The Outfitter class is one of three profession choices when you hail a crafting trainer in order to receive your crafting level 10 certification. You should choose this class if you are interested in becoming an Armorsmith, Weaponsmith or Tailor. If you choose this class, you will be an Outfitter through level 19, at which point you will have to pick one of the three sub-classes (Armorsmith, Weaponsmith, Tailor).
This is the profession that works with all armor, both metal shields (kite and tower), metal weapons, as well as hex dolls and a variety of tailored containers and ranged slot items for ammo. If none of this interests you, then you should not be choosing Outfitter as your level 10 crafting choice!
If, however, you enjoy working with molten metal to craft armor or weapons, or taking needle and thread to leather and cloth gear, this is the profession for you.
You will find yourself getting very cozy with the loom for the creation of all tailored leather and cloth items, as well as hex dolls. The heat of the forge will be used when you are making all metal gear available in this tier.
Outfitters make cloth, leather and metal armor, as well as a variety of metal weapons (plus the leather fist wraps). The also make hex dolls, leather containers (backpacks, quivers, ammo sacks), and ranged slot items for ammo users (bandoliers, satchels, sheaths, pouches).
It is good to note that cloaks and dress clothes are not available in this tier. (Tailors will obtain those recipes starting in tier 3.)
This is a good time for outfitters to become aware of the concept of "item progression". What this means, essentially, is that not all crafted item types are available in all tiers, but as you progress through the tiers, more item types will be added to your recipe repertoire. For armor, this generally means that the chest and legs of some specialty sets are available in one tier, then boots or such are added in the next tier, and so on. Charts are currently available, linked at the bottom of this article, displaying armor slot and stat progression, as well as the progression for the four ranged slot items for ammo users. (While we hope to do the same sort of listing for weapons, it is going to take a while to gather and organize such a listing.)
Waitaminute ... Imbues?
Starting in tier 2, certain items can be imbued with a proc as part of the crafting process. In the case of outfitters, this includes several chest and leg slot armor pieces, metal weapons, metal shields, and hex dolls. These items will have a chance to proc when a certain event happens (or in the case of hex dolls, when activated). Chest slot items have a chance to proc a heal DoT when damage is taken. Leg slot items and shields have a chance to proc a damage shield effect when damage is taken. Weapons have a chance to proc extra damage on a successful melee attack. Hex dolls activate a slow-cast debuff, varying based on the type of doll. (For more information on hex dolls and debuffs, see the hex doll guide at the bottom of this guide.)
Ah, that sneaky crafting trainer! When you spoke to the trainer to be certified in your level 10 crafting choice, he/she quietly added a new set of Outfitter-specific reaction arts to your Knowledge Book. These tier 2 reaction arts focus on regaining or "buffing" durability, giving you an easier time in gaining pristine quality on your items. (Note that reaction arts can be used to boost durability or progress any time during the crafting process, not just as a reaction to a crafting event.)
The crafting of metal armor and metal shields will use Metal Shaping reaction arts. Metal weapons will require the use of Metalworking reaction arts. When making cloth or leather items, with the exception of the leather fistwraps, you will be using the tailoring reaction arts. (Leather fistwraps are the only items that are created on the loom using the weaponsmith's Metalworking reaction arts). In each of these cases, the easiest way to find the proper reaction arts is by sorting the Tradeskill section of your Knowledge Book (K) across by category. A quick mouseover on the icons once this is done should enable you to find your Metal Working, Metalshaping and Tailoring reaction arts, so that you can arrange them on hotbars for easy access.
You will find yourself using a large amount of the tier 2 roots (tuber strands), ore (iron cluster) and hides (tanned leather pelt) during your time as an outfitter, as well as a bit of the tier 2 wood (severed maple). With harvesting skills of 20 or higher (easily obtainable in tier one zones), you should be able to easily harvest these resources for yourself. You can effectively ignore the gem and soft metal nodes, as well as the food nodes. However, I recommend harvesting them anyway to clear the space for fresh nodes (as well as more chances for imbue materials, and gem & soft metal rares to sell).
Blackened iron clusters from ore nodes are used to make rare chain and plate armor, as well as rare metal weapons. Sisal roots are used for rare cloth armor as well as rare hex dolls. Cured leather pelts are used for rare leather armor, quivers, sacks, rare fistwraps, and the four ranged slot items for thrown ammo (bandoliers, satchels, pouches, sheaths).
The imbue material of the tier is "glowing" material, that is listed as a rare harvesting event on tier 2 nodes. (While many crafters view it as merely uncommon, not a rare, it is officially considered a rare event, so is listed here.) This material can be used by the outfitter for making all hex dolls as well as many imbued items (chest/legs of various armor sets, metal shields, ranged thrown items).
The outfitter essential books can be found on the crafting trainer NPCs, generally found outside the various crafting instances. (For Kelethin, she is standing outside the Tunare's Pages building). Your Advanced outfitter recipes, volumes 10-19, are drops in chests off creatures that are level 10-19, and are needed if you want to create rare armor, metal weapons, packs, quivers, sacks, hex dolls, metal shields and ranged thrown items for the tier.
There are also three Enigma books that you can scribe during your time as an Outfitter (Enigma of the Armorer Volume 2, Enigma of the Tailor Volume 2, and Enigma of the Weaponsmith Volume 2) that are used for making adornments. However, the adornment system tends to be confusing and overwhelming for many players, so, for now, just know that these books exist as drops on the corpses of tier 2 humanoid-type mobs, and that level 15 and higher outfitter can obtain and scribe all three of them, if they desire.
- Harvesting your own resources makes a lot of sense, especially in the lower tiers. It keeps your costs down, and gives you a chance at valuable rares that you can either use for yourself, or sell to help fund your crafting addiction.
- Your largest amounts of tradeskill experience comes from making one pristine combine for every recipe. We tend to refer to this as "discovery xp."
- Just because you have hit level 10, don't mentally block out the fact that you still have level 1-9 artisan recipes and tier 1 resources. These can be a good source of additional tradeskill experience, as well as some very low-cost skillup options, due to the lesser fuel costs for tier 1.
Created: 2007-01-29 03:07:31
Last Modified By: Niami Denmother
Last Modified on: 2007-12-19 03:40:48
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