From the main sticky (and I reproduce the relevant bit below) I am struck by the relative lack of difference in the stats between the three schools... for the most important items they are pretty much the same stats, just in a slightly different order.
ie, all Utility Majors have end, ego and int. All offence majors str/dex/recovery.
This seems weird to me... If you have a build which uses these stats, you win all the way - as everyone will be making gear that suits you perfectly, with different flavors.
If you have something else (I have an end/recovery build) you are stuck, as there is nothing that really suits you in this list. I can't see any school here that offers me anything I would want. ( I went mysticism for the heck of it... might change to science, but too uncertain what is going on)
What's the philosophy here? Is this going to change? I am finding it difficult to see my way through this crafting system, I confess. It seems obtuse to say the least - relying on endless painstaking research of tiny ambiguous details rather than any intuitive sense of what does what.
What, for example, does the different order of stats here mean? Does this mean these are the only stats on offer in these schools? Is this still a work in progress?
Yeah, I have the same problem. END&REC and there is no crafting profession what fits me. Is this really "working as intended" or is there coming more options into crafting ?
The order of the stats is important, in that its the order you start seeing that stat on gear as you level your skill up. For example, when you first start crafting in Mysticism you will be able to make utility items with EGO onit, but as you get higher level and learn more blueprints, then utility items with INT, END & PRE will start showing up.
Now these are the items that I call "stock" items. They have the stats they say they have and you just make them. No choices. However once you start getting into the higher levels of crafting, you can make CUSTOM gear which allows you to choose what stats you put on what items. You are still limited to what the craft can make (IE Mysticism still can't make CON on anything), but you have the flexability of putting the stats you want on the items you want, based on what you rcraft can do.
Hmm.. so in fact you cannot make custom gear, but have to follow a formula of sorts?
It seems strange - I guess they are trying to avoid minmaxing, but it does benefit certain superstat combinations a lot more than others, if this is true.
Until you get the ability to make custom items in the 250+ skill range, it seems to me the most benefit you get out of crafting is from consumables and power replacers.
The classification of custom adds by slot type seems to be broken - you can add a "Utility minor" to a Defense item if you wish.
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Now these are the items that I call "stock" items. They have the stats they say they have and you just make them. No choices. However once you start getting into the higher levels of crafting, you can make CUSTOM gear which allows you to choose what stats you put on what items. You are still limited to what the craft can make (IE Mysticism still can't make CON on anything), but you have the flexability of putting the stats you want on the items you want, based on what you rcraft can do.
It seems strange - I guess they are trying to avoid minmaxing, but it does benefit certain superstat combinations a lot more than others, if this is true.
The classification of custom adds by slot type seems to be broken - you can add a "Utility minor" to a Defense item if you wish.