150022-couple-quick-questions-regarding-talent-points

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Decided to be masochistic and look into Armorer and Weaponsmith.
 
(1) If you reset your earned talent points, is there a cost or cooldown? (I refer to the talent points that give crafting benefits, not resetting the crafting skills themselves.)
 
(2) There seem to be several talents associated with failure rate, some that boost  overcharge, and then a few that let you limit rune slot possibilities and some that save materials.  Could someone suggest which are actually of use and whether some should be taken several times by upper tier, or if one should spread it around?  I was not going to go the "save mats" route, because being able to reduce failure/boost overcharge sounds more important.
 
I'll eventually be slotting in the "rune type de-selectors", because that would make me able to make gear best suited to the class and role for the item.  Right now I am just training to max tier, so that's less important.  Other than that, is there a glaringly obvious choice based upon experience?	
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1. A talent point respec costs some crafting vouchers, but there is no cooldown. I believe it's around 500 vouchers, but I'm not sure, will check on this later.
 
2. DEFINITELY go with the mat reduction talents, at least while still leveling and doing work orders. They will save you a TON of money and crafting is enough of a money sink even with them active. Also, they are always paired with the slot de-selectors, which are pretty useless anyway (see 3). Other than that, you always have to make a choice between better overcharge options and lower failure rate, that is pretty much a personal risk/reward choice. If you go with the overcharge talents you will be able to make more powerful gear, but also have a much higher failure rate, and vice versa.
 
3. There are no "rune type de-selector" talents. What you are probably refering to are simply "slot color de-selectors". You have no control over rune slots at all when crafting.	
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			But if someone has no use for the stats that, say earth and life runes provide, could I not cause those to "not appear" and therefore have a much higher chance of getting the slots that they need?	
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Sure, but needed stats are different for most classes and specs (assault/support), so you'd have to constantly respec talent points depending on who you are crafting for, it's just not worth it. You can switch sockets (at a penality) after all. And when I say the mat reduction talents will save you a "TON" of money, I mean a "metric *cupcake*ing shitton" of money. Seriously, those mats become really *cupcake*ing expensive over time and unless you have a main feeding you money the daily work orders you need to do at master level to get your recipes will drain all your funds in no time. Not to mention all the crafting you have to do to get to the master tier.
 
EDIT:
 
Just some hard numbers regarding a "metric *cupcake*ing shitton": Without any vendor mat talent reductions, one full set of daily training, prototype and capstone work orders will cost you 3.5 plat, 2 plat if you are only doing training and prototype work orders as you should because the purple mining mats for capstone crafting are too expensive. I'm not doing the math on all crafting you need to do to get to master level now, but trust me, it's a LOT. With those talents, you can reduce the cost for training and prototype crafting to zero.
			
				
	Edited February 29, 2016 by Snowcrash000	
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Much appreciated-- one question that relates to my starting ones still remains.  You mention above that I'd have to "constantly respec talent points" regarding the rune slots-- my question was: is there a cost or a CD to do that or is it just like Ability Tier Points-- reshuffle them as you like?
 
If it's just convenience, I can live with that.  ;)  If it's more plat down the pipe, then not so much.	
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{| class="blockquote"
Much appreciated-- one question that relates to my starting ones still remains.  You mention above that I'd have to "constantly respec talent points" regarding the rune slots-- my question was: is there a cost or a CD to do that or is it just like Ability Tier Points-- reshuffle them as you like?
 
If it's just convenience, I can live with that.  ;)  If it's more plat down the pipe, then not so much.
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{| class="blockquote"
Much appreciated-- one question that relates to my starting ones still remains.  You mention above that I'd have to "constantly respec talent points" regarding the rune slots-- my question was: is there a cost or a CD to do that or is it just like Ability Tier Points-- reshuffle them as you like?
 
If it's just convenience, I can live with that.  ;)  If it's more plat down the pipe, then not so much.
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All right, thanks for this-- very helpful.  Perhaps Carbine expresses it counterintuitively.  On my pane, it shows the assault/support values being randomly chosen in the main pane, but the Talent says that it prevents "air" or "fire" from showing up.  What I understand you to say is that this refers only to the element associated with the numerical values of things like strikethrough or crit mit or whatever innate to the item itself (the printed numbers) and not the element associated with the runes slots that show up.  Unfortunate.
 
So, not very useful, albeit perhaps slightly so, since many classes might go for innate stats other than those for which they rune, depending upon their sets and class specials.
 
One Talent benefit is "less failure chance"; another is "more overcharge", another is something about having finer control of the percentages involved.  Does anyone know the numerical correspondences?  I presume that one take both a "less failure and a "more overcharge" and get X better overcharge with Y less fail chance, compared to the basic values, but are X and Y known? 	
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