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Jerich's Guildwars 2 Crafting Guide Part 2: Choosing Your Discipline

By: Jerich

Make Sure to visit http://gaiscioch.com/tavern/guildwars_crafting/post_35198.html if you stumbled across this guide from the web. That is where I am actively updating it.



Part 2: Choosing Your Crafting Disciplines (Back to part 1)


You can choose two active crafting disciplines per character.  While you can actually have more, doing so incurs a cost (40 silver at max level) each time you want to swap back to an inactive discipline.  There are a variety of reasons to choose a particular set of crafting disciplines on your character.  Here are some things you should think about before choosing.


 


Is it Useful to Your Profession? (Back to top)


Here is a chart of which discipline I think is most usefull to each profession:


Discipline Usefulness by Profession Chart


 


For those that want a little more information, here is a more detailed list of why I picked the choices above.   I sorted them so the discipine I personally feel most useful to each profession is on top:





















All Professions



  • Jeweler: Accessories (5 out of 11 gear slots), Item Upgrades

  • Chef:  Consumable Food Buffs

  • Artificer:  Consumable Potion Buffs

  • All Armor-Making Disciplines:  Various Bag Types


 



Warrior



  • Armorsmith:  Armor (6 out of 11 gear slots), Bags, Armor Runes

  • Weaponsmith: Melee Weapons (7 out of 11 weapons), Weapon Sigils

  • Huntsman:  Ranged Weapons (4 out of 11 weapons), Weapon Sigils


 



Guardian



  • Armorsmith:  Armor (6 out of 11 gear slots), Bags, Armor Runes

  • Weaponsmith: Melee Weapons (6 out of 11 weapons), Weapon Sigils

  • Artificer: Magic Weapons (4 out of 11 weapons), Weapon Sigils, Consumable Potions Buffs

  • Huntsman:  Ranged Weapons (1 out of 11 weapons), Weapon Sigils


 



Thief



  • Leatherworker:  Armor (6 out of 11 gear slots), Bags, Armor Runes

  • Weaponsmith: Melee Weapons (3 out of 6 weapons), Weapon Sigils

  • Huntsman:  Ranged Weapons (3 out of 6 weapons), Weapon Sigils


 



Engineer



  • Leatherworker:  Armor (6 out of 11 gear slots), Bags, Armor Runes

  • Huntsman:  Ranged Weapons (3 out of 4 weapons), Weapon Sigils

  • Weaponsmith: Melee Weapons (1 out of 4 weapons), Weapon Sigils


 



Ranger



  • Leatherworker:  Armor (6 out of 11 gear slots), Bags, Armor Runes

  • Weaponsmith: Melee Weapons (5 out of 10 weapons), Weapon Sigils

  • Huntsman:  Ranged Weapons (5 out of 10 weapons), Weapon Sigils


 



Elementalist



  • Tailor:  Armor (6 out of 11 gear slots), Bags, Armor Runes

  • Artificer:Magic Weapons (4 out of 5 useable weapons), Weapon Sigils, Consumable Potions

  • Tailor: Melee Weapons (1 out of 5 useable weapons), Weapon Sigils/li>

     





Necromancer



  • Tailor:  Armor (6 out of 11 gear slots), Bags, Armor Runes

  • Artificer:  Magic Weapons (4 out of 8 weapons), Weapon Sigils, Consumable Potions Buffs

  • Weaponsmith:  Melee Weapons (3 out of 8 weapons), Weapon Sigils

  • Huntsman:  Ranged Weapons (1 out of 8  weapons), Weapon Sigils


 



Mesmer



  • Tailor:  Armor (6  of 11 gear slots), Bags, Armor Runes

  • Artificer: Magic Weapons (4 of 9 weapons), Weapon Sigils, Consumable Potions Buffs

  • Weaponsmith: Melee Weapons (3 of 9 weapons), Weapon Sigils

  • Huntsman:  Ranged Weapons (2 of 9 weapons), Weapon Sigils



 


Which disciplines work well together materials wise?  (Back to top)


Which disciplines are synergistic with regards to materials?  I researched this by making a spreadsheet of all the materials used in Tier one Crafting by profession and then graphed outcome.  Here is the result:


 Crafting  Material Distribution Chart (Tier 1)


As you can see, the limiting component for the six equipment making professions is Fine Crafting Materials (like a Vial of Weak Blood or a Tiny Totem).  These are materials that primarily drop from monsters, they cannot be harvested.  If you attempt to do more than one of these professions, you will need to either grind or buy extra Fine Crafting Materials from the Auction House. At the time I am writing this guide, the percentage of fine crafting components needed has actually increased.

Armorsmith and Tailoring use the most cloth, which I find the hardest ingredient to collect in large amount.  All the Weapon skills use varying amounts of wood and ore.


 What conclusions can we make from this chart? 



  • Since Jeweler and Chef are the only professions that don’t use Fine Crafting Materials, they are the best complimentary discipline for any other discipline.

  • In particular, Jeweler works best with any metal heavy discipline (since you get gems from metal nodes). While this is challenging for Tier 1 since they both use copper ore, they use different metals in T2 and T3 (but the same metals again in T4-T6).

  • To a lesser extent, any weapon crafting discipline works well with any armor crafting profession.  Armor Crafter and Weaponsmith being the worst of these combinations since they both use metal.

  • The worst combination is two Weapon or two Armor disciplines.


 


What type of player are you?  (Back to top)


Certain types of playing styles yield themselves to gathering different kinds of materials.  


 


The Event / Heart Farmer


            This kind of player goes from heart to heart but doesn’t make a huge effort to explore the nooks and crannies of an area.  While not going out of their way for gathering, they will salvage drops and gather nodes that are in their path.  Basically they just ride the event wave of the zone.  This playstyle will equal amounts of ore, cloth, wood and fine crafting materials but low gems.  The following disciplines match this playstyle:



  • Best Fit:   Tailor, Leatherworker, Artificer

  • Okay Fit:  Huntsman, Armorsmith, Chef

  • Avoid: Weaponsmith, Jeweler


 


The Explorer


            This kind of player likes to explore the nook and crannies of a particular zone.  They will go into caves, scrape the edges and swim down to the bottom of lakes just for the fun of it.  This playstyle gets slightly more of everything than the previous, but gets a LOT more gems and ore.  Because of this, they are the perfect for the following disciplines:



  • Best Fit:  Weaponsmith, Jeweler

  • Good Fit:  Everything Else

  • Avoid:  Nothing… these guys can do it all.  (Avoid Chef, though, if you only plan on doing one or two starter zones)


 


The Completionist


            This kind of player completes every zone in order, getting every heart, exploring every zone, and basically just likes to have 100% completion on every area in the game.  They will get a lot of every material and their ore ratio will depend on how far off the beaten track they go.   If they just go from point to point, their material ratio will be more like the Heart Farmer.  If they go off the beaten track it will be more like the Explorer.  Needless to say, though, these guys will be swimming in materials and may even have enough to feed four or more disciplines on alts (unless they try to discover every recipe… that way leads to madness).



  • Best Fit:  Chef (This discipline needs access to heart vendors across a wide ranger of areas… Only a Completionist can really do it justice)

  • Good Fit:  Everything Else and perhaps more 3-4 other professions.  Your only problem will be being too high a level to use your gear… but that is what alts are for!


 


An Example of Two different playing Styles


I did two heart runs during the beta.  One was a leisurely 11 hour 15 minute full clear of Queensdale.  The other was a four hour rush through hearts in Wayfarer foothills where I just mapped many nodes instead of mining them.   Here are the crafting materials I got for both of them:



  • Leisurely run: 370 copper, 76 jute, 134 leather, 270 wood, 165 fine crafting materials, 88 gems

  • Quick run:  48 copper, 46 jute, 24 leather, 76 wood, 44 fine crafting materials, 5 gems


 


Do you want to sell your goods on the Market?  (Back to top)


Some people craft for profit as well as fun.  This style of player is most likely interested in producing items that the largest amount of people need.  I tried to project this by using guildwars2census.com and taking note of the class percentage data.  I then processed the various goods disciplines make by class and created a chart that says what percentage of the market each discipline makes gear for  (Note:  I assumed people would only buy about 4-6 weapons including underwater but would buy a full set of gear).  Here is the chart:


 GW@ Crafting Market Analysis Chart


 


As you probably expected, Jeweler comes out way ahead since it makes goods that every class can use.  Weaponsmith makes weapons that almost every class can use so it is second. 



  • Disciplines with Highest Market Coverage: Jeweler, Weaponsmith, Tailor

  • Disciplines with Lowest Market Coverage:  Armorsmith, Huntsman, Artificer*


* While Artificer falls dead last, remember that both it and Chef make consumable buffs.  If these become the standard for dungeon and WvWvW raids, both of these professions may turn out to be lucrative.


One thing to to keep in mind while looking at this chart, however, is that it only takes into account potential demand for items. The price of items will also be dependent on supply and this will be hard to predict before the game goes live. I will talk more about how to sell your goods on the Auction House for profit in part 6 of this guide. 


Is your goal Epic Weapons?   (Back to top)


If you desire to eventually get epic weapons for your characters, you may be interested to know that each epic weapon requires two components that can only be made by max rank 400 crafters.   We don’t know whether these can be traded for or not, but you may want to make them yourself anyway.  Each weapon requires two different crafting disciplines and while this is a pre-beta list that may be subject to change… Here are some possible combinations (according to the reddit post http://www.reddit.com/r/Guildwars2/comments/xnbom/what_we_currently_know_about_crafting_legendary/ ):



  • Axe: Jeweler, Weaponsmith

  • Dagger: Cook, Weaponsmith

  • Greatsword: Armorsmith, Weaponsmith

  • Hammer: Jeweler, Weaponsmith

  • Mace: Armorsmith, Weaponsmith

  • Shield: Armorsmith, Weaponsmith

  • Sword: Artificer, Weaponsmith

  • Spear: Leatherworker, Weaponsmith

  • Longbow: Leatherworker, Huntsman

  • Shortbow: Jeweler, Huntsman

  • Rifle: Tailor, Huntsman

  • Pistol: Armorsmith, Huntsman (Some people say it uses Tailor instead of Armorsmith)

  • Torch:  Unknown, Huntmsan

  • Warhorn: Leatherworker, Huntmsan

  • Speargun: Cook, Huntsman

  • Focus: Jeweler, Artificer

  • Scepter: Armorsmith, Artificer

  • Bifrost: Cook, Artificer

  • Trident: Leatherworker, Artificer


 


Maxing Every Discipline – Alts or Not? (Back to top)


While you can only have two active disciplines, you can swap between them without losing recipes.  The cost per swap is 10 copper per crafting level (or 40 silver at max level).  This allows you to all disciplines at maximum on one character if you are willing to pay the costs.  Here are the pros and cons to each:


 


Using Alts



  • Pro – Cheaper… you don’t have to pay the fee for switching

  • Pro – You get 20 free levels on your alt for maxing two professions

  • Pro – More bag space between characters for intermediary components

  • Con – You have to swap characters often.

  • Con – This will make newbie areas slightly easier if you powerlevel crafting since your alts will all start at level 20. Guild Wars 2 level scaling mostly mitigates this effect but not completely. (Some people might see this as a Pro)


 


Using One Character



  • Pro – Your main character is more “complete”

  • Pro – 60 extra skill points on your main character (makes getting epic weapons easier)

  • Pro – You don’t have to swap characters to make an item

  • Pro – You will be able to make the components for any epic weapon you want

  • Con – This can get expensive if you switch often (40 silver may not break the bank, but it isn’t cheap either)

  • Con – Space will get short and you will find yourself muling often.


 



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