OK I don't care what any one says this crafting system makes no frigen sense. All I want to find out is which Crafting would best suite Rec/Dex and what should to specialize in. However the way the information is put together is well rather confusing, especially when it comes to Specializing.
How could it possibly be any simpler? They ALL cover ALL stats. The only exception is Mysticism has no Con. However, around level 30, you'll be able to add enhancements to the things you craft and put whatever stats you want onto them. So really, it makes absolutely no difference. Just pick whatever suits your theme.
I hate to agree, but I do. Not only is it confusing, its totally gimped.
If you read the docs that came out about which stuff I should take and which abilities will product gear that gives the stats I want... None of them do!
My main is currently a fairly generic Dex/Ego build. Ok? Basically the recomended stats for a munitions-mostly character. Now. I want equipment to work with my dex/ego....
ok, there are things "THINGS" in Mystiscm that mostly improve Ego.
Utility Major, Utility Minor, and Defense Minor.
Great. What about Dex? Out of luck. Nothing in Mysticism for that. You need Science for Dex, the Offense Major group. So you can't improve both your stats.
So why should I bother? I don't get it either. It seems like a lot of work for no real gain.
I mean, my understanding is that if I go Mysticism, I can't go Science or Arms. I'm a Mysticy person. Which is kinda lame since the character isn't Sciency or Mysticy. Its counter-intuitive. Munitions are Dex/Ego by default. Arms... sounds like it would go with Munitions. The stats don't really look like it...
The crafting is, at the moment, really confusing and from what I can tell entirely useless ;( But I could be so confused about the entire thing that I'm off-base entirely. This games manual is pretty shabby right now.
OK I don't care what any one says this crafting system makes no frigen sense. All I want to find out is which Crafting would best suite Rec/Dex and what should to specialize in. However the way the information is put together is well rather confusing, especially when it comes to Specializing.
Cryptic should make this simpler to understand.
Is that how it works now? Crap, I must have old docs. Huh. Well, whatever I'll look into it again
I mean, my understanding is that if I go Mysticism, I can't go Science or Arms. I'm a Mysticy person. Which is kinda lame since the character isn't Sciency or Mysticy. Its counter-intuitive. Munitions are Dex/Ego by default. Arms... sounds like it would go with Munitions. The stats don't really look like it...
Once you get to higher tiers of crafting you can choose the stats on the items, both major and minor.
So you can put dex/ego on whatever slot piece you want eventually. The different disicplines are pretty irrelevant as far as stats, they each lack one particular stat but have the rest.
It's rough at first, but after a week or so it finally clicks in and crafting makes sense. For me, it took three weeks during closed beta, and they kept changing things... or descriptions were just completely blank.
There is a lot of discovery that has to happen outside of running missions. The online game manual is very light on details of the entire game.
I have no doubt that we'll see pinned crafting guides up on the forums soon.
I didn't like it at first, but now that I've got the hang of it, it's becoming one of my favorite parts of the game.
The thing I find most confusing (and I've been around since CB) is how to generate "discoveries" at lower tiers. That is, being a science crafter, if my skill is the 300-400 range, how can I generate (or have a chance at generating) more slight epiphanies, mild epiphanies, and epihanies. I believe I can generate great ephihanies by deconstructing at rank 5, but there doesn't seem to be any discussion what-so-ever in game as to generate these discovieries, let alone how to generate lower tier ones. Is the a way, bseides grinding all the way back up the ladder? I certainly hope so, that seems like a very tedious solution.
OK I don't care what any one says this crafting system makes no frigen sense. All I want to find out is which Crafting would best suite Rec/Dex and what should to specialize in. However the way the information is put together is well rather confusing, especially when it comes to Specializing.
Cryptic should make this simpler to understand.
Science/Mutations have a lot of Dexterity and a good number of Recovery items.
Also, the most awesome consumables I saw in the game so far.
the experiment tells you what rank it is at the bottom of the screen.
Yes, but how does that differ from the "stars" of the research? Are they the same or different? Seems to me that they are different, but again, there's little documentation, so I can't be sure...
And I think that's the point - there needs to be better in game documentaion regarding the crafting system.
Comments
If you read the docs that came out about which stuff I should take and which abilities will product gear that gives the stats I want... None of them do!
My main is currently a fairly generic Dex/Ego build. Ok? Basically the recomended stats for a munitions-mostly character. Now. I want equipment to work with my dex/ego....
ok, there are things "THINGS" in Mystiscm that mostly improve Ego.
Utility Major, Utility Minor, and Defense Minor.
Great. What about Dex? Out of luck. Nothing in Mysticism for that. You need Science for Dex, the Offense Major group. So you can't improve both your stats.
So why should I bother? I don't get it either. It seems like a lot of work for no real gain.
I mean, my understanding is that if I go Mysticism, I can't go Science or Arms. I'm a Mysticy person. Which is kinda lame since the character isn't Sciency or Mysticy. Its counter-intuitive. Munitions are Dex/Ego by default. Arms... sounds like it would go with Munitions. The stats don't really look like it...
The crafting is, at the moment, really confusing and from what I can tell entirely useless ;( But I could be so confused about the entire thing that I'm off-base entirely. This games manual is pretty shabby right now.
Cheers
Is that how it works now? Crap, I must have old docs. Huh. Well, whatever I'll look into it again
Once you get to higher tiers of crafting you can choose the stats on the items, both major and minor.
So you can put dex/ego on whatever slot piece you want eventually. The different disicplines are pretty irrelevant as far as stats, they each lack one particular stat but have the rest.
There is a lot of discovery that has to happen outside of running missions. The online game manual is very light on details of the entire game.
I have no doubt that we'll see pinned crafting guides up on the forums soon.
I didn't like it at first, but now that I've got the hang of it, it's becoming one of my favorite parts of the game.
Science/Mutations have a lot of Dexterity and a good number of Recovery items.
Also, the most awesome consumables I saw in the game so far.
So stars are different than ranks? Also, do stars stack? If I have three one star items in an experiment, is that a 3 star experiment?
Yes, but how does that differ from the "stars" of the research? Are they the same or different? Seems to me that they are different, but again, there's little documentation, so I can't be sure...
And I think that's the point - there needs to be better in game documentaion regarding the crafting system.