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Arms not recommended for Munitions character?

Archived PostArchived Post Posts: 1,156,071 Arc User
edited September 2009 in Items and Crafting
So when you read what crafting is recommended for your powerset, Munitions is under Mysticism and Science but not Arms? Munitions pretty much IS Arms so WTF?
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Where did you read these recommendation for that craft per power set?

    In game?

    Munitions and Arms not going together does mot make much sense to me either.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    I don't know where you read that either, but my Muni char took Arms.

    The three choices only matter for the set stat items. After you get into variable crafting it's all the same.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    See, in beta I thought, "Munitions" = "Arms" so that's what I did.... but on Live, I saw where SCIENCE creates items with stats that most benefit Munitions (DEX, EGO, etc) and ARMS creates weapons that specialize in CON and STR... so I went with Science. While it HAS let me craft a neat 1950s style "owl" sonic pistol and a Gadroon laser/electric pistol, I find it MUCH harder to find science components out in the wilds compared to Arms components. So I'd rather go Arms. I guess the Market will (eventually) allow me to BUY a power replacer that someone with Science made, though?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Ryum wrote:
    Where did you read these recommendation for that craft per power set?

    In game?

    Munitions and Arms not going together does mot make much sense to me either.

    Talk to a crafter trainer, click the Skills info, the info that pops up recommends what crafting you should take for what powerset. I took Arms for Munitions anyway because it seems to fit and has the option to make it so you can change your guns.
    Here is a screenshot of the window.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Probably due to the whole dex/ego thing, which a lot of munitions folks seem to favour.

    Mysticism specializes in ego, so that would make it a preferable choice at first glance.
    Then again, I had plenty of dex and ego enhancements during OB, so I could've crafted some quite nice items for a munitions users if I had wanted to do so.

    What's worse is the no con thing for mysticism, my undead medieval knight would've made sense with enchanted gear, but like hell that I was going to give up on con and str, which fit the toon a lot more than the stats found with mysticism. So, I went arms instead.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    IS-Wolf wrote:
    Probably due to the whole dex/ego thing, which a lot of munitions folks seem to favour.

    Mysticism specializes in ego, so that would make it a preferable choice at first glance.
    Then again, I had plenty of dex and ego enhancements during OB, so I could've crafted some quite nice items for a munitions users if I had wanted to do so.

    What's worse is the no con thing for mysticism, my undead medieval knight would've made sense with enchanted gear, but like hell that I was going to give up on con and str, which fit the toon a lot more than the stats found with mysticism. So, I went arms instead.

    you were mysticism during OB and had plenty of dex and ego enhancements?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Fatpanda wrote:
    you were mysticism during OB and had plenty of dex and ego enhancements?

    Nope, Arms.
    I wanted to go mysticism, but with con and str being my superstats that was rather self-defeating.
    Having said that I could still make some nice dex/ego items, with my arms skills if I had wanted to do so.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    I took arms as well...although during CB I did notice that other than pistol skins...there werent a lot of attributes that benefited a munitions character.

    Here is a question though...During CB and now live I've made the "Shorty V1-H1" pistol, or whatever it is called and after equipping, it does not show up at the tailor. During CB I bugged it...but either it has not been fixed or this is that way it is supposed to be. Does anyone know whether certain weapon models don't show up as skins? The only other pistol I crafted as the flintlocks and they did show up at the tailor.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    This question was asked during open beta too, and I will give you the same answer I gave then. NONE, not ONE of the crafting skills is better for any power set than any other. The crafting skills are better for specific stats. Depending on what super-stat you choose, one crafting may suit you better that others. As long as you aren't choosing presence, arms will be fine for your character. If you want to focus more on dex, science would be good.

    Once you pass lvl 25, any of them will be fine as long as you don't need the stat which is void for that crafting tree. Please see my crafting guide in the stickies.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Are most of the items BoE or BoP?

    If they're BoE I'll take arms for my Munitions character, and make gear for him with an "mystic" themed alt.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Crafted items are BoE as there ment for trading.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    This question was asked during open beta too, and I will give you the same answer I gave then. NONE, not ONE of the crafting skills is better for any power set than any other. The crafting skills are better for specific stats. Depending on what super-stat you choose, one crafting may suit you better that others. As long as you aren't choosing presence, arms will be fine for your character. If you want to focus more on dex, science would be good.

    Once you pass lvl 25, any of them will be fine as long as you don't need the stat which is void for that crafting tree. Please see my crafting guide in the stickies.

    This is yet another example of poor communication on the part of the game. If someone doesn't get into the forums, how would they know which crafting tree might exempt their preferred stat? It's another example of wading through half the game before you realize you've gimped yourself horribly.

    I'm okay with the way they built it. But they just don't communicate clearly.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Arch0n wrote:
    This is yet another example of poor communication on the part of the game. If someone doesn't get into the forums, how would they know which crafting tree might exempt their preferred stat? It's another example of wading through half the game before you realize you've gimped yourself horribly.

    I'm okay with the way they built it. But they just don't communicate clearly.

    How would they know? Umm, by reading the provided description? all of the crafting merchants have some conversation points relating to crafting. They tell you right there what it doesn't do in terms of stats.. That is how I figured it out the first time, before anti posted anything about it here on the forums.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Cluttered wrote:
    Here is a question though...During CB and now live I've made the "Shorty V1-H1" pistol, or whatever it is called and after equipping, it does not show up at the tailor. During CB I bugged it...but either it has not been fixed or this is that way it is supposed to be. Does anyone know whether certain weapon models don't show up as skins? The only other pistol I crafted as the flintlocks and they did show up at the tailor.

    Some power replacers unlock a costume piece, others do not.
    Should say so in the description.
    How would they know? Umm, by reading the provided description? all of the crafting merchants have some conversation points relating to crafting. They tell you right there what it doesn't do in terms of stats.. That is how I figured it out the first time, before anti posted anything about it here on the forums.

    Just something I noticed, few folks seem to be willing to read npc dialogue or quest descriptions these days. The whole: too long, didn't read thing.

    *shrugs*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Fatpanda wrote:
    Here is a screenshot of the window.

    Huh... That is a different window then I remember. I seem to remember one that just had the Style name and then Off, Def, Utility and what stats were or weren't included in that set.

    Honestly, the recomendations by powersets are misleading. They are made on the assumption that you are also using the stats they recommended at character creation. You do need to think about what stats you are pumping on your character and not just what they recommend for your powerset, but at the same time the explanatory text needs to do a better job explaining just what that means.

    That screen is a step in the right direction but I think it could be a bit clearer plus the whole idea of being able to customize upgrades for your stats, and the fact that doesn't become an option until level 20+, needs to be explained a bit better so people don't look at the first few craftable items with the preset stats and go, "What the hell did I do to myself by making this choice?"
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Arch0n wrote:
    This is yet another example of poor communication on the part of the game. If someone doesn't get into the forums, how would they know which crafting tree might exempt their preferred stat? It's another example of wading through half the game before you realize you've gimped yourself horribly.

    I'm okay with the way they built it. But they just don't communicate clearly.

    Yeah the need to add a ton of info to the game, I'm sure they will. I mean when you go to the Powerhouse, talk to the trainer and click the Powerhouse info option it just says something like "Welcome to the Powerhouse" with no real info. Same with a lot of the crafting info. I hope they add it soon.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Hythian wrote:
    Huh... That is a different window then I remember. I seem to remember one that just had the Style name and then Off, Def, Utility and what stats were or weren't included in that set.

    Honestly, the recomendations by powersets are misleading. They are made on the assumption that you are also using the stats they recommended at character creation. You do need to think about what stats you are pumping on your character and not just what they recommend for your powerset, but at the same time the explanatory text needs to do a better job explaining just what that means.

    That screen is a step in the right direction but I think it could be a bit clearer plus the whole idea of being able to customize upgrades for your stats, and the fact that doesn't become an option until level 20+, needs to be explained a bit better so people don't look at the first few craftable items with the preset stats and go, "What the hell did I do to myself by making this choice?"

    That's why they are recommendations for those default powersets.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2009
    Fatpanda wrote:
    Talk to a crafter trainer, click the Skills info, the info that pops up recommends what crafting you should take for what powerset. I took Arms for Munitions anyway because it seems to fit and has the option to make it so you can change your guns.
    Here is a screenshot of the window.

    Bah i just changed from arms to science for my Force user, but it seems mysticism would be better for me.


    Grrr i wish it wasn't such a pain choosing the right R&D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    On a power armor character, I went arms/ordnance...and oddly, when looking at the list of power replacers, all the way down the list the vendor had, none worked on power armor powers.


    Where are all those hiding, I wonder?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    There's a couple of PA ones on there, but there are alot more Blades, Bows, and Guns.

    Of course there are also a couple of Darkness ones..... :confused:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I went Mysticism for concept alone (my sorcerer character is CON/END, which is pretty close to the worst stats set you could choose Mysticism for :p). I do like the consumable items a lot; they fit his theme quite well. I can also craft some really decent gear for his Support role, so that's worked out as well.

    Did i mention that I really like the consumables? Demon summoning is sweet. :D
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