im after macros or rotations for them
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im after macros or rotations for them
There are no good macro's and most of the set "rotations" around are bad.
Do what you did for 3* crafts for quality (hasty method) and for progress use pbp to start, rs in the middle and finish using cs2.
You need 11 IQ stacks ideally and reclaim if you fail to get them.
Act situationally based on the procs etc that you get.
Would it be asking too much to ask you to post a general rotation and/or general rules to follow when attempting to craft out the II books? I've relied on macro's in the past and I would like to get out of that habit. I'm not sure exactly where to begin. I appreciate your insight. Thanks.
I did advise learning how to craft manually months ago ;D hehe
It depends on your stats, but you be looking at something like pbp x2, rs x2 and cs2 x2 for progress.
Use ToT on almost all Good procs before BB.
Aim to use CZ 3 times, refresh when it wears off.
Use inno and one of the cs2's to "fish" for a good proc after GS is used.
Use tot at every chance you get even when sh2 is still up. If your sh2 is down and you have less than 5 durabilty go for progress instead if using sh2 again. Use at least 2 master mend 2. If you get less than 11 stack of iq, reclaim.
i started with this same rotation and got my HQ 3/5 times. I was fortunate that i was working on my Supra at the same time so i didn't need to reclaim if i wasn't able to get my 11 stacks. Just a note even though you do get 11 stacks, you are not guaranteed to get 100%. I only got 100% 1/3 times. I got my other 2 HQ's with a 22-28% HQ rate.
As everyone has said, there is no Macro for 3 star crafting that works. The fact that you need almost every tricks of the trade and keeping your CZ up makes it impossible to be efficient with a macro.
Good Luck
Excellent + Great Strides can get you above 90% with less than 10 stacks. 8 Stacks has gotten me 95%, 7 stacks has gotten me 89%. All of these are better than the ~81% that 11 stacks plus Great Strides and a Good proc will get you.
My point being, unless you got like 5 stacks you should still take the synth out as long as you can to see if you get an Excellent proc. If you take Rumination there is pretty much no reason to not take it out to the end.
Everyone's pretty much covered what needs to be done. I was just going to add that if you've mostly crafted by macro before, you can try your hand at whatever cheap high level synths using the methods that are required here. Of course, nothing else has quality requirements anywhere near what you're dealing with here, but you should be able to practice refreshing CP as much as possible, using HT with SH2, and refreshing your durability while aiming for ~11 IQ stacks on anything with 80 durability. Keep in mind, however, the very high amount of progress you have to account for as well.
checkout ImDingDing 's post - its helpful and also https://www.youtube.com/watch?v=IgfYIE38LtY
http://forum.square-enix.com/ffxiv/t...Star-HQ-Macros also..
http://forum.square-enix.com/ffxiv/t...ity-before-AFK
hope this helps.
Also, check this out. someone posted it all in 1 thread.
http://forum.square-enix.com/ffxiv/t...tations-Thread
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.
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.
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.
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%
Oops, my bad. I was thinking of another rotation all together!