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  1. #11
    Player
    Damanexor's Avatar
    Join Date
    Aug 2013
    Location
    Mist
    Posts
    43
    Character
    Madame Kupo
    World
    Hyperion
    Main Class
    Dark Knight Lv 60
    Comfort Zone
    Inner Quiet
    Piece by Piece
    Piece by Piece
    Ingenuity 2
    Steady Hand 2
    Rapid Synthesis
    Rapid Synthesis
    Hasty Touch until 20 Durability
    Comfort Zone
    Master's Mend 2

    Steady Hand 2
    Waste Not 2
    Hasty Touch x 4
    Steady Hand 2
    Hasty Touch until 15 Durability

    At this point, if you aren't sitting on 11 stacks of Inner Quiet, your chances are slim for HQ. I would Reclaim.

    Great Strides

    At this point, you need to have enough CP for Byregot's Blessing. If you have the CP, use Steady Hand 1 (3 CP cheaper) and/or 'Wait' (14 CP) to try to get a Good / Excellent condition. Just don't let the Great Strides expire.

    Byregot's Blessing
    Careful Synthesis 2


    This is what I used for all 8 of my classes, however with different classes, you can have different filler abilities while trying to hit a 'Good' condition for the final Byregot's Blessing.

    Hopefully this helps.
    (1)

  2. #12
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    If you don't have your supra done yet and plan on getting it, you can use your 5 NQs for the supra tool. So, if you are struggling that bad with quality, you can risk finishing anything with 50% HQ chance. In that case, even an NQ will still be valuable to you. You pretty much get 5 "passes" if you mess up an HQ before it is really costing you something.

    But yeah. Bait for the good/excellent by needing 2 CS2 to finish. Don't follow a set rotation. Most guides will tell you... 2 PbP, 2 RS. Get progress to 2 CS2 shy of finshing. Some combo of SH2/WN2. Use MM2 to replenish durability. Use CZ at least twice. Be smart on your use of SH2. Don't be afraid to pop reclaim if your aren't going to make it. All of that is right.

    Someone I know tried to have me explain what I do for 4-star crafting (and these 3-star items). I tried doing it over TS. In the end, all he said was "I guess I just really need to learn how to craft." And that is pretty much the truth. Most 3-star crafting, there is rotation posted by Elasia a long time ago that most people used. That works very well for 3-star. It isn't the best but it is a mostly straight-forward method: you won't mess up if you follow these couple of rules.

    I've seen some 4-star "rotations" and personally think they are lacking.
    (0)

  3. #13
    Player
    Havenchild's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    990
    Character
    Avalen Koma
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Posted this in another thread but whatever since it's relevant here also

    Both of these rotations are assuming you have a Non-Melded Artisan Offhand (Lvl 70), Lvl 70 Artisan Main Hand / Supra and mostly melded gear. Artisan 4-star left side gear is not required. 405 Craft AT LEAST required to finish. You can attempt minimum control requirement but not particularly recommended, since your purpose is to HQ.

    Rotations I've been using:

    Mainly GSM but other classes can use, Rotation 1: http://link.ffxivcrafter.com/?id=cbc14

    You need 2 tricks of the trade at the least to finish the craft by the time you get to the final Steady Hand II:

    You should only take ToT after these skills:

    CZ, IQ, 2x PbP , 3rd Hasty Touch, 2nd CZ, MM II, Manipulation, 3rd Steady Hand and the following Hasty Touches all fair game for a ToT. (11-12 ToT Chances, 2-3 90% skills, 13 80% skills)

    Rule 1: If you haven't gotten a ToT by the time you hit Ingenuity II and Good lands after Ingenuity II is used, take it.

    Rule 2: Steady Hand I/II is up for Byregots assuming you take no ToT, if you do take ToT however, you will have to either refresh Steady Hand II or you can test your luck with fishing for a Good/Excellent. Buff order should be Great Strides > Innovation > Steady Hand if fishing (imo)

    Rule 3: If your Rapid Synthesis Fails, you can replace 1 of the Hasty Touches that follow with a second attempt at it. (ONLY Once)

    Rule 4: Reclaim for SURE if you do not have 9 or higher stacks, not even worth attempting.
    .
    Exception clause to this: If you fail about 2 HTs, consider taking every single good for ToT and aiming for MM II a second time. If you can't MM II a second time, reclaim or if your at >9 stacks and intend on going for it, try to fish for a good/excellent post Great Strides by first using Innovation then Steady Hand then maybe observe or some other skill to filler in.

    Extra: If you get more then Two ToT by the time you actually need them, start swapping in a Basic Touch for each one.

    I inserted Tricks of the trade to show you how many you need by this point in the craft.



    Every other class other then GSM can use, Rotation 2:

    http://link.ffxivcrafter.com/?id=cbc13

    You need 3 tricks of the trade at the least to finish the craft by the time you get to the Master's Mend II:

    You should only take ToT after these skills:

    CZ, IQ, 2x PbP , 3rd Hasty Touch, 2nd CZ, MM II, The last Hasty Touch (8 ToT Chances, 3 90% Skills, 14 80% skills.)

    Master Clause: Very strict rotation you MUST have 3 ToT by the time you get to the MM II. You can still potentially finish the craft with 2 ToT at this point but you will DEFINITELY need a 3rd ToT and there is only one more location, the Final Hasty Touch.

    Rule 1: If you haven't gotten a ToT by the time you hit Ingenuity II and Good lands after Ingenuity II is used, take it.

    Rule 2: If you have enough CP at the end, use Steady Hand before Great Strides to secure your Byregots, or you can test your luck with fishing for a Good/Excellent. Buff order should be Great Strides > Innovation > Steady Hand if fishing (imo)

    Rule 3: If your Rapid Synthesis Fails, you can replace 1 of the Hasty Touches that follow with a second attempt at it. (ONLY Once)

    Rule 4: Reclaim for SURE if you do not have 9 or higher stacks, not even worth attempting.

    Extra: If you get more then Three ToT by the time you actually need them, start swapping in a Basic Touch for each one.

    The benefit to this rotation is quite simply the extra Hasty Touch with more risk and mandatory requirements needed. I inserted Tricks of the trade to show you how many you need by this point in the craft.


    Using these rotations, I have had a great amount of luck HQing these items, and none of these absolutely REQUIRE a second MM II.
    (1)
    Last edited by Havenchild; 01-12-2015 at 10:29 PM.

  4. #14
    Player
    uberrod9's Avatar
    Join Date
    Sep 2013
    Location
    Michigan
    Posts
    42
    Character
    Moriel Odindottir
    World
    Leviathan
    Main Class
    Archer Lv 80
    When I ran this through the FFXIV Crafter simulator, it fell short on difficulty. I ended up using a third PbP, but the quality percentage was only 20%
    (0)

  5. #15
    Player
    uberrod9's Avatar
    Join Date
    Sep 2013
    Location
    Michigan
    Posts
    42
    Character
    Moriel Odindottir
    World
    Leviathan
    Main Class
    Archer Lv 80
    Oops, my bad. I was thinking of another rotation all together!
    (0)

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