View Full Version : Synergy Training questions
Sp00fer
12-25-2015, 10:01 AM
Hey again! ^_^;;
The last time I took a break from the game, Synergy was just on the horizon, and now that I'm back I still haven't quite figured it all out. I've PLed up to 22 so far spamming Earth Fewell towards various craft synergy cuffs.
Now that I've hit the cap on some of the them, I'm finding it difficult to actually successfully make the more Fewell-demanding ones within the time limit and without the furnace attempting to blow up on me every few feed attempts. So I'm thinking about doing some of the training.
So my first question is, is there any way to redistribute where my training points go if I don't like the training option that I'm putting them into, or if I otherwise change my mind?
Secondly (and the obvious followup), what are the must-have training options for Synergy, and which ones are recommended to avoid, and for what reasons?
Thanks. ^_^;;
VoiceMemo
12-25-2015, 10:13 AM
Once you've selected training options there is no way to change them. At the moment its once and for all. I would recommend you cap feeding first.
I've asked se before for a way to change the training options, as some of us lvled synergy early on and had to experiment with what to level as there was not much data out there, but so far no reply.
http://forum.square-enix.com/ffxi/threads/46313-Job-Points?highlight=synergy
RalphTheGalka
12-25-2015, 11:44 AM
One of the training options, safety lever, will help you reduce impurities in the furnace. Keeping it at 25% or less helps to prevent explosions. I can't really speak much about the other options, pressure valve and thwacking don't seem that useful as I prevent explosions from happening so they're useless to me. Repairing might be useful on a really long synth but I have no points in any of these.
Kensagaku
12-25-2015, 02:33 PM
First off, to level Synergy, worry less about actually completing crafts. You can level up to the synergy's cap with a single set of ingredients simply by failing over and over. You have a chance at getting a skillup on any action you make. I actually recommend Thwacking despite what people say; sometimes when you're rushing due to time you may push over your threshold, and that one thwack has saved a synergy for me a few times. Thwack, Feeding, and Safety Lever are the three you should focus on, in my opinion.
But yeah, find a recipe that's no more than 10 levels above you, and just spam one fewell type that's relevant to the recipe. Try and thwack explosions for skillup chances, and otherwise just keep pumping fewell. It's how I capped off.
Sp00fer
12-27-2015, 05:05 AM
Thanks for the replies.
It seems like very bad game design to have training decisions like these made permanent with no chance at altering them, especially on accounts that are meant to be played on for years and years, and certainly with options that require experimentation to judge their results and/or that are very subjective to begin with (especially when Synergy first debuted, as VoiceMemo said). I was never really into endgame back when I last played, so I don't know if there are other permanent decisions like this in the game. I'd definitely like for SE to add an option to redistribute, though I imagine their focus probably lies elsewhere these days.
Ayway, so if the cap is at 80, I'll have 16 points to distribute, I take it? Fewell Feeding and Safety Valve definitely seem like the most useful, so I'll start with those. What does Furnace Pressure actually do, btw, since it doesn't actually seem to affect the frequency of explosions? Power of explosions as far as player/furnace damage and maybe the potency of negative status effects/results? I guess that isn't a big concern if I simply avoid explosions altogether. I guess Furnace Repair would be the third thing to go for, to help with longer synths. Out of curiosity, I don't suppose if anyone knows if the Thwack training option works together with the Fishing Cuffs for a nearly-guaranteed Thwak option? I'd rather control explosions without damaging the furnace anyway, so I'd probably go with the other cuffs or safety valve. Atm I'm not really using Cinder at all; does the new end-game synergy stuff make use of that much?
I've PL'd up to 48 at this point, and I'll take a break here. I made a bunch of the cuffs and upgraded some aprons to smocks, which was my short-term goal. I think I finally understand most of the strats to successfully and efficiently make stuff, at this point, even without any training (though it's real tight without the training, so I'll definitely go ahead with some of those options). So anyway, thanks again for the help. ^_^
RalphTheGalka
12-27-2015, 05:30 AM
My impression of it is that impurity rate determines how likely it is to explode and pressure is how badly you'll be injured if it does explode. I don't bother worrying with pressure because I don't want it to explode. I don't have enough information to answer the cuff/thwack question, but that could be an interesting option if you can catch the explosion in time. Feeding is definitely one of the top priorities.
YosemiteYogorockBlondelle
12-27-2015, 05:22 PM
Hey again! ^_^;;
The last time I took a break from the game, Synergy was just on the horizon, and now that I'm back I still haven't quite figured it all out. I've PLed up to 22 so far spamming Earth Fewell towards various craft synergy cuffs.
Now that I've hit the cap on some of the them, I'm finding it difficult to actually successfully make the more Fewell-demanding ones within the time limit and without the furnace attempting to blow up on me every few feed attempts. So I'm thinking about doing some of the training.
So my first question is, is there any way to redistribute where my training points go if I don't like the training option that I'm putting them into, or if I otherwise change my mind?
Secondly (and the obvious followup), what are the must-have training options for Synergy, and which ones are recommended to avoid, and for what reasons?
Thanks. ^_^;;
Once you've selected training options there is no way to change them. At the moment its once and for all. I would recommend you cap feeding first.
I've asked se before for a way to change the training options, as some of us lvled synergy early on and had to experiment with what to level as there was not much data out there, but so far no reply.
http://forum.square-enix.com/ffxi/threads/46313-Job-Points?highlight=synergy
First off VoiceMemo just wanted to say that i've noticed your posted link is taking me to the Job Points thread and is that the thread you intended it to take players or is as the description kind of shows and says it?
2nd of all, I have been told in the past a way to stop the Synergy Furnace explosions is to feed the Fewel with the opposite elemental leaking out or elemental it's opposed against umm.. like this idea water puts out fire but i'm not stating those elements are correct two against each other either since just using it as an example but only works if you know the correct synergy elements and at the time when I did remember what the verse elements were i've only recall it maybe stopping it once or twice from an explosion from occurring even though it caused the recipe to be off of its elemental requirements. Now my question is since the synergy furnaces crystal elements seem to be different then the normal ones or directions to face in normal crafting, what would you say is the correct elements I should be using against another to stop an explosion as well??
Am I correct in using another elemental to stop the leaking elemental before it turns into an full on exploding furnace elemental as well??
Also Best way to get HQ's in synergy craft's is???
Kensagaku
12-28-2015, 01:55 AM
First off VoiceMemo just wanted to say that i've noticed your posted link is taking me to the Job Points thread and is that the thread you intended it to take players or is as the description kind of shows and says it?
2nd of all, I have been told in the past a way to stop the Synergy Furnace explosions is to feed the Fewel with the opposite elemental leaking out or elemental it's opposed against umm.. like this idea water puts out fire but i'm not stating those elements are correct two against each other either since just using it as an example but only works if you know the correct synergy elements and at the time when I did remember what the verse elements were i've only recall it maybe stopping it once or twice from an explosion from occurring even though it caused the recipe to be off of its elemental requirements. Now my question is since the synergy furnaces crystal elements seem to be different then the normal ones or directions to face in normal crafting, what would you say is the correct elements I should be using against another to stop an explosion as well??
Am I correct in using another elemental to stop the leaking elemental before it turns into an full on exploding furnace elemental as well??
Also Best way to get HQ's in synergy craft's is???
You've got some wires crossed on your information. The only thing that causes an explosion is your impurity rate; if it goes above 30%, there is a chance of an explosion that seems to match the impurity rate (i.e. 50% impurity = 50% chance of explosion, etc).
Now, when you have an elemental leak, that particular element put into the craft so far goes down. So if you have fire energy leaking, then all that work you put into raising the fire level starts to leak out, and the number goes down by about 1/second. To deal with leaks, you have to use the element weak to the leak's element; for example, if you have a fire leak, you want to feed ice fewell. It won't be a 100% chance of fixing the leak, so keep at it, and watch your impurity as you fix it.
Also don't be afraid to upset the balance of your synergy craft; as long as the ones that are required match up, you will succeed. For example, if you have a craft that requires 50 Earth and 50 Fire, having any amount of water won't affect the craft at all because it's not related to the craft at all. Having too much or too little of the required elements will cause you to fail, but not unrelated elements.
As for HQing, there's really no way to improve this aside from rumors that haven't really been proven. It seems to be pure chance, as I've HQ'd more than once on a recipe 10-15 levels above me. Maybe it's a case of T0 luck but it seems far too frequent for that. If you're curious and want to go with the superstitions however, they go as follows:
1) Match up fewell EXACTLY, the closer you are to perfect the better the HQ chance.
2) Don't let your furnace leak or threaten an explosion (i.e. don't let either pressure or impurities get too high), and your HQ chances will improve.
3) Thwack the furnace repeatedly when not at risk of an explosion until you get the message "the furnace has taken on a straighter silhouette." I can't disprove that this one might help because I've not determined an effect from the times I've succeeded at getting this.
These are the superstitions I've heard/tried when I first started out synergy with tatters augments on Sky gear, but I'm doubtful they actually do anything. I imagine it's just purely random.
YosemiteYogorockBlondelle
12-28-2015, 01:15 PM
You've got some wires crossed on your information. The only thing that causes an explosion is your impurity rate; if it goes above 30%, there is a chance of an explosion that seems to match the impurity rate (i.e. 50% impurity = 50% chance of explosion, etc).
Now, when you have an elemental leak, that particular element put into the craft so far goes down. So if you have fire energy leaking, then all that work you put into raising the fire level starts to leak out, and the number goes down by about 1/second. To deal with leaks, you have to use the element weak to the leak's element; for example, if you have a fire leak, you want to feed ice fewell. It won't be a 100% chance of fixing the leak, so keep at it, and watch your impurity as you fix it.
Also don't be afraid to upset the balance of your synergy craft; as long as the ones that are required match up, you will succeed. For example, if you have a craft that requires 50 Earth and 50 Fire, having any amount of water won't affect the craft at all because it's not related to the craft at all. Having too much or too little of the required elements will cause you to fail, but not unrelated elements.
As for HQing, there's really no way to improve this aside from rumors that haven't really been proven. It seems to be pure chance, as I've HQ'd more than once on a recipe 10-15 levels above me. Maybe it's a case of T0 luck but it seems far too frequent for that. If you're curious and want to go with the superstitions however, they go as follows:
1) Match up fewell EXACTLY, the closer you are to perfect the better the HQ chance.
2) Don't let your furnace leak or threaten an explosion (i.e. don't let either pressure or impurities get too high), and your HQ chances will improve.
3) Thwack the furnace repeatedly when not at risk of an explosion until you get the message "the furnace has taken on a straighter silhouette." I can't disprove that this one might help because I've not determined an effect from the times I've succeeded at getting this.
These are the superstitions I've heard/tried when I first started out synergy with tatters augments on Sky gear, but I'm doubtful they actually do anything. I imagine it's just purely random.
Yeah, can you list all of the elemental's that are weakest to which element to further help others out in doing there synergy crafts, please? {thanking you if you do it too!;-)}
VoiceMemo
12-28-2015, 01:34 PM
First off VoiceMemo just wanted to say that i've noticed your posted link is taking me to the Job Points thread and is that the thread you intended it to take players or is as the description kind of shows and says it?
Yes the link is of job points but if you click the link you'll see I gave the example of synergy skills as the only other place I could think of that you can't delevel the stats once applied(I was talking about job points at the time). Merits allow you to delevel them at the expense of losing the merits that were applied. And in the PS I asked them to change synergy to allow it to be changed.
Kensagaku
12-28-2015, 04:17 PM
Yeah, can you list all of the elemental's that are weakest to which element to further help others out in doing there synergy crafts, please? {thanking you if you do it too!;-)}
It's just the standard elemental wheels: Fire > Water > Thunder > Earth > Wind > Ice > Fire and then Light <-> Dark. So Fire leaks, you'd use Ice, Thunder leaks you'd use Water, and Dark leaks you'd use Light.
YosemiteYogorockBlondelle
12-30-2015, 03:10 AM
It's just the standard elemental wheels: Fire > Water > Thunder > Earth > Wind > Ice > Fire and then Light <-> Dark. So Fire leaks, you'd use Ice, Thunder leaks you'd use Water, and Dark leaks you'd use Light.
So for water leaks use what? since you show fire for ice and ice for fire then also show thunder use water?? "water use thunder or use thunder for earth??":confused:
Kensagaku
12-30-2015, 06:26 AM
Please read what I said earlier. "To deal with leaks, you have to use the element weak to the leak's element."
So let's go back to your question. What is weak to water? Fire is weak to water, so you'd use fire to patch a water leak.
The list I showed above was simply an explanation of how the elemental wheels worked, if anyone in the game at this point still doesn't know. Fire loses to water, water loses to thunder, thunder loses to earth, earth loses to wind, wind loses to ice, ice loses to fire.