Lots of issues right now like party and guild not working. Seems to fix itself by relogging.
Lots of issues right now like party and guild not working. Seems to fix itself by relogging.
This is definitely the stressiest of the stress tests they've done!
God dammit. They did add supersampling. I don't have my desktop with me, or else I'd take a billion screenshots with it on. :<
Edit: I posted a few screenies in the screenshot thread. The resolution isn't ideal, but it's still beautiful.
Is there any disadvantages when using Automatic Fire when you have a Rifle Turret set up? Or should you use that whenever it's up?
So, I'm pretty much going to be Mezmer or Elementalist, come release, and I'm curious as to what people think will be the most complimentary crafting professions. Jewel crafting seems like a no-brainier, as in my experience, those items were the rarest rewards for karma/drops and being able to craft your own can fill out your equipment nicely. Outside of that, there doesn't seem to be a clear choice; I've looked into cooking and tailoring, but they seem to have equal benefits. I've read up on both of them, and any insight, aside from the obvious, into the two, would be appreciated.
The obvious answer is, you can do them all.
As Rhyis has said, you can do them all given that you have 1) the gold and 2) the materials. Remember that swapping back to a craft that you have "archived" has a gold cost based on the level of the craft you are unarchiving.
That being said, since unless you purchase a lot of gold (via gems), you are going to want to focus on 1 or 2 crafts. As a scholar profession you are going to want to do tailoring. The upside of beginning with tailoring is huge. If only for the immediate and cheap 8 slot bags you can create. As for other professions, you are just going to have to decide whether or not you want to be able to craft your own weapons, your own jewelry, or temporary buffs.
Food works very similarly to how it worked in XI. Eat it instantly and gain a 10, 15, or 30 minute buff. These can range from +vit, power, etc. or more commonly giving a bonus when you have a condition, are stunned or knocked back. Others are % chance to give a condition or gain a boon on hit/crit/dodge/etc. Food can be extremely powerful, but the game is not balanced around their use. Because the stat increase is not % base they do not scale well and the conditional requirements for the food benefits make food only have the potential to enhance your gameplay experience and not guarantee an increase in your ease of play.
Jewelry is a good option because, as you said the kharma vendors tend to stay away from selling some jewelry slots. However, they are there to be had if you look.
In the end it becomes a choice of yours if you wish to make your own weapons, bring situational buffs or craft jewelry.
Don't forget Artificer (magic weapons).
Do cooking. You can craft your own dyes.
Could make money off the OCD crowd too with dyes.. thats not a bad idea.
Cooking is way more of a cash sink than the other profs. Just looking at the starter mats for level 1 recipes most of them used vendor mats exclusively. Only a few from the initial starter batch used stuff gathered in the field.
Leatherworking is what I'm doing as my first prof. Makin' dem bags for dat green. I don't care if it doesn't suit my class or not, I'm eventually gonna do them all on that char anyway.
Not sure if this been covered yet but can you trasmutate lets say a medium armor for a heavy armor or must be same type to work
Armorsmithing, Tailoring and Leatherworking all make bags. I plan on doing Armorsmithing and Cooking first. Armorsmithing to make the unique armor skins for heavy armor and cooking because, well, it's good exp!
You cannot transmute different armor types, as far as I know.
I got armorsmithing to like 150 in BWE3, wasn't too bad. I see it being more favorable to weaponsmithing or making jewelry simply because you have more actual armor slots to fill out than a weapon or accessories. And as noted, you can make bags/boxes with it, too. I was making some level 25 sets with +Power/MF on them and selling for modest profit at the time. Was also selling iron boxes for probably double their cost to make. Probably could've made more, but I was being a dirty undercutter camping the AH against competition for a bit.
The kicker with bags/boxes is that they have different bag types that can only be crafted via a given craft.
There are five variations of bag:
Basic — No special properties
Craftsman's Bags — Looted crafting material is placed here first. - Tailor only.
Oiled Packs — Looted junk is placed here first. - Leatherworker only.
Padded Boxes — Looted weapons and armor are placed here first. - Armorsmith only.
Invisible Bags — Items in these bags cannot be sold to merchants. They do not move when inventory is sorted.
Basically everyone can make the bags that don't sort or sell junk from. From what I understand, these bags do not even show up when selling to vendors. So its not that items cannot be sold, they just do not show up at all in the vendor screen. This is to prevent you from accidentally selling something you want to keep. The other bag types are interesting if anything they are nice because they autosort. I don't even remember WoW's specific crafting bags getting things auto sorted into them (but I could be wrong.)