Forging/Mallet or...?

by Simimi

Back to Common Grounds.

Simimi2010-03-05 05:50:07
So, thanks to the amazing forging change, I now have my 100/100 plate and my 90/90 helm and my 230/187/280 klangaxe... I was tossing around the idea of making what I would need for a while (say a few helms, some shields, maybe a second set of non master plate, or a few more axes/weapons) and possibly trading in my mallet. I don't really see the use of it now since we can just stat up/down as needed, and no one really seems to need obscene forging orders, no more weeks of forging for perfect weapons since you can make one pretty quickly now...

Anyway, that would give me 266 bound credits, or enough to do a few things with, like trans something, or get a pack/purse, or whatever. If I were to forget forging, I could dump the lessons into combat to trans it out, or I could change my warrior spec and re trans up on that (I have been considering it, not sure though since I like axe lord cosmetically.) Can't think of much else to do with quitting forging though, though aside from the runes I am not sure why I would keep it either.

Do you all suggest I do any of this? Any suggestions otherwise? In case anyone needs my skills:
CODE
Common Skills         Rank           Pool
-------------         ------------   ------------
Combat                Adept          Melee
Resilience            Transcendent   Fitness
Discernment           Expert         Intellect
Magic                 Inept          Arcana
Planar                Transcendent   Mysticism
Discipline            Fabled         Willpower
Environment           Master         Communion
Influence             Inept          Magnetism
Beastmastery          Inept          Magnetism
Arts                  Master         Finearts
Highmagic             Gifted         Arcana
Aethercraft           Master         Mysticism
Dramatics             Inept          Performance

Trade Skills          Rank           Pool
-------------         ------------   ------------
Forging               Transcendent   Melee

Guild Skills          Rank           Pool
-------------         ------------   ------------
Knighthood            Transcendent   Melee
        Axelord
Athletics             Transcendent   Fitness
Hunting               Transcendent   Communion
        Tracking

I have considered transing Beastmastry (or getting to whatever is most useful) and putting some more into aethercraft for the fun of it. If I keep tracking I will trans environment for sure. I am not sure if any of the other trade skills would be particularly useful as a warrior (save for poisons/herbs which I would have to go to lowmagic for).

What do you all think? Any particular suggestions? Is my line of thinking about the mallet/forging (see opening paragraph) wrong or mislead? Thanks again for any assistance/suggestions!
Shamarah2010-03-05 05:56:39
Get Tumble and trans Discipline. Consider Resilience afterwards (although it's less vital for warriors).
Unknown2010-03-05 06:02:00
The mallet is more just nice to have nowadays, as opposed to being essential. Steel can be a bit tricky to find, but that will vary from place to place. I'd only quit forging if you are sure there are no others in your guild to still make weapons without you. As for skills... I'd need some input as to what you'd want to get out of them. You lack Gedulah in highmagic, tumble in environment, and stance head in combat, which all might help you out in a fight.
Simimi2010-03-05 06:04:29
@Sham: Well I am trans Resilience at the moment...
@Vendetta: I have been meaning to get tumble and work on my pvp. I am just looking to see if there are any interesting options out there, I came into the thread not having anything in mind for where I want Simimi to go (character wise). Every little bit helps.
Shaddus2010-03-05 06:17:55
Sure wish Simimi was online so I could make her tent whistling.gif
Simimi2010-03-05 06:23:27
Tent me, sexy man !