Well, motivation to write another guide finally hit so here we go again! I try to make all my guides accessible in that they ought not require DoL and gil sinking. I also try to focus on profit but this also isn't always easy. Sadly, alchemy tends to gohand-in-hand with fishing but don't let that dissuade you as it isn't required. You really should make a profit on this craft but it won't be instant like with goldsmithing.
Why Alchemy and Why Do It First?
Okay, some people know this, some don't, and I sincerely doubt new players will. But believe me: alchemy is where you will want to start your DoH path. I know that people get excited about making armor or making weapons or food but there are several reasons to make this your first stop and at least take it to 36.
- Unlimited shards! You are going to need shards and need them in large amounts. Alchemy allows you access to pretty much unlimited shards.
- Unlimited crystals! Same as above.
- Constant gil! Yes, since everyone needs shards and crystals people are generally willing to buy them. Even though I have alchemy leveled I still tend to buy shards just to save time. But remember: I started way back when almost every recipe was using 8-12 shards per synth and multiple types of shards at that. Had the current system existed I would have a ton left over. Either way, I myself will buy them when the price is right and I know others who will just because it saves time.
- This job goes hand-in-hand with fishing. There is no more of a perfect fit of DoL/DoH in the game than fishing and alchemy and here is why: fishing can be done off-node. This means that you won't burn time running between nodes just to get three whacks at a tree or mining node - you simply set up and go nuts at the proper body of water.
- Hand of the Gods. This is the main reason you need alchemy first. This ability will allow you to gap-synth and HQ with ease. Combine this with Perfection and you will breeze through any synth and rarely fail (if at all.)
Specific Notes Pertaining to Alchemy!
Alchemy is a bit of an odd DoH job in that you won't spend much time NPC'ing items like you will with goldsmith. But you can make more gil in the long run than any other job. Here are a couple of tips that can make the process really smooth.
- Trade agreements. Find another crafter and set a predetermined price for shards and crystals that you will supply them with. This can circumvent the market wards entirely and help another player out at the same time.
- Fishing goes hand-in-hand. See the previous notes.
- You will need to do some farming but this is literally short work - trust me.
- Burn leves north of R11 (they need to be at ~5 levels above you) and strive for quality. This is one of the few DoH jobs that really benefits from leves during certain dry spells.
Couple of Big Notes Here:
- You will need both Preserve (ALC 10) and Fulfillment (LTH 10)
- Blinding Speed (ARM 10) is outstanding, as well
- I strongly recommend having Perfection (CRP 36)
- Hand of the Gods is a...godsend(?) at R36
- Do not equip more than 5 abilities - this will keep the cue constant and prevent randomizing of available options.
Notes on Gil Sinking and Profit:
- This isn't a guide that requires DoL leveling - it is based on not having it. However, I will include some options to help those who do. Again, leveling fishing with this is a great way to do things!
- The amount that you make via profit will vary by server economies but, in the worst scenario, you should still break even.
- I base everything off of NPC'ing items because juggling and restocking retainers along with pricing can really tax inventory space and also time HOWEVER, alchemy is the exception in that you will need to sell crystals in the wards or via a trade agreement.
Notes on The Synthing Process:
- No, you really shouldn't spamcraft with this guide as the majority of your EXP is coming from gap-synthing and also from the bonus yielding from quality.
- I generally prefer to start the very first action with Blinding Speed and then Rapid Synth. If successful this gives you a wide margin to work with.
- If you have Perfection, save it for the final ~14 durability and use it in conjunction with Rapid Synth (due to no durability loss and ~30 progress.)
- Hand of the Gods should be used around 55 progress in order to to get to 70. If you are able to get away with it use Careful the whole way through but if you are running a bit low use a Standard synth. Remember, base mats allow for three turns while finished items allow for four turns.
- The majority of actions should be Careful Synth as quality is the key component to higher EXP yields.