Handcrafted gear is identical to free gear AND tagged No Value --> absolutely a waste of time to make, since the freebie gear is actually better, since it comes with white adorns Mastercafted gear is WORSE than solo quested gear But it gets better.. a) mastercrafted weapons cannot be turned into weapon essences b) mastercrafted gear, when salvaged does not yield infuser bits but instead 'uncommon lunar material' c) mastercrafted gear, when transmuted, does not yield adorning materials, but instead, 'uncommon lunar material' (more on 'uncommon lunar material shortly) Mastercrafted Fabled gear is inferior to bottom level heroic gear an a 'side grade' to solo quested gear, better in some stats worse in other but.. a) it takes TWO super super extremely rare 'shadowed' rares b) it takes 30-75 'uncommon lunar material' as fuel (yes.. that thing that all MC gear transmutes and salvages to) - so this crap ass stated MC Fabled gear takes 60 150 EXTRA rares as fuel The advanced scholar books do not have experts in them.. they have adepts. Which take 2 rares (depending on archtype and those are changed from standard as well) plus 1 of 2 completely random (from art to art) food rares. Experts are in the same vanishingly rare books that have the useless mastercrafted fabled recipes... and take 2 shadow rares and 1 of 2 random food rares. Shadow Prospecting (how one, in theory, gets shadowed rares) Buff on the TS sigline reward (a 2-handed weapons with zero stats asude from a mere 25 harvesting skill, which doesn't help with shadow prospecting) This is a clicky buff.. that lasts for 5 minutes to let you see the 'shadowed nodes' It has a 2 HOUR reuse The clicky is currently broken and is letting people (sort of) harvest shadowed nodes for the full 5 minutes. It is SUPPOSED to shrink to 30 second the moment a shadowed material is harvested. But it gets better... a) If you zone or swap the staff out.. poof goes the buff.. try again in 2 hrs b) Shadowed nodes have 1 pull of 1 material in them. And the 'shadowed commons' are tagged as rare... the shadowed rares have no sparkle on their icon and have the exact same text and tag as the shadowed commons. So a bunch of people 'think' they're getting shadowed rares, when they're just getting shadowed commons. c) Shadowed nodes can completely overlay regular nodes, so you end up having to 'waste' time clearing out the normal node to get the the shadowed one. d) If you find only a few or no shadowed nodes? Oh well, try again next time e) We have 25/600 'shadow prospecting skill'.. and it is not skilling up, at all, for anybody. *this was not tested during beta because Caith didn't itemize the staff until after beta was done, and then the components to make the staff were locked behind research so they couldn't be purchased until the Friday after beta, so there was zero chance of 'testing' this out before all the devs left for the holidays. Whoever authorized and implimented this.. thing.. they're calling tradeskilling this expac isn't only destroying ALL value of crafting this expac aside from consumables, they're also crippling the 'non elite' adventurers that use Mastercrafted gear to break into heroics, to make infusers and adornments to improve their gear and everybody that uses experts to be effective in zones. It's ironic that they seem to think that making crafting (and therefore crafters) useless isn't going to have far reaching negative effects. The tradeskillers are generally laid back easy to please folks.. and they're among EQ2s most dedicated players. Raiders are apt to jump ship whenever the grass looks greener and/or they're bored. Crafters stick it out. Useful crafted goods keeps people in game harvesting.. it provides useful good to keep adventurers in the game. It provides player interaction, if only on the broker, as people buy things from other people. But sure, make crafting totally worthless this expansion. What could it possibly hurt?