2019-03-15 23:19
#0
I've been working up a new rogue. Partly in anticipation of new content to come, hoping I'll find more reasons to have and use Detect Hidden and Remove Trap skills. And partly because I was curious about what training up rogue skills is like now.
Unless someone can give me some tips on how to train Remove Trap more efficiently, I think it's a bummer to work up. You're going to wander around for ages, hitting all the spots you know of where you can either blow up containers on fails, remove traps when you succeed, then recall to the next location. You're making runebooks to mark your spots and yadda yadda yadda. This seems like it's going to be very, very time consuming. Maybe it won't be as bad as I think but I have my doubts.
Or Plan B: You have to have or find tinkers at various levels of skill...
And I'll bet I could holler out in Gen Chat all day long looking for the proper level of skill on a tinker out there that could make boxes for me and I'd get no answer.
It'd be great if you let GM crafters create a Rogue Lock Box that could be used for training Lockpicking, Detect Hidden and Remove Trap. It could have settings on it: Locks, Detect, or Remove. Sort of how you can select from the menu on a shovel to decide what you want to dig up. Or we could create three different tools: Novice, Adept and Master Rogue Lock Box.
A Rogue Lock Box as a piece of loot would work too. But that feels like taking something away from crafters. Having something like this that could be worked from inside your pack the way you can work lock boxes in your pack for lockpicking would at least allow you to hang out at the bank and be with other players at the same time.
Anywho...Maybe I can work the skill up just hanging out at Vesper Bank until I hit 80 and can use my tinker. But this still feels like wicked drudgery to me.
Edited for typo
Unless someone can give me some tips on how to train Remove Trap more efficiently, I think it's a bummer to work up. You're going to wander around for ages, hitting all the spots you know of where you can either blow up containers on fails, remove traps when you succeed, then recall to the next location. You're making runebooks to mark your spots and yadda yadda yadda. This seems like it's going to be very, very time consuming. Maybe it won't be as bad as I think but I have my doubts.
Or Plan B: You have to have or find tinkers at various levels of skill...
- 30 - 50: Use on 50 skill trapped boxes.
- 50 - 80: Use on 80 skill trapped boxes.
- 80 - 100: Use on 100 skill trapped boxes
And I'll bet I could holler out in Gen Chat all day long looking for the proper level of skill on a tinker out there that could make boxes for me and I'd get no answer.
It'd be great if you let GM crafters create a Rogue Lock Box that could be used for training Lockpicking, Detect Hidden and Remove Trap. It could have settings on it: Locks, Detect, or Remove. Sort of how you can select from the menu on a shovel to decide what you want to dig up. Or we could create three different tools: Novice, Adept and Master Rogue Lock Box.
A Rogue Lock Box as a piece of loot would work too. But that feels like taking something away from crafters. Having something like this that could be worked from inside your pack the way you can work lock boxes in your pack for lockpicking would at least allow you to hang out at the bank and be with other players at the same time.
Anywho...Maybe I can work the skill up just hanging out at Vesper Bank until I hit 80 and can use my tinker. But this still feels like wicked drudgery to me.
Edited for typo