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Masterwork Professions Update

nitocris83nitocris83 Member, Cryptic Developer, Administrator Posts: 4,498 Cryptic Developer
edited October 2020 in News & Announcements
Greetings Adventurers,

Along with the recently announced teleportation hubs, next Tuesday's patch will include a small update to Masterwork Professions on PC. For next week's patch, certain Masterwork recipes now grant level 80 gear (and of a higher item level), increased from level 70. The recipes themselves did not change, just the reward. Gear that players have already earned will remain at level 70.

This is part of a series of future updates to professions that will roll out over time. We look forward to your feedback as we continue to make improvements to multiple aspects of the game.
Post edited by percemer on

Comments

  • softpaws22#7123 softpaws22 Member Posts: 3 Arc User
    :o:o woooow
  • indian13#2742 indian13 Member Posts: 2 New User
    The Weapons of Mater Work are not that great. if you could increase the base damage over celestial weapons then there is a chance of crafting these weapons unless these are not that good
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User

    The Weapons of Mater Work are not that great. if you could increase the base damage over celestial weapons then there is a chance of crafting these weapons unless these are not that good

    the set bonus is pretty good
  • mentinmindmakermentinmindmaker Member Posts: 1,492 Arc User

    The Weapons of Mater Work are not that great. if you could increase the base damage over celestial weapons then there is a chance of crafting these weapons unless these are not that good

    the set bonus is pretty good
    What they have done earlier is to have same base damage on dropped vs. crafted weapons, but with different effects.
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User

    The Weapons of Mater Work are not that great. if you could increase the base damage over celestial weapons then there is a chance of crafting these weapons unless these are not that good

    the set bonus is pretty good
    What they have done earlier is to have same base damage on dropped vs. crafted weapons, but with different effects.
    no it's been said that the effects aren't changing. just ilvl
  • grizzlyukgrizzlyuk Member Posts: 42 Arc User
    edited October 2020
    How about adding crafted armours for both Rangers and Warlocks between levels 26 - 50? Currently there are NO craftable armours for either the Ranger or Warlock between levels 26 - 50, and, while I haven't yet got crafting high enough on any of my characters I've read that Rogues do not have any craftable armours from level 50+. Apparently it has been like this since the professions revamp that introduced the Workshop! Those are just really bad omissions / oversights that have been constantly ignored by Cryptic!
    Playing STO since August 2010
    Playing Neverwinter since July 2014
  • indian13#2742 indian13 Member Posts: 2 New User
    > @thefiresidecat said:
    > (Quote)
    > the set bonus is pretty good

    Set bonus good but The Weapon Base damage is too low. If you have Blessed Blades / LH/ Celestial These weapons are not worthy.
  • froger#9967 froger Member Posts: 616 Arc User
    I'm unclear as to the intention behind this update. From what I've seen the items aren't worth crafting.
    Froger - Barbarian - Original Main - The Freak Core - Xbone
    Jade - Cleric - Healer Main - The Freak Core - Xbone
    Magnus - Fighter - Tank for queues - The Freak Core - Xbone
    Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
    Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
    I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
    Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
    RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
    Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
    Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone

    Jade - DC - Shadows of Gauntlgrym - PC
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    from what I've heard of the update on preview are the items going to be updated a bit more in stats. particularly the rings. they aren' t keeping up with what we have recently in terms of stats. iirc they are only 14 or 15k total instead of the 20ish total stats that you'd expect?

    also at this point in the game shouldn't the crafted weapons be on par with tomm since we have a new trial with updated weapons beyond that? if you're going to push something like this out shouldn't it be relevant to the player base instead of sub bar stuff most people will not want. from what I'm seeing it's not even equal to blessed weapons that people will get for free.

    @nitocris83
  • burnahbros#7516 burnahbros Member Posts: 72 Arc User
    edited October 2020

    Upgrading the Professions Gear (Weapons & Armor).....smh those items do not last long enough to be an option especially with a new mod around the corner. Remove the Weapons and Armor from professions (we don't use them anyway) especially now the trend is placing the "Top Tier Weapons" in Trials. Original quote

    My response:

    Totally disagree! You say "we don't use them" well I had no idea that you were more than one person lol. You are one person and you represent your opinion only. You do not speak for anyone else, most of all me. I use the MC weapons to run IC, and runs take 19 mins. If you don't believe me I have screen shots on my gamertag to prove it. I really don't understand why you and others like you, make the argument that "I'm not using said idem, which means no one is because I am everyone, so I think no one should be allowed to use them and they should be removed from the game". Sounds like fascism.

    I am very happy to read about these changes and look forward to seeing the changes to recipes.

  • burnahbros#7516 burnahbros Member Posts: 72 Arc User
    From what I'm reading in this thread my excitement has turned to disappointment over these changes to the recipes. I guess wait and see when it goes live but if what people are saying they see on preview is the case then why change recipes at all? I do not expect the armor and weapons to be BiS but I would hope they would at least be somewhat competitive with current sets. Obviously the newest sets i.e. Celestial, should be better but MC should be 2nd or 3rd choice. Albeit that I am currently rocking MC weapons on my healer in IC, so I guess any improvement will be welcome but I may remain the only players wearing them lol.
    If a weapons set changes stats in the woods and nobody equips them, due to an array of better options, then did they even get an improvement?
  • pigunapiguna Member Posts: 2 Arc User
    Hallo, at least we got something. I hope thee will be some tweaks about the stats to improve variantions for the playes like with the rings. It is ok for me to have overall lower stats, but ... it should not be 5k as now obtainable rings (maybe 1,5 - 2,5k), but I would appreciate more choice for tweaking the missing stats on my characters so some good ability and double ststs that can variate like combat advantage and power, deflection and crit. avoidance, ... Also I would like to see some new armour looks. There are very few that look good on brbarian ladies :( and rougue has very little options as well (most look the same).
    And most helmets do not fit for characters with horns. If you have larger legs, most armours blend in the leg muscles and they are not visible ... etc. There is still lots of work to do and I understand that this is not priority, but I would appreciate any progress. Thanks guys for all the work anyway, because it is not easy to find the correct path and to please everyone :) Good luck.
  • fleurdelys2013fleurdelys2013 Member, NW M9 Playtest Posts: 19 Arc User
    Useless changes with mastercrafting , this wasnt the change that people were expecting for. After all this period of doing nothing positive towards professions ,you come with this now? No offence but thoese who agree with these changes either dont understand the game or they just talk to have a +1 post on forum . Give better stats on these items and may worth to even spend the energy to do mastercrafting . This is a huge dissapointment and honestly advice for you as company is to start to use the feedback you re receiving all the time. This can be a start after all into finding a better quality of the game you want to have.
  • rerepete#2864 rerepete Member Posts: 25 Arc User
    I want the ability to craft/modify collars. This would require several disciplines: Leatherworking (base collar material), Tailoring (base collar material), Jewelcrafting (set gems for various effects), Blacksmithing (rivets), Armorsmithing (buckle), Alchemy (preservation serum, ie, anti-rot) and Artificing (assembly).
  • owen#6479 owen Member Posts: 2 Arc User
    There would be amazing to be more specific in the changes. A list of items that have changed would be great.
  • atwa#2521 atwa Member Posts: 103 Arc User
    Artisans are still hidden from the Summer Artisan bug. Please fix this so everyone can participate normally in mastercrafting. My best Armorer is still hidden, and I know I'm not the only one affected.
  • jollywandjollywand Member Posts: 3 Arc User
    u forgot to put the update ? i cant seems to find these upgraded masterwork thingy anywhere
  • gildriadorgildriador Member Posts: 231 Arc User
    I want to highlight the fact that you cannot unlock MasterWorks 2 and 3 with +1 material.



    I think it was discussed a long time ago, and I don't understand why a fix is not released with this small update.

    I'm a player that like regular crafting, and I'm waiting to unlock MasterWork just because of this.

    This is not logical to upgrade Masterworks with inferior material ???
    “He raised his staff. There was a roll of thunder. The sunlight was blotted out from the eastern windows; the whole hall became suddenly dark as night. The fire faded to sullen embers. Only Gandalf could be seen, standing white and tall before the blackened hearth.”
    ― J.R.R. Tolkien, The Two Towers
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,440 Arc User
    edited October 2020

    I want to highlight the fact that you cannot unlock MasterWorks 2 and 3 with +1 material.

    But you can convert +1 to non +1 to hand them in. Right click the +1 material to convert. That update was done long time ago.
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • gildriadorgildriador Member Posts: 231 Arc User

    I want to highlight the fact that you cannot unlock MasterWorks 2 and 3 with +1 material.

    But you can convert +1 to non +1 to hand them in. Right click the +1 material to convert. That update was done long time ago.
    Thank you, for this info you make my day...

    This comment is for devs...
    It is not really friendly user for a new user that start MasterWorks Professions...
    “He raised his staff. There was a roll of thunder. The sunlight was blotted out from the eastern windows; the whole hall became suddenly dark as night. The fire faded to sullen embers. Only Gandalf could be seen, standing white and tall before the blackened hearth.”
    ― J.R.R. Tolkien, The Two Towers
This discussion has been closed.