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Tinkering, SA and Imbuing!

Discussion in 'UHall' started by TheGrayGhost, Aug 19, 2009.

  1. TheGrayGhost

    TheGrayGhost Guest

    So, the changes to imbuing have brought a few things to light for me that are just oO.

    First off we have no runics, so as far as earrings and necklaces go we when they add mob drop earrings and necklaces these will be far more desired than any we make :(.

    Secondly we have 100 skill and very low success rate and exceptional rate on most of what we can craft that can be imbued (Well worth imbuing).

    3rdly it's said that the Devs don't want imbuing to nudge out any craft, and well simply put we could barely compete with mob loot let alone imbuing so ......... where's the tinkerers love?

    We should be able to make Garg only necklaces and earrings these should have some basic armor resists and stats etc considering they are now considered armor, considering we have no runics we should be able to do magical ones as well since that is out version of runics.

    I wouldn't mind being on par with the other crafts with skill wise considering we are going to be needed to repair jewlry now as well. An imbued Smith made head piece will last longer than a tinkerers earrings since our repair is going off of a max 100 and the smiths going off a max of 120, same for tailors.

    Theres a lot that has come up that tinkerers are going to need for SA considering rings and bracelets as well as earrings and necklaces that are going to be imbued will need repair. We should be considered a full fledge crafter at this point with what SA has brought to the table, but we are still the red headed step child.

    Anyways these are my concerns.
     
  2. Ailish

    Ailish Lore Master
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    I think your suggestions and concerns are completly valid! More love for Tinkers!!!
     
  3. TheGrayGhost

    TheGrayGhost Guest

    WOot I am not just some senile old man yelling at kids on my lawn! :danceb:

    lol thanks for your support!
     
  4. calibek

    calibek Journeyman
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    Tinkering should be made much better...I would love to see more of those pet assemblies and some more cool traps...still dreaming of the day I can build a techno-mage or techno mystic or *drool* techno-necro...that would be freaking sweet!!!
     
  5. TheGrayGhost

    TheGrayGhost Guest

    With the new constructs and from what I have heard about traps I was thinking of doing a sort of Tinker Alchemist oO. Pets, Traps, Potions for all occasions. Not sure what else I would add to it though for combat. The Basis would be something more or less anti magic lol. Maybe archery. lol would be fun.


    lol at 120 Alchemy and Tinkering you should get the title Scientist.
     
  6. Mephistos

    Mephistos Guest

    I completely and totally agree with this post. Initial gargoyles will have no options for nice earrings when the expansion launches, and really only have the pendant of the magi as a necklace...
     
  7. MorganaLeFey

    MorganaLeFey Guest

    :cursing: I like Clint Eastwood in Grand Toreno, he can be my neighbor any day. :D

    I also think your post is spot on. :thumbsup:
     
  8. TheGrayGhost

    TheGrayGhost Guest

    lol Eastwood is awsome lol. He's part of the reason I looked like this when I was doing a concrete pour in utah.......

    [​IMG]

    Was there for 3 years and the buggers didn't believe in sugar :( no sweet tea for miles and miles.......... hows someone raised in the country supposed to survive without real sweet tea oO. Was horrid. My wife picks on me about it all the time, because we live in New England and these buggers don't believe in sweet tea either!!!!!!!!!
     
  9. Cogniac

    Cogniac Grand Inquisitor
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    Solution: A BoD system for all core crafting skills. This instantiates a vehicle for distributing +20 powerscrolls and runic tools for these skills.
     
  10. Xalan Dementia

    Xalan Dementia Slightly Crazed
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    agreed. they should make basic garg only earrings and necklaces with resists and add new magic jewelry earrings and necklaces that give random mods. theres gonna be so many gargs goin around without full suits until they get something imbued up.
     
  11. TheGrayGhost

    TheGrayGhost Guest

    Don't forget the difference in 100 skill repair and 120 skill repair. Imbued is garunteed to decay at an accelerated rate compaired to Smithing and Tailoring made armor. Earrings and Necklace are essential a gargs only form of helm and gorget now!
     
  12. rachelgreen

    rachelgreen Guest

    I thinks the first floor gave some good suggestions
     
  13. Theo_GL

    Theo_GL Grand Poobah
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    Please no more bod systems.
     
  14. Cloak&Dagger

    Cloak&Dagger Guest

    I could be very well mistaken, and someone can correct me if I am. But for some reason I always thought tinkering used a different Formula than the other crafting skills when it came to repairs, actually I thought the formula was a base formula that was similar to a max possible skill range check vs the ability to repair, such as if max possible skill = 120 than ability to repair = .02 of current skill, or something along those lines.
     
  15. This is incorrect. Have you ever paid attention to the tinker repair success rate and smith success? Tinkers blow smiths out of the water.
     
  16. Coppelia

    Coppelia Guest

    The success rate for gargoyle armor at 120 Blacksmithing is ridiculous, so I don't know what the difference with Tinkering. Blacksmithing capabilities are just scaled between 0 and 120 instead of 0 and 100. It's bad enough, don't need another 120 skill under the current total skill point cap. 120 was a bonus for better success, it's now a requirement. That sucks.