Would it be wise to have a section first about Vocation interdependence? Professions such as Metalsmith, Jeweller, and Scholar are exclusive to the Armourer, Tinker, and Historian vocations. Currently, it is highlighted that Metalsmiths and Jewellers rely on Prospectors for their resources, then go out of their way to point out that they will also be Prospectors anyway; the distinction just seems silly and needlessly complex.
This would also help in people looking up these vocations for the first time to get an idea on what they would be able to do, what they can provide, and what they need to acquire from others. In the end, players choose Vocations, not Professions.
-- RoyalKnight 22:05, 4 September 2010 (EDT)
Crafting guild memberships
I think it would be good to mention that (most) guilds provide the ability to craft legendary items and all let you craft barter items to exchange for legendary relics. Pretty much every character should join a crafting guild as soon as they can so they can make items they need or at least make crafted relics so they can turn them into shards. It's possible to make shards out of non-crafted relics, but it's tremendously expensive.
The discussion about having all of the professions with 4 characters neglects the crafting guilds; you can't get into all 7 guilds that way.
And the discussion about having one primary member of a kinship do all of the guild crafting is kind of silly; there's 3 to 7 day cool-downs on most of the high-end stuff, you'd never be able to do all of the crafting for a kinship with one player. And there's no way to trade bridle crafted relics, every guild has their own duplicate set of bridle relics because they can't be traded. So if you want a crafted bridle relic, you have to be a member of a guild. —The preceding unsigned comment was added by User:Iszael (Contribs • Message • Email) at 23:42, 1 January 2014.
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