I started out a Dual Blade user. When I began, I was thinking str/dex until I started reading on the forums and switched to ego/dex. Now, I'm not sure arms is going to have any good ego/dex items, but don't know yet. Any ideas on which to take?
Arms is primarily Con and End items I believe. If you want to boost one of those with your crafted items, arms should work for you. Of course, you can also buy crafted items from other people, so...
Not sure what science focuses on.
The game will suggest Science for Munitions heros, which are DEX/EGO. Yeah why Munitions would want to do Science and not Arms is completely beyond me from a falvor perspevtive. We shoudl ask AP about that
But honeslty, its tough. Mysticism is great for the EGO and Science is great for the DEX. Neither is gret for both.
At least early on. Once you get in to the 250s-300 range you start being able to make custom items for levels 23 and beyond and at that point, prettymuch all 3 crafting schools would work for DEX/EGO.
They fixed the blueprint 'store' for the most part (a few still lack descriptions) so what you can do now is go through all of them before gaining any points in any of them and then browse through their blueprints to see what stats their items boost and what power replacers they have available.
As an added bonus if you wait until about level 10 to do this you can get 6 extra low xp crafting quests for MC
What you will find is that there are a LOT of crafted power replacers available for munitions, some of them are pretty good. In general crefted items with only stat boosts on them will be quickly surpased by quest rewards/loot drops. So my advice is to pick them based on the consumable (mysticism kind sucks here), power replacers, and the enhancers. Another thing to keep in mind is the 5 min buff you get for popping a node, science gives a HoT effect, Arms gives a damage boost and Mysticism gives you an energy regen boost.
So... for munitions I have found the Science is one of the better choices for the HoT buff when hitting the nodes, the temporary force field consumable and the abundance of munitions power replacers. For melee Arms is great for their consumable 'root' grenades. The healing consumables from Mysticism aren't very good (Arms instant 'big' heal is probably the best) so I don't use Mysticism often at all for any character type.
The game will suggest Science for Munitions heros, which are DEX/EGO. Yeah why Munitions would want to do Science and not Arms is completely beyond me from a falvor perspevtive. We shoudl ask AP about that
Because the stats that were associated with each framework got set months after I had to figure out how I was splitting up crafting.
And as you noted, for EGO, Mysticism is a good choice.
I'm a munitions that stacks dex/ego and went with Ordinance (arms). You should be fine with Arms if you stack Dex or Ego, or both.
I forget the crafting level but Arms makes lvl 38 rares with +70 dex or +70 ego (primaries) and secondaries with +17 stats (ego or dex). Turned out quite nice actually.
Because the stats that were associated with each framework got set months after I had to figure out how I was splitting up crafting.
And as you noted, for EGO, Mysticism is a good choice.
True, although. . . nothing's stopping you from adding MORE stats to every crafting style, so that you COULD make awesome DEX/EGO gear in Arms, or Science or Mysticism, whatever you want. Wouldn't that be great?
I think the whole point of each branch of crafting being better at different things is that it is designed to stimulate the economy and encourage trading between players who specialise in different areas. It's already bad enough that there is little incentive to team, why would you want to further isolate players in an MMO by making them totally self-sufficient when it comes to their craftable items? Matrix Online allowed people to be master craftsmen by using their skill swapping system, the end result is the death of the MMO and a general lack of interaction between players.
I think the whole point of each branch of crafting being better at different things is that it is designed to stimulate the economy and encourage trading between players who specialise in different areas. It's already bad enough that there is little incentive to team, why would you want to further isolate players in an MMO by making them totally self-sufficient when it comes to their craftable items? Matrix Online allowed people to be master craftsmen by using their skill swapping system, the end result is the death of the MMO and a general lack of interaction between players.
Did you just say the crafting system is what brought down MxO or am I on crack? Also, I have never played a game that survived on player interaction alone more than MxO.
Comments
Hrmmm... Isn't Ego/Dex the primary for Munitions which should correlate to Arms fairly well, right?
Not sure what science focuses on.
But honeslty, its tough. Mysticism is great for the EGO and Science is great for the DEX. Neither is gret for both.
At least early on. Once you get in to the 250s-300 range you start being able to make custom items for levels 23 and beyond and at that point, prettymuch all 3 crafting schools would work for DEX/EGO.
Exactly. In the long term it matters little.
In the short term: Science for DEX; Mysticism for EGO.
As an added bonus if you wait until about level 10 to do this you can get 6 extra low xp crafting quests for MC
What you will find is that there are a LOT of crafted power replacers available for munitions, some of them are pretty good. In general crefted items with only stat boosts on them will be quickly surpased by quest rewards/loot drops. So my advice is to pick them based on the consumable (mysticism kind sucks here), power replacers, and the enhancers. Another thing to keep in mind is the 5 min buff you get for popping a node, science gives a HoT effect, Arms gives a damage boost and Mysticism gives you an energy regen boost.
So... for munitions I have found the Science is one of the better choices for the HoT buff when hitting the nodes, the temporary force field consumable and the abundance of munitions power replacers. For melee Arms is great for their consumable 'root' grenades. The healing consumables from Mysticism aren't very good (Arms instant 'big' heal is probably the best) so I don't use Mysticism often at all for any character type.
Because the stats that were associated with each framework got set months after I had to figure out how I was splitting up crafting.
And as you noted, for EGO, Mysticism is a good choice.
I forget the crafting level but Arms makes lvl 38 rares with +70 dex or +70 ego (primaries) and secondaries with +17 stats (ego or dex). Turned out quite nice actually.
True, although. . . nothing's stopping you from adding MORE stats to every crafting style, so that you COULD make awesome DEX/EGO gear in Arms, or Science or Mysticism, whatever you want. Wouldn't that be great?
Did you just say the crafting system is what brought down MxO or am I on crack? Also, I have never played a game that survived on player interaction alone more than MxO.
But anyway, Crafting!