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GW2 Initial Crafting Choices

Zakis

War Priestess
Now before Gyoin sics his pig on me, I know you can level a crafting profession to max, drop it and pick up another one while still retaining the level/unlocks of the previous one. That said, what is everyone deciding on as their initial crafting choices for release?

I was considering either leatherworking or weaponsmithing.
 
I'll be going with armorsmith and weaponsmith. Lots of common materials between the two so I can work on both at once without going out of my way and as I'll be playing a guardian these will be the most appropriate disciplines for my personal use (off course I'm all for everyone feeding me material too pump out crafties while gaining free XP :p)
 
What are my choices again? I think imma try jewel crafting and tailoring. But maybe not if the others are cool too lol
 
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Awesome - first thing is level up those crafting points and make some of those 20 slot bags. Seriously we will need tons of them. I'm also gonna be making some of those inventory boxes - which are basically bags that specifically auto sort your armors and weapons into them.
 
Jewel crafting and cooking. They are the most difficult and should be the most benefit for personal profit. Lol
 
Awesome - first thing is level up those crafting points and make some of those 20 slot bags. Seriously we will need tons of them. I'm also gonna be making some of those inventory boxes - which are basically bags that specifically auto sort your armors and weapons into them.

Hadn;t heard of those sounds cool.

Jewel crafting and cooking. They are the most difficult and should be the most benefit for personal profit. Lol

Yeah I was thinking of profit but I decided to go with pretty tailoring :)
 
Hadn;t heard of those sounds cool.

There's also special variants on the bags too such as dedicated ones for crafting materials, junk, and "invisible" bags that make it so stored items in the bag don't show up when you sell items at the merchant/trading post (so that you can't sell important items by accident).
 
There's also special variants on the bags too such as dedicated ones for crafting materials, junk, and "invisible" bags that make it so stored items in the bag don't show up when you sell items at the merchant/trading post (so that you can't sell important items by accident).

Well that sounds pretty damn nifty.
 
I'm definitely going to pick up cooking as a craft right off the bat. I've heard it's going to be one of the more advanced crafts and will require a lot of inventory space, but I'm looking forward to the challenge! I'm most likely going to buy the extra bag slots from the gem store (easily justified by no sub fee). Seems like it'll be one of the ALWAYS useful crafts and I like that. Since I'm kind of still undecided on my main's class I haven't decided what my second craft will be... but most likely the armor craft for whatever class I choose.
 
I'm gonna be Armorsmith and Cook/Jeweler. I initially wanted to go Armorsmith and Weaponsmith.. but after trying it out, it got frustrating because they require pretty much the same amounts of materials (a lot of ores), and I found it hard to level up both at the same time due to lack of ores and the blue materials (I think they're called trophys).

So I decided to go either cook or jeweler. Jeweler requires a lot of copper ores at the start, but once you get passed that part, the rest of the ores that it uses (silver and higher ones) aren't used by armorsmith at that level range (Armorsmith uses Iron ores). And cook - no material conflicts at all.

I guess this could be an advice for you crafters - if you wanna level both crafts at the same time like me, without struggling with materials, it might be best to pick crafts that use different types of materials.
 
As a long time, hard-core mmo crafter my take on crafting is this: There is two reasons for choosing a crafting profession, personal gain or profit. Each craft can be said to fit into both reasons overall, but usually for each individual character or player the crafts fall into separate reasons for use.

Personal gain is crafting for yourself. If you wear cloth you become a tailor, leather wearer does leathercrafting, ranged fighter makes guns and bows etc.
Profit is crafting items that will sell for a profit. Food buffs and weapon/gear augments are good examples.

Crafts that are generally considered personal gain crafts are Armorsmith, Leatherworker, Tailor, Weaponsmith, Huntsman, and Artificer.
Crafts that are generally considered profit crafts are Jewelcrafting and Cooking.

Once you figure out what reason you have to craft you want to figure out what kind of competition you will likely have both with others and with your own gathering efforts. Do you take weaponsmithing and armorsmith knowing full well that all the ore you gather will be split between the two? Or do you take on profession that takes ore and one profession that takes cloth. Do you think there will be a surplus of crafting materials on the auction house driving prices down or will they be scarce making you spend more time gathering than crafting or playing through the game?

Specific to GW2, are the specific upgrate materials (runes, sigils, and jewels) shared between your two professions? I guarantee those will be a serious bottleneck because they are mostly dropped items and from what I have seen they are a ton more rare than the ores and cloth and such that is basic to the crafting professions. Also what upgrades give what properties? One sigil may give power where one will give healing. More people will want power than healing on their boots/sword/whatever so expect those items to be more scarse and therefore more expensive.

Finally, are the products of your chosen craft wanted by a larger part of the player base? If so then expect more people to pick it up initially and compete with you for materials on the auction house. Expect also for the market to get saturated faster. The flip side of that is since everyone can gather, the ones who do pick up those popular crafting professions will more likely gather materials from the start and leave a higher surplus on the auction house as they get lazy or frustrated and just want to get some coin now.

My predictions for the popularity of early crafting professions from most popular (meaning more people picking them up early) to least popular is...
1. Huntsman (weapons are always a popular choice and everyone will soon see a need for ranged weapons)
2. Weaponsmith (a close second with shiny mele weapons wanted by most people)
3. Tie- Heavy Armor (only 2 professions use heavy armor, but I feel more people will use guardian and warrior)
3. Tie- Medium Armor (3 professions use medium armor)
3. Tie- Light Armor (3 professions use light Armor)
--Note-- all 3 of the armor crafts can make some form of a bag which will be highly sought after and a steady money maker for any crafter throughout the game's life.
6. Artificer (a weapons craft but not a flashy one. Many cloth users will need weapons made by this craft)
7. Jewelcrafting (accessory slots and upgrades for gear and weapons will be in high demand just not at the beginning of the game)
8. Cooking (many people will pick this up and soon drop it because of how complicated it is. expect these people to go on to something easier thinking they will come back to it later and buy their food buffs in the meantime)

I have always taken the stance that if I do what others can't or wont, then I can charge enough to make a profit. That means getting maxed first or doing crafts that the masses aren't.
Look at they guys who were the first on the server in WoW to make anything. Alchemy dragon mount? The first few who could make that thing on my server could ask a few hundred thousand gold profit over mats cost and get it until the competition ramped up.

At first glance that list screams Jewelcrafting and Cooking for profit crafts. Less people will probably take those initially and they are harder to level, especially cooking. More competition on the armors and weapons will also mean more time to profit with jewelcrafting and cooking.

My only misgivings with cooking is that I don't feel people will want to buy food buffs because other mmo's have trained us that you only need food buffs for endgame and that cooking is easy to level so they will get around to it later. I feel cooking will be a good money maker a few weeks or months after release when people figure out how hard to level this one is and how good the buffs are. I think cooking is a good choice to do as a third or fourth crafting profession either on a second character or to switch to after maxing one of your first two.

That is, of course if you are using cooking more for profit than personal gain. As a personal gain profession cooking is amazing and will earn you profit as you go along.

I personally will be picking up jewelcrafting for a primarily profit craft to get in early and fast.
As my second craft I will pick up either leatherworking or tailor depending on what my main is for primarily a personal gain craft with a chance of profit.

The added bonus with choosing jewelcrafting and leatherworking/tailor is that I won't be competing with myself over my upgrade drops and other materials between the professions. All my salvaged cloth can go to the armor craft and all my ores can go to my jewelcrafting.
 
I really enjoy how in depth you got into your post T1G (i'm referring to you as tig in my mind). I agree with a lot of your logic in the way crafting might turn out come release. It'll be interesting to see which crafts really end up being the money makers, but I'd def put my money on cooking/jewelcrafting with you. The consumable nature of these crafts ensure that there will always be a market for the goods. I understand that the perfect salvage kits will be able to recycle the upgrades from socketed armors so that might cut a little bit into that market though.

The global nature of the market place will make it difficult for anyone to buy up mats and corner markets by the sheer amount of players involved in the economy. I really am excited to get into the crafting and economics of GW2 because this will be one of the first times that I'll actually have an understanding of how MMO crafting/economics works BEFORE I start playing.

On a side note T1G, I'm also a nightshifter so you won't be all by yourself in gchat during the week :D
(i like reading the guild apps sometimes)
 
Good to see there will be more people around when I can play.

I have never been a fan of trying to corner a market. Even on low pop servers someone like me can come along and either heavily undercut or figure out what you are doing and take advantage of it by posting just enough that you buy all my items while trying to hold the monopoly.

I do think all the crafts will have items that will be profitable. Its always a matter of finding your price points of what you are willing to sell the finished product for then putting a ceiling on mat prices to come under that sales price. Usually that lets you find deals on mats that make you a profit when crafted.

I see the salvage kits (of any flavor) as a godsend to jewelcrafters. With the chance to get your weapon/armor augment back when salvaging more people will be willing to buy the JC augment and use it instead of save it for the very best item. Also a good portion of those people will not spend gems/gold/cash to get the perfect salvage kits thinking they can beat the odds and get the augment back. This means more people will also be destroying their augment with the salvage and want to buy another because now they can't live without it. Win/win for jewelcrafters imo.

For anyone who wants to get into the weapon or armor crafts for profit, I strongly recommend investing heavily in leveling on the first day. Getting to those top levels fast will pay off. There will be power levelers who will race to 80 and they will be willing to spend top dollar (gold) on the items that will help them get their quicker.

And don't just sell the top tier items when you get there. Try to sell items that will help people get past bottleneck points. Lets say at 28 you have to jump to a new land to progress your personal story, but the mobs in that land start at 30 and go up from there. Power levelers will jump to the auction house (especially with waypoints!) and purchase that marginally-better-than-what-they-have-from-their-level-25-quest sword and jump right back to leveling.

All your friends are at level 35 but you are at 30? And they want you to tag along with them instead of them sidekicking down to you? Well you can go and die alot, or you can pick up a chest piece with high armor and vitality that I crafted and put on the AH. Now at least you don't get 1 shot while your friends kill the mob.
 
.... I love you. You understand the economic values of crafting and I want you to be around forever. /tear
 
I read your economics and decided I should not read anything else as I might impale myself on my blunt keyboard.
 
Oh man, T1G awesome post and crafting logic there. It almost makes me sad because I realize that there are people out there like you....so I won't be making a penny on crafting...:(

Atleast we're in the same guild ;)
Oh and I'll probably be up late gaming so hope to see you in game.
 
lol I do spew out walls of text to explain things sometimes. And I only half answered the op question at the end of it ha!.

Don't be discouraged about gold making. there are always niches even if you are only playing the market. In bwe2 I was just buying copper ore and smelting to bars then selling and I made close to a gold in about 2 hours while still leveling jewelcrafting.
 
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