Thanks so much for the response Matsume and you are absolutely right and I checked my Screenshot to make sure and sure enough it is a NQ head piece
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Thanks so much for the response Matsume and you are absolutely right and I checked my Screenshot to make sure and sure enough it is a NQ head piece
Yep, my bad. I'll fix that.
Hi, I just finished getting all my Discipline of Hand to 50. Now I wanted to meld my gear, that every class has some advantage from it.
From your post all your Materia slots have a Craftsmanship Materia in it, but from what I read in this thread on reddit you don't actually need any Craftsmanship Materia to reach 100% HQ for 2 Star items.
So my question is, whats the point in melding craftsmanship materia into my gear?
For you, someone who has all crafts to 50, there is probably no point in melding craftsmanship. As you noted, there are routines that do not depend on additional craftsmanship to get you 100% HQ, all the time. For players who only have one or a few classes leveled to 50, every little bit helps, and craftsmanship is no exception.
This doesn't NECESSARILY mean that craftsmanship will always be useless to you; SE will likely add higher-level, more challenging recipes in the future. But for now, you can probably get by without it.
Edit: Another reason you might want craftsmanship is that some 2-star recipes come built-in with a high craftsmanship requirement that is not attainable with unmelded gear. I think you can attain it with food, though, if you really want to avoid craftsmanship melds.
Thanks for the swift reply, its good to hear that I don't need to meld any craftsmanship to my gear. However about the craftsmanship req you're talking about, most of the items have a control req rather than a craftsmanship req. The craftsmanship req. is only on the 40 durabilty items, and you don't need those in hq anyways. But you're right, I would have to use buffood to craft these. How ever I think its more economical to use buffood that to try to forbidden meld all those materias and going broke in the process.
I think maybe you misunderstand - the 347 Craftsmanship requirement is not there to allow an easy HQ, it is the minimum stat requirement you need before the game will even allow you to attempt the synth. I agree, you don't need to HQ the 40 durability items, but if you can't achieve that level of craftsmanship, then it means you won't be able to make them yourself at all, because the game will not allow you to attempt the synth.
At least on my server, there's a significant markup in price between the Philo tome ingreds needed to craft the 40 durability items and the price of buying the 40 durability items outright. If that's a price you're comfortable paying, that's fine, but if you want to make your own, whether they be NQ OR HQ, you'll need to get your craftsmanship up to that minimum.
To all who are seeking one thing, HQ 100% on any and all crafts:
If your goal is to achieve 100% from 0 it will obviously be harder,but here's what ive achieved 100% with.
Craftsmanship:347
Control:318
Cp:335-339
I achevied this simply by adding only grade 2-3 to my green crafting gear. This was easily obtained by materia farming in 45+ crafting gear as my DGN. I'm sure most of you have level 50s, but if you don't another way u can achieve this is by quick synthesizing cheap items such as rosewood or cobalt. These give you 1% sb per 2 synthe if u have ur item hq and affixed with junk materia.
Now most HQ two stars are about 2600 points. This isn't acheivable starting from zero unless ur just lucky. However as an omnicrafter with all abilities I realize the stat requirements goes down the more moves u have at ur disposal. I try to use hq at least 1 or 2 hq materials when crafting something so I get a 400-700 start and this is about all I need with my current combo.
Also this is how I see the importance: CP>Control>Craftsmanship
1.Innovation: CP 18 Boosts CP by 50% for the next 3 turns.
2.Ingenuity 2: CP 32 Makes the difficulty of crafting 3 levels below ur current level for 5 turns.
3. More CP means more moves which in the game of luck means EVERYTHING.
These moves alone have made it where I only need the required amount of both Craftsmanship and Control. I'm not saying you necessarily need to ignore the other stats but cp is what ultimately take ur Synthesis and Quality based moves to their true potential.
Think of cp as TP in a Dps class. Yes your base stats are what you wanna increase but without tp your character cannot perform at his true potential. If he cannot use his skills than he is no better an npc who auto attacks and you see as a "meat shield"
Do you really wanna spend 3k everytime you need one item that requires 347 craftsmanship?
Yes you can meld items that req 318 control without having 347 craftsmanship, but honestly having 347 craftsmanship is something you should really consider seeing as having anything less will make it where making 40 durabilities req two steps to synthesize instead of just one with ingenuity 2 in effect and using careful syn 2.
Think of a scenario like this:
If you need to be 6 feet to reach something on the top shelf in your house would you rather:
A) Use a step ladder every time you need something from the top shelf
B) Be 6 foot tall.
Save yourself the trouble(gil) of having to get a step ladder every time you need something from the top shelf. Meld Craftsmanship into your gear.
Why worry about the future when there is always gonna be one?
There will always be better gear and new recipes. Here and now if you have the ends to reach the means than do so and don't wait. If your eyes are always facing forward than how will you ever be happy with the present?
Last weekend I finally decided to outfit my 50 crafting classes with some reasonable gear.
The aim was to get a gearset that would accommodate multiple classes as much as possible (I have Carpenter, Weaver and Leatherworker at 50, currently working on Goldsmith. Culinarian and possibly Alchemist to come later)
After a bit of excel jockeying, I found I could use HQ Patricians gear and the usual accessories for the bulk of the set (all cross-class equippable), and just keep the HQ Body piece and HQ Offhand unique to the particular crafting jobs. That gear setup allows me to HQ any 80 Durability 2-star recipe with NQ materials; without food; using this rotation (I'm currently swapping out Comfort Zone for cheap food like Stone Soup). Technically there's even a little wiggle room... the optimal melds give 4 Craftsmanship and 3 control more than I need, so I went with a slightly cheaper melding setup on the Offhand Weapon and Body pieces (uses one T4 materia as part of the melds on each offhand weapon, rest is all T1-T3s). [Edit: Max stats achievable via melding for this gear differ due to the offhands being unable to totally 'cap out', but it's pretty much 361 Craft, 346 Control, 348 CP. I only needed 357/343/348 - this is enough to use the above 100%HQ rotation without food and pretty much any of the other "usual" 100%HQ rotations with food]
Seems to work fine for now; and it'll stay viable until they release synths with more than 233 difficulty. Whether that's in the next patch or ten patches from now is anyone's guess... but as a cheapish cross-class set it seems to function fairly well. Aphraell posted some sample rotations for "theoretically higher than 233 difficulty synths" here (check the last bit of that first post) which this gear setup can also use providing that you eat at least HQ Fish Soup.
http://forum.square-enix.com/ffxiv/t...80#post1273980
Does this guide still apply for 3 start crafts? Or has the meld caps or gears changed it at all?
Thank you. But is the item craftable? I thought it was the artisan spectacles which you exchange for.. unless there is another item I'm unaware of?
While the head isnt craftable itself, you turn in a few crafted HQ items to trade for the head. And a LOT of said item for the main hand. The head is one head fits all, but the weapon is that specific class only though.
To overmeld my GSM, I had been following this guide: http://www.ffxivguild.com/ff14-arr-d...materia-melds/
Having blown a stack of gil, I only have to finish melding the militia grinding-wheel. I am getting a bit worried that I will not have the 397 Craftsmanship / 382 Control with this materia meld.
Where there were 2 alternatives (for Legs & Boots, for instance), I had applied one to legs and the other to boots. The only thing I have done differently is on the Legs & Boots recommended meld (Command III, Command II, CP III, Crafts I), I have switched the Command II and the CP III - simply because I was taught to meld the higher grade materia in first given the increasing risk of failure the further you go.
Has anyone else used this guide? If so, can you comment? I'd rather not use it on another crafter if the author has totally stuffed his recommendations.
1 thing I learn the hard way: Avoid pentamelding higher grade than tier I on last slot. It is pain in the ass. I easily burn millions just melding that last 5th slot with tier 2 materia. ^^;
2nd, spiritbond alot of lvl 45+ gears. You'll save more cost that way. There's patrician sets for body side and the same acc set you guys use for your max meld setup.
Hey
I really appreciated your help and copied almost all the melts. except I always used control 3 whenever you said control 2, but only because on my server the control 3 materia is half the price of control 2 and I have no idea why but whatever... same effect.
One question to the Belt. I'm using the Dodore Belt now, what would u recommend to put in there?
and what do you recommend about the awl... waiting until one gets the artisan awl and no materia in any that is lower?
thanks for sharing your knowledge and experience <3
your cute lalafell
I found this thread extremely useful and will be watching it and referring to it frequently.
Thaaaank you thread and people :D
i found a good guide for materia melds but i don't think i'm the only one who knows that site xD
http://www.ffxivguild.com/ff14-arr-d...materia-melds/
Don't bother max melding Alchemist Artisan offhand just yet. None of the 4 stars are high quality craftable and the fact that the recipes in the master II book will only be used less than a handful of times in this patch, no reason to go the extra mile on something that won't see much use.
i was wondering are you going to update the post now that they came out with better gear like lvl 55 acessories and artisan gear