have crafted holy burst of vampirism.
Pretty much useless
While you may find some use for crafting beyond level 20 the gear is still basically useless in comparison to randomly generated items of the same level, easily farmed turn in items, and guaranteed end rewards items.
My favorite use for 20+ crafting is actually low level swaps: ring of 33% fire absorption, ring of 33% electrical absorption. (Poor man's Ring of the Djinn. heh.) They're ML3 w/masterful, I think, so they also make great TR twink items.
like I said before pretty much useless surpassed by easy to obtain etc...
Currently I find crafting is great for making specific weapons like the perfect ooze beater or w/e add in augment slots and stuff like festival frost and it can round out your secondary arsenal quite swimmingly but I'd really like to see two things happen...the first one being updating Cannith crafting with the newer and the midding older suffix/prefixes the second thing I want to see is other schools of crafting especially since Player housing has been announced as coming soon.
The way I see it, players should have to choose a "school" of crafting it promotes trade and your more likely to actually get the relevant recipes you need. Crafting is entirely based around Essences, Dragonshards and collectables. NPC collecters are now vendors who sell their stock for plat (because hoping for the right random augment is a PITA, also it would be nice for PMs to buy Harm scrolls from their special vendor since we didn't get it as an SLA)
First I'd take "Cannith" crafting and rename it "Enchanting" because that's pretty much what it is...this "School" is special in that everyone can use it and it doesn't use "recipes" it pretty much remains the way it is now except with new "Enchants" added to coincide with the newest Prefix and suffixes added to lootgen items.
Note: The Crafting "Schools" below include some stuff assuming a personal housing system exists, also all schools of crafting have the ability to imbue their items with superior quality (ie. a Darkwood Q-Staff or Silver Scimitar) and all items created by players come with the "Enchantable item effect (same as craftable effect except changed to match name change)
Fletcher - This one primarily makes bows,xbows,bolts, arrows,leather stuff, boots and gloves
Carpenter - Makes wood stuff like Some trinkets, Wooden shields, Quarterstaffs, Mauls, Greatclubs, even some druid-safe leaf or wooden armor, Also stuff for guild ship/housing stuff but has some cool in-quest items...like the rest bench :P
Blacksmith - Pretty simple Metal Weapons and Armor, can make a few things for guild ship/housing like a new stove
Alchemist - Potions, Augments, Throwable potions with various effects (like sun flask,pumpkin bomb) and Dyes for Armor and helmets/goggles
Magitech - THIS is Cannith crafting...runearms, docents, pet collars, goggles, some gloves and belts, weird clickies this is one of the VERY few things I wouldn't mind if turbine were "inspired" by WoW for...I loved the engineer crafting school just all kinds of weird and wacky somewhat unreliable gadgets.
Seamstress - Cloaks, Robes, some gloves and hats, some guildship/housing related stuff, handwraps, Outfits
Jeweler - Rings, Crowns, some gloves, trinkets, add augment slots, etc.
Arcanist - Mainly Wands and Scrolls but also a few trinkets and hats and last but definately Not least the ability to convert normal armor into a cosmetic armor.
Now a couple questions for you guys
Anything obvious/cool I missed for any of the above "schools"?
Any other "Schools" I may have missed?
Also should each house have different crafting zones? Should they just all be in the marketplace? Maybe sort of "Crafting Hall" with different section for each craft?
Fletcher & Blacksmith in House D
Enchanting & Magitech in House C
Alchemist and Arcanist in House P
Jeweler in House K
Carpenter in House J
Note: The Crafting schools are far less complicated than Enchanting for your crafting you just walk up to your relevant work area/building and it opens up a simple craft UI with your list of recipes (separated into collapsible sections of course so you don't have an annoyingly long list) and clicking on an item tells your the requirements and you click craft i you have the required items. Only recipes you currently own are listed in this UI making discovering new recipes a fun surprise...recipes can drop out of a variety of content from all levels including special seasonal events.
Originally Posted by Cordovan
I use Cannith Crafting on low-level twink gear, an occasional-use offhand Bodyfeeder of Lesser Vampirism (can't craft Vampirism yet), and for adding perks onto Tier 3 Cannith Challenge items.
The current crafting system would have been awesome if it was finished. Sadly it was abandoned and is now good for lower level TR twink items. Power creep in the higher levels has far surpassed the capabilities of the current cannith crafting system, and the items are too easy to get.
Advocating repeated nerfs in the name of "balancing the game" then complaining about how DDO is moving away from D&D, is a direct contradiction in logic - D&D 3.5 (what DDO is based on) is not a balanced game. We can either have a balanced clone MMO with homogenized classes, or we can have a D&D game. We cant have both.
Where do you find something as specific as that ? I must add it works better tha my lit II, even with silver arrows. The lit proc is awesome and it procs prety often, but the crafted bow is still giving me better results
In your defense, my 1st lifer pally got an oathblade + pdk gear in a whisper, it's really easy indeed
Last edited by harry-pancreas; 01-10-2014 at 01:17 PM.
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