[GW2] Leveling a Crafter

The way leveling XP gain works in crafting is this: For leveling a discipline from 0-400, you will gain 10 levels along the way. By maxing out all 8 disciplines, you will gain 80 levels. That means you could dedicate a character to crafting, feed it all the mats you get on other characters and level it all the way to 80 without ever needing to kill a thing. As hardcore crafters, we think that is pretty cool.
— Linsey Murdock (ArenaNet Game Designer), Guild Wars 2 beta forums

To note, Guild Wars 2 lets you use 2 crafting skills at a time, but you do not lose progress in a skill when you switch to a new one. There is a cost to switch which two are active, scaling to your level in the crafting skill. : Zubon

26 thoughts on “[GW2] Leveling a Crafter”

  1. Not to be a curmudgeon, but what is the point if you have to switch among six skills you have no access to in order be level 80 and be maxed with the final two you decided on? Does the idea of being useful in a fight utterly offend? It seems like an awful waste of time compared to being a competent adventuring character that also is maxed in two crafting specialties.

    If you could be a level 80 crafter that crafts everything possible without having to hit a respec master every time you go off your chosen 2 lines I can see it. But as described, the system sounds poorly thought out (to be kind). Did I misread your post?

    1. Is there an achievement for having a single character with all the crafting professions maxed out? Seems like an obvious achievement to have.

    2. >Does the idea of being useful in a fight utterly offend?
      Some people really enjoy crafting, and this system is built for them. If you don’t think it sounds like fun you can definitely just level a character as normal and max 2 crafting skills, or none, while someone else can max all 8 crafting skills if they so choose. I imagine such a character would just live in their main city and just craft and sell.

      You get to keep all 8 skills maxed, you just pay a fee to swap which 2 you’re actively using. As a crafter I imagine money will be no issue, so it’s just a quick walk to the skill master, swap in these 2, walk to the crafting stations, and build away.

      I think it’s great this is possible. This way you can actually level a character without having to fight at all. You can play how you want… all PvE, all WvW, all crafting, a mix of all three… these are all viable ways to level a character in this game and freedom of choice is a good thing in my book.

      1. I agree that freedom of choice is good. I actually enjoy games where you can max your crafting without any need to adventure. For example in EQ II you can level entirely as a crafter, but you only need to level one profession all the way up to hit the level cap. There are entire quest chains just for crafters, and areas where you can safely gather high level mats if you know where to go. SWG also had a great set of systems for pure crafters.

        The idea that you have to grind through all 8 professions to hit level 80 as a pure crafter, and yet most of the professions you’ve capped will generally be locked off to you is what I find odd. It’s almost like you’re being penalized for deciding to level as a pure crafter.

        All that said, if all you want to do is craft, I suppose it’s debatable whether having to hit a respec trainer constantly is really a worse option than having to raise alts in order to have every profession covered. If respeccing is free (or close to it), I’d be more convinced that it’s potentially a real advance over the EQ 2 model.

        1. of course you are, gw2 is not a crafting simulation. that its possible, doesn’t mean your encouraged to.

        2. Yeah I don’t think it’s penalising people who want to just craft, it’s just not selling it as a major playstyle option – GW2 has enough of those already some might say! But it’s leaving the doors open, which is cool.

          To my knowledge re-specing your crafting discipline is pretty simple, and will most likely only cost a bit of gold, which one should be able to acquire plenty of through selling crafted goods. But I don’t know the details.

    3. I look at it from a different perspective. I’m not really into crafting. It’s just a means to an end. Time spent crafting is time I could spend leveling. But the fact that crafting not only provides experience but experience that’s so substantial one can theoretically reach 80 strictly by crafting, that means even the casual crafter benefits from the system, and it’s not taking a way from time we could spend leveling instead.

  2. @Yeebo

    you probably did

    “It seems like an awful waste of time compared to being a competent adventuring character that also is maxed in two crafting specialties”

    They idea is to provide something to all the dedicated crafters. And I’m guessing they will find levelling up ALL skills extremely satisfying, especially since they get to keep them all in the end.

    This is not about efficiency, efficiency, efficiency. This will not be a system that you powerlevel the optimal professions strictly for the ‘endgame bonus’ it provides and perhaps 2 pieces of epic loot in the end.

  3. I didn’t do and crafting or resource gathering. Is it fun? Can you make some neat items. I loved the Star Wars Galaxies crafting systems (ship building primarily).

    1. I did some of the crafting, but it didn’t seem as natural as it was described. I was able to make level 5 items at the start (which is fine, since you can easily make a few of them at level 5) but even after crafting a full set of armor and three bags as a leatherworker, plus turning all my copper ore from all of my characters into bronze ingots and all my wood into wood planks and all my leather into better leather (all via leatherworker), the only new recipe that appeared on my list was one for a headpiece I couldn’t use yet which was beyond my crafting level.

      Experimentation didn’t work well for me either, since apparently I had no items suited to crafting with each other. I would place an item in one of the experimentation slots and everything else in my inventory would gray out, indicating nothing else in my inventory could be meaningfully combined with that item.

      Was this just me? It felt like I crafted once with each character and then I couldn’t do anything more. The “grind” was still there.

      The gathering was very simple, though. Icons on your map show up to let you know where there are ores, plants, and wood to chop up for materials, and the little chunks of experience you get for doing so are very satisfying.

      1. “Experimentation didn’t work well for me either, since apparently I had no items suited to crafting with each other. I would place an item in one of the experimentation slots and everything else in my inventory would gray out, indicating nothing else in my inventory could be meaningfully combined with that item.

        Was this just me? It felt like I crafted once with each character and then I couldn’t do anything more. The “grind” was still there.”

        I finally — FINALLY — got the hang of the experimentation/discovery pane. Discovering new recipes is dependent on using inscriptions; there are some recipes you can find by just throwing things in (I discovered an invisible leather bag by putting in rawhide leather and glittering dust purely by accident), but for the most part you’ll be using inscriptions along with the pieces to make a simple item.

        For example: the recipe for a basic crude longbow (lvl 5) was a green longbow stave and a rawhide string. But if you put those components into the discovery pane along with a precise inscription, you’ll discover the recipe for a Precise Crude Longbow (lvl 10-15) with a precision bonus to the weapon.

        I can’t speak for anything other than huntsman/leatherworker, but I would imagine that this is the basic idea across the board. You just have to be creative. There’s also a crafting page on the wiki that gives basic information on how best to use the discovery pane.

        Regarding XP gain, I spent the better part of an hour doing nothing but crafting on Saturday night and another good hour Sunday. It shot my two professions up past 100 and put my ranger up nearly three levels just from crafting. If it’s something you enjoy, then it’s totally a viable way to level up.

        1. works with light armors too. (got a tailor to lvl ~100)

          the only 2 prolbems I have with this are
          1. after discovering the for example festering armor I still need to discover another armor I dont need (since I got a set of festering already)to get to the next tier
          2. lvl 20 items use one set of inscriptions, lvl 25 items another. (and so on, at least up to craftinglvl 100) so I cant stick with festering the whole time.

  4. I think this is a great system. It is not one that rewards my ingame playstyle, but as a long-time MMO critic, it is a much needed advancement path for people who do desire to be crafters.

    It still won’t match Eve’s crafting system, b ut it is a definatly positive improvement over the current standard in the themepark design doctrine.

    1. Cyndre, when do you think you might have your latest impressions from the beta? I’m really looking forward to reading them, and hope to know if how you felt initially has changed at all?

      1. You dont want my impressions. Our Eve corp joined a new alliance and we moved into their C5 this week. I spent the weekend hanging out with my new mates, running exciting ops and so forth.

        I logged into GW2 for a total of 15 minutes, and all I did the entire time was wonder what I was missing in Eve.

  5. Just a note – the cost for switching your active crafting profession scales with how high your skills are, from 0 cost when you haven’t actually raised the skills up to quite expensive when you’ve maxed them out. So you’d also need a lot of gold sent from your alts to do this!

    1. Or to make a lot of gold crafting I should hope…

      If they design a system that allows total progression as a crafter, then require a combat alt for the crafter to survive, then they have done nothing of value what-so-ever.

      The entire point is that Crafting should be meaningful in and of itself, independent of any other facet of the game. Being a level 80 CRafter needs to be an actual viable advancement and main charachter, not some tendious coin-sink just to pop an unlock on an alt.

      1. I could only guess as to how viable money making from crafting will be. Leveling up I get many comparable or even better drops than stuff I could craft, so while crafting is solid I don’t see it as a huge income source unfortunately. That may change with higher level stuff but from what I’ve seen I don’t know that anyone will be really motivated to spend a lot of in game cash on crafted items.

        1. I’m not sure what high-level crafted items will be like compared to similar drops, but there are some crafting disciplines – like cooking and jeweller – which I feel might be more unique on the market than others. You can get food consumables for karma, but if the crafting levels allow you to make good consumables or otherwise unique items, that could be a good marketable skill. All speculation, of course.

          Oh, also unique appearance items/armour. That would seem like a very ArenaNet thing to do, and would appeal to players I feel.

        2. I’m firmly of the belief that anything you craft should be of the same power level as things you find in the world or vice versa. What crafting lets you do is choose what enhancements your new armour and weapons have. I crafted a fair bit because I decided I want to make a crit and condition character. SO what if I find gloves in the world with 1 extra defence and a hefty vitality buff, my personalized crafted gear is still better for me because it has the stats that I chose (important word in crafting) for my build.

          I think the only thing the really need to add to crafting is halfway points between the milestones. If I can make lvl 8, 13, 18 etc gear rather than just 5,10,15… it would help me stay in my personalized gear for longer.

        3. In the second Beta weekend I was trying to push my crafting skill beyond 100, and making a lot of things that neither I nor my friends (who weren’t anywhere near level 20) could use. I ended up dropping them on the auction house at a little under what the next person was asking, and sold them within an hour or so. Not sure if it was a net gain compared to selling the crafting mats, but at least someone was interested in paying money for crafted stuff.

  6. My crafting time was not long but here are my findings:

    For low level items you can find items that has almost or exact same stats from drops. Only difference is dropped items has level 7-9 requirements and with crafting you can get same stats at 5.

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