Quote Originally Posted by NoWorries View Post
Crafting Groups:

Group 1:
Guards
False Life
Wizardry
Enchantment Resist
Illusion Resist
Poison Ward
Disease Ward
Will Save
Reflex Save
Fortitude Save
Damage Resistances (fire, acid, cold, etc.)
Skills
Fortification
Incite
Diversion


Group 2 (50):
Negative/Repair/Healing Amp
Absorptions
Parrying
Dodge Bonus
Accuracy
Deadly
Seeker
Shield Bashing
Armor-Piercing
Spell Focuses
Tendon Slice
Vertigo
Stunning
Shatter
Stat Poisons
Spell Pen
Spell Powers
Weapon Damages
Creature Banes


Group 3(100):
Attributes
Spell Saves
Resistance
Riposte
Sheltering
Doublestrike
Doubleshot
Assassinate
Combat Mastery
Melee/Ranged Alacrity
Potency
Weapon Crit Damages
Weapon DRs (good, evil etc)
Spell Lores
Vampirism


Natural Armor is considered insightful so it would show up in the first insightful tier.


Exclusive Effects:

Below is a list of effects exclusive to both Random loot and Cannith crafting. Note: This does not include clickies.

Random:
Vorpal
Speed
Paralyzing
UMD boost
Banishing
Disruption
Smiting
Destruction
Ghostbane (being readded into the random loot system)


Cannith:
Metalline
Alligned
Everbright
Blueshine
Ghost Touch
Invulnerability
Vengeful
Unbalancing
Twilight
Lesser Arcane Spell Dexterity
Songblade
Slowburst/Improved Slowburst
Regeneration
Persuasion
Fearsome
Silver Flame/Sacred/Eternal Faith
Efficient Metamagic
Blindness Immunity
True Seeing


Consideration is being made of adding Good Luck into random loot and having it be craftable. Same goes with Shattermantle. UWA will likely be added to random loot.


Note exactly what's being said here guys, "Below is a list of effects exclusive to both Random loot and Cannith crafting. Note: This does not include clickies.". First, they showed us the shards that will be scaling up and down in the three groups, then, in the quote above, they tell us that these are effects that are going to be separate from the individual systems, but this isn't EVEN including the clickies; they never said they weren't making any clickies guys, or that they were taking the clickies that we already have out, or that there weren't other effects in the system on both sides unwritten up there.

What we really need from the powers that be is a complete list of enchantments, effects, powers, clickies, etc that are going to be available to us crafters, so everyone's nerves can go down just a tich. If we knew exactly what we were being given altogether we could all rest a lot easier.

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And, to add my 2 cents to the conversation.

I think that I understand the logic behind the whole Ghost Touch/Ghostbane idea that people are people are having. If you are going to bring in Ghostbane, why not upgrade Ghost Touch, because for me, the enchant has always seemed a bit hollow; however, the added effects in Ghostbane kinda round it out. And, please don't put it in group 2 enchants, because that would make it worthless given the other effects tied to that slot.

Also, the Speed argument. Taking out Striding/Melee/Ranged Alacrity and just replacing it with adjustable Speed would be a fantastic idea. As I'm not sure how you're going to handle the level requirements for Melee and Ranged Alacrity, which level range will be locked away from these enchants? Whereas if you had Speed, you could have Striding/Melee/Ranged Alacrity starting at level 1, and have it increase in power from there. I don't find these to be unreasonable requests given that the random loot gen will get to take care of 3 abilities in one slot, and a crafter never could even do it, because I'm sure that melee and ranged alacrity would take up the same slot, and there is a chance that Striding might, as well.

Absolutely, why not make the Good Lucks, Shattermantle, and UWA accessible to both crafting AND random, I'd like to see that get tossed into the random mix, too. Great ideas.

I haven't seen the weapon damaging abilities yet, you know things that would be comparable to our Acid Burst of before, but like way better, where are those types of effects, elemental and alignment damage that scales with the ML? Wouldn't it be cool if damage procs scaled with spellpower, or melee/ranged power?