The KGB Oracle
Posted By: Luxor Proposed crafting strategy for release - 02/01/13 12:21 AM
I have been thinking about the best strategy for crafting upon release given those that have an interest in the crafting grind, and the character accounts we have available. Here are some general theories I have...

1) There should be one major crafting skill per account. This is mostly due to how difficult it is to get the 10k prowess per crafting master skill.

2) Till someone hits 100 in their craft, all guild resources should be funneled to them. After they hit 100 the resources should then goto either who needs the prowess, or who is going to be the jr crafter for that skill.

3) The 2 guild purpose bartender accounts should focus on
- Armor smith.
- Weapon smith.

4) There should be one point person for each of the 4 main resources. This person should be responsible for calling the guild to action when running low on resources. These include: Iron Ore, Wood, Rawhide, and cotton.
I suggest:
Valaria- Iron Ore (Smelting)
Heidi- Wood (Woodcutting)
Luxor- Rawhide (Tanning)
Longshank?- Cotton (Weaving)

5) Other Major Crafting Skills
Leather working- Bondi
Tailoring- Need a volunteer. (Kerig?)
Bowyer- Valaria
Staff Crafting- Need a volunteer. (Hare??)

Shield Crafting- Need a volunteer. Since master shields are not in high demand, could be done eventually on a bartender account.

6) Important Craftings skills, but mastery not needed (immediately).
Alchemy... Since we do not need a master (unless able to make fine glyph) this can be done by one of the bartender accts.
Construction. (Bartender)
Engineering. (Bartender)
Shipbuilding. (Bartender)

6) Minor Crafting Skills
Mount Summoning. (Everyone, unless someone wants to take responsibility for ensuring wehave mounts in clan bank)
Cooking. Useless skill at this point. Potatoes are the bottleneck.

Over time the bartender accounts will be able to take on more of the crafting skills, but other then armor and weapons they should take on a jr or 2nd role for the other skills.

Here are some of my thoughts, please let me know where you agree, and disagree. For those roles where we need someone to step up and fill in slots, better to get it figured out now, then on release date.

If we do this right, and all work together, we should quickly have the best geared crew on DF2. This will allow all other member to just focus on getting their skills up, and enjoy the PvP fun with top level gear.
Posted By: Kegir Re: Proposed crafting strategy for release - 02/01/13 02:32 AM
I think that's a good idea the reason I posted about tailoring is after looking through clan bank I didn't see any Mage armor at all but a few random looted items. So I decided I'd help out. I'm sorry if I took any mats needed for you guys. I also saw mounts were low so I filled it up:)
Posted By: Luxor Re: Proposed crafting strategy for release - 02/01/13 04:59 AM
Kegir... I dont think that Hare is interested in mastering tailoring. But you should check with him.. If you want to give it a shot, I think we have plenty of cloth (about 1k), and it would be good for someone to master (& learn) that skill. Maybe you and Wolf can team up to get the tailoring/weaving combo mastered on launch.

What is your prowess at??? I am am working on tanning, and using the rawhide. Can use any extra. I will try and work on gathering you some cotton.
Posted By: Valaria Re: Proposed crafting strategy for release - 02/01/13 12:53 PM
Sounds like a good plan to me.

I will take up Bowyer again at launch. I had thought about cooking, but I really did enjoy doing bows in df1. I will continue on and do that here.

as for suggested resources the guild will need, Add Sulfur to that list. Once you begin crafting the rare ingots it requires sulfur. I have already run into an issue with raising the mastery with the bottle neck on Sulfur. I have used up a portion from the clan bank and all of my personal stockpile I had. I dont want to use too much more from the clan, incase leather or one of the other crafts needs it for their rare crafts.

aside from that. It looks like a great start for the launch plan.


I can do the Cotton\Weaving ... needed for bags right off the bat.
Posted By: Luxor Re: Proposed crafting strategy for release - 02/07/13 11:30 PM
And we have a winner... Longshanks gets the privilege of whacking bush after till he becomes a master bush whacker.

But seriously, thanks for stepping up. We will need someone that can make the high level cloth mats to supply the elementalist.

Now we just need someone to take on the role of master tailor... anyone... anyone...
I need to try out a ele, like the warrior so far. If I dig the ele, I may start off with that role & tailor would be a natural fit with my bushwacking.

By the way, I was grabbing 3, or more, steedgrass on a bush for a while ... seems to have slowed down a bit though.
Posted By: Heidi Re: Proposed crafting strategy for release - 02/17/13 05:34 AM
steed and essences have slowed both in and outside protected areas. :/
Posted By: Valaria Re: Proposed crafting strategy for release - 02/17/13 05:32 PM
I make Theyril Ingots Now! yep 100 Smelting Mastery.
Posted By: Wolfgang Re: Proposed crafting strategy for release - 02/17/13 09:35 PM
Originally Posted By: Valaria
I make Theyril Ingots Now! yep 100 Smelting Mastery.


That's a Bingo!
I am going to see how fast I can raise bush whacking and basket weaving with this wipe. I was kind of hoping it would apply dex attributes ... nimble hands after all.
Posted By: Valaria Re: Proposed crafting strategy for release - 03/07/13 12:51 PM
all stats are gained by spending prowess points on them.. well everything but crafting is raised by spending prowess points
I spent a few hours on this morning. Pretty easy to get stuff raised. Greatswords to 50, mana-stam to 40, bush whacking to 40, archery to 30 ... plus Weaving to like 15, with just what I harvested. Did not even go through 1 sickle yet.

I will say this system is way faster than the mob whack grind to 50 GS! I am sure it will slow down, at 50 it is 8 or 9 (can't remember) prowess per point of skill.
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