logging is tedious as hell but those reagents are even worse. You can be a millionaire just farming those and selling them.
All of those combined is 22 Orichalcum rapiers. The amount needed to get from Weaponsmithing 199 to 200.
Ok, so your saying you were able to gather everything to get to this point in less than 2 weeks. This is assuming your gathering all of these and not just buying them off the trader.
To gather all of these, I am guessing these materials would take you 1 day of gathering. (assuming you had the gathering skill to do this.)
No, I am saying that is the cheapest way to get from 199-200 weapon smithing. You need that amount of resources for a single skill point in the higher levels, for one profession. there are 10 professions that require an equal amount of resources.
This is the combined material list for 150-200 Weaponsmithing in the cheapest possible manner (not counting the town board missions because they are far too few and far between to be a reliable source of crafting skill in the higher levels)

This is the cheapest possible way to get from 100-200 armorsmithing.

Since 47.000 flux is an ABSURD number, itâs going to be far more realistic to just stick with iron swords for weapon smithing all the way to 200. Flux is the bottleneck. In which case, youâll need about 439,000 iron ore, and 125,000 greenwood. Oh, and 63,000 rawhide.
So, correct me if I am wrong. But the only real limit is still just time, correct? So again, back to the point of my OP. Their are no hard choices, just a time commitment. Or as @LightofMadness said no âMeaningful Choicesâ.
But Iâm sure the devs didnât think people would try to max everything in the first 2 weeks of the game, i bet they were think months could be wrong. Typically when we play mmoâs is more of a long term commitment. Maybe Im wrong there to.
So you want to feel special by taking away other players way of playing the game and enjoying it? Nice logic
Please explain what I am trying to take away, I am curious why you think that.
I have 27 characters in SWToR, most of them are crafting Biochem for the endgame, the rest craft what ever, but it makes sense since you can only choose one crafting proffesion per character.
Also in ESO I have a main crafter character which can craft pretty much everything, so I donât have to bother with crafting on another characters.
But imagine, that youâre only alowed one character per server and youâre limited on which crafting proffesion you want to choose? Itâd madness. It wouldnât be playable. For the tuning stones for the expeditions you need at least 3 different crafting proffesion, so now what? Iâd choose stonecutting and the rest like Arcana Iâd have to buy? No thank you.
The only solution is to let people create more characters in the same server/world and then fine, limit the crafting profesions. But currently itâs fine as it is.
By no means am I saying your limited on a crafting profession. But I think players should be able to at least choose a specialty and get a bonus from the specialty they choose.
You may not like my examples but they are just that an example.
AGS: I want to build a game where everyone can be everything that they like!
People in forum: Why did you not make the game only 1 line? huh? why need to let us get anything we want. We want to be limited! Limit us AGS limit US!!!
AGS: 
*facepalm * I donât understand how people constantly can read this and NOT understand it. Some people seem to completely understand, others I think are reading just the OP and coming to conclusions without even asking a clarifying question, just jumping right into it without a full understanding themselves.
Hi,
If I got you correctly, you want to suggest specialization because you THINK in the long run, everyone is maxed out and all crafting will be obsolete since everyone is the same and they can do the same as you. The marketplace will tank because everyone can do anything you can do as well as you want to feel unique. quoted by your statement âBeing able to max all gathering skills really takes away from any kind of specialty or feeling of uniqueness.â again quoted by your statement âPlayers like to think they are unique in some way.â again from your statement âI understand that you can never be unique.â. Am I correct?
If I am correct then
AGS: I want to build a game where everyone can be everything that they like!
People in forum: Why did you not make the game only 1 line? huh? why need to let us get anything we want. We want to be limited! Limit us AGS limit US!!!
AGS: 
Ok, then please explain what you mean by âonly 1 lineâ.
you only have to choose 1 line of progression. if you want this, then you are committed to it forever but that is beside the point. I like how you want to suggest for the betterment of the game but your suggestion is another 180 turn. hence, you really donât like how Amazon made its game and you like it to be more like WoW or any other game with specialization. Amazon would be very sad to hear you donât really like the âCOREâ of the game.
This makes no sense to me, I think you are misunderstanding my suggestion. Please read the other replies in the thread as a few others completely understand what my OP was about.
PVE players like to think, while PVP players smash.
Should have been a 100% PVP oriented game, like it was supposed to be at the start, then unfortunatly made PVE something to lure in 60% more players for profits.
I made a suggestion in another thread that was about crafters and gatherers becoming obselite in the end game due to no item sink. My suggestion was to have a contract system where crafters would repair players items using high end mats from gatherers. I think if the lvl of crafter influenced the % of regaining orig quality stats, then this would give rise to specialisation. Repairs would add xp to the crafter. Best crafters more expensive. Make the lvl ceiling extremely high, like yrs to achieve perfection but mths to 80%ish.
Please explain how this adds to the conversation. I am not seeing it.
