Hello! And welcome to the Crafting Topic for MMO-Champion. This thread will serve as an explanation and discussion about crafting. How does it work, is it worth doing? And can I be arsed to do it? I will provide with quoted pieces with information about crafting.
So as I read here is that the crafting doesn't share any looks with the (dropped/bought) items/armors/weapons in the game. So if you want to look differently, you can roll a profession who can craft armor/weapons. More about that in the next part.Crafting is the act of making equipment or consumables using gathered materials. The crafting system is divided into a variety of specific crafting professions called disciplines, two of which the player can have active at one time and switch to any of the other six for a fee. Each craft has several levels of advancement; the pacing of the advancement through the levels is intended to match the players' progression through the game, so they should be able to craft items of their level without creating excess items they do not need.
The items obtainable through crafting will have unique appearances but the statistics on the items are no better or worse than items attained through other ways of playing the game.
To explain in short; You may take up to 2 professions and there aren't any 2nd professions (to all you WoW'ers) These can be learned and unlearned at any time, however; When you unlearn a profession and reroll that profession later on, you WILL be able to keep all your learned recipes and skill points. Ain't that great?!There are eight crafting professions, each specializing in a different discipline:
Weaponsmiths craft melee weapons, such as swords, axes and hammers.
Huntsmen craft ranged weapons like shortbows, longbows and pistols, as well as torches and warhorns.
Artificers craft magical weapons such as staves and scepters.
Armorsmiths craft heavy armor pieces.
Leatherworkers craft medium armor pieces.
Tailors craft light armor pieces.
Jewelcrafters craft jewelry, such as rings and necklaces.
Cooks can prepare food which characters can eat for temporary combat buffs.
A character can have two crafting disciplines active at a time, but can change their specializations at any time by visiting a master craftsman and paying a fee. All skill points and recipes learned in a discipline are saved when switching. The more points already invested in a discipline however, the more it will cost for a player to switch to that discipline. The intent of this system is to encourage trading while allowing every player to feasibly craft items that they want.
Basically this part explains about the max skill points and the levels the skill points are being granted. For instance. 0/50 - 50/100 - 100/150.Each discipline has 400 skill points spread over several levels. A novice will become an initiate in a discipline when they have completed 100 skill points in that discipline. Each item crafted gives a certain amount of crafting experience; this experience applies to any of the character's currently active disciplines that could use that item. For example, a basal mace haft only gives experience to the weaponsmith track, while making cured leather hide will level both huntsman and weaponsmith.
As a player advances in skill additional basic components will automatically be unlocked, allowing more combinations and thus the chance to discover new recipes. This helps to maintain a measure of progress and restricts players from creating items beyond their level. The crafting skill level is also used to determine some titles and achievements.
I wonder how this works, from what I read this might be something which reminds me of Minecraft, an interface where you need to imput items on the right place to get a new item. If people know valid information, please provide so I can update it.Items can be made at crafting stations present in cities and major outposts. Each discipline has a different station to use; swords are created at an anvil and logs are made into planks on a woodworking bench. When interacting with a station, an interface appears, and up to four types of materials can be combined. When the correct materials to create a specific item are placed in the station then the item can be made.
The crafting process cannot fail. Critical success is possible but this does not improve the quality of the item; instead it grants another bonus such as increased experience or a "refund" of some of the materials used.
This is pretty straight forward, every profession has standard recipes to learn while there are some recipes that you can obtain in rare loot or world drops.Recipes tell players what materials are necessary to craft an item. Some recipes are learned as a player's level in a crafting discipline rises, while others are available exclusively from trainers or as loot. However, most recipes must be discovered through experimenting with various combinations of materials. When a new item is created, its recipe is learned for the character, allowing this character to access it at any time. Recipes for items are universal across the player base.
Equipment Slots;
Head Slot
Chest Slot
Shoulders Slot
Leg Slot
Feet Slot
Accessories
Necklace
Left Ear
Right Ear
Cloak
Right Ring
Left Ring
Weapon
Weapon Set 1
Main Hand/2 Handed
Offhand
Weapon Set 2 (If you character can have 2).
So to go deeper on this. Earrings.. that's new for me, I wonder if these will have stats as well, so that every character will need earrings. Then my 2nd thought is, will this be shown on your character? And hopefully we have the option to hide it, because I don't want my Warrior to look as a big muscular guy which reminds people of some guy in the music video of YMCA. But it would be cool if necklaces/rings and earrings would appear on your character.
So, will you take a profession in Guild Wars 2? And will you pay effort in it to progress it? Please share your thoughts and information in this topic!
Video with footage of Crafting (Thanks to Fhaerris)