05-04-2004, 04:06 PM
Hi,
I have usually found enough 6 slot bags through normal drops to max out the bag positions before I could get the skill that high in the first place.
That seems to be a common problem. Kamm (L12 human warrior) has been developing mining and blacksmithing pretty aggressively, but has only been able to make one thing (runed copper gloves) that he actually had any need for. Long before he could make an item, he usually had a better from a drop, quest, or even vendor. Perhaps with more care in developing skills he might have gotten a little bit ahead of the curve, but I think the trade skill paths need to be looked at to make them more valuable.
For the First Aid, . . .
Thanks for explaining that. I suspected it would be something like that from what others have said. Perhaps we might give it a try. But if we're playing in a group (which we're doing more of and better as the mobs get a little tougher), then a second or two to loot, same to skin, and we're typically ready for another encounter. So far there has not been a real need for first aid, or even much healing (I think. Healers, want to chime in?).
But, as you say, learn it, try it, dump it if it doesn't work out. Not much lost except some linen.
Also checked on the engineering, it is complemtary to the mining skill and at first can be used to make small area effect explosives. I did not actually try any of these out to see how they actually functioned
I'm sure that we will, eventually. I just got enough sp to get mining, saving up for blacksmith. I'll probably want to go journeyman on both of those before adding a third since apprentice doesn't seem to yield much of value (that I've seen). But if the sp flood I've heard about really does come in at the late teens, then I'll give engineering a try. After all, I enjoyed it in RL :)
--Pete
I have usually found enough 6 slot bags through normal drops to max out the bag positions before I could get the skill that high in the first place.
That seems to be a common problem. Kamm (L12 human warrior) has been developing mining and blacksmithing pretty aggressively, but has only been able to make one thing (runed copper gloves) that he actually had any need for. Long before he could make an item, he usually had a better from a drop, quest, or even vendor. Perhaps with more care in developing skills he might have gotten a little bit ahead of the curve, but I think the trade skill paths need to be looked at to make them more valuable.
For the First Aid, . . .
Thanks for explaining that. I suspected it would be something like that from what others have said. Perhaps we might give it a try. But if we're playing in a group (which we're doing more of and better as the mobs get a little tougher), then a second or two to loot, same to skin, and we're typically ready for another encounter. So far there has not been a real need for first aid, or even much healing (I think. Healers, want to chime in?).
But, as you say, learn it, try it, dump it if it doesn't work out. Not much lost except some linen.
Also checked on the engineering, it is complemtary to the mining skill and at first can be used to make small area effect explosives. I did not actually try any of these out to see how they actually functioned
I'm sure that we will, eventually. I just got enough sp to get mining, saving up for blacksmith. I'll probably want to go journeyman on both of those before adding a third since apprentice doesn't seem to yield much of value (that I've seen). But if the sp flood I've heard about really does come in at the late teens, then I'll give engineering a try. After all, I enjoyed it in RL :)
--Pete
How big was the aquarium in Noah's ark?