Is it smarter to level up DoL first or Hand? I was thinking it would be cheaper to be able to gather all of my materials and then level up crafting and such. Thoughts?
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Is it smarter to level up DoL first or Hand? I was thinking it would be cheaper to be able to gather all of my materials and then level up crafting and such. Thoughts?
yeah, you'll want your DoL's about 5-10 levels ahead of the crafters so they can supply them.
Awesome, thanks for the quick reply
Well, I find it helps to keep them more or less even. Sure, you want to be able to get the materials with your DoL... but you also want to be able to make your gear with your DoH.
Would it be wise to start doing that now? Or wait till level cap
The advantage to starting crafting/gathering early is that if you get it up to around the level of your main class you can make your own gear while you level up. You'd have access to High Quality crafted gear whenever you want it and the ability to upgrade everything for free every time you gain a level that makes the next tier of gear available.
The advantage in waiting until level cap is that leveling your crafting and gathering can take up a lot of time (either that or a lot of gil if you prefer power leveling your way through it with purchased materials and turn-in items). Lots of players don't want to interrupt the story or advancement with such a time consuming activity. (And at low levels gil is harder to come by as well, so it can be harder for players who want to power-level their crafting.) They'd rather advance through the game quickly, and later once they reach the end take the time to go back and advance other classes.
There are people who prefer either way. Pick which is more important to you: better leveling gear and the satisfaction of creating it yourself, or uninterrupted advancement through the storyline and earlier access to endgame.
I'd say get to cap first. Quests give you enough gear to gear up on the way, and you can unlock a lot of stuff you may wish to work on while leveling crafters and gatherers (especially daily/weekly things where starting sooner rather than later is a good idea)
I would say to start sooner rather then later. The reason i would say that is that just starting also unlocks some things. Specifically, even being level 1 in crafting or gathering opens up grand company turn ins. Once per day your GC will ask for a specific item crafted or gathered by each class you have started. This adds up to be a decent amount of exp(can be close to half a level per turn in under some circumstances) that requires only a minimal amount of effort, and can still be skipped on any days you dont have time or arent in the mood. It also gives you a project you can work on anytime you want a break from leveling/story, and an extra use for your leve allowances. And if you end up liking crafting/gathering, it gets you into it earlier so you get more enjoyment.
To add about GC turn ins. If you turn in an item that is starred that day, you get double reward, both in company seals and in experience. If you turn in HQ item, you get double reward. And yes, if you turn in starred item in HQ, you get quadruple reward, that is, four times the usual. Also to note, regardless what class you are in when you do the GC turn in, the experience of those goes always to the respective class. So even if you turn in a row a weaver item and leatherworker item while having your main job on, you get experience to your weaver and leatherworker clsses respectively. Before level 35-40 I used to get a whole levels worth of experience from the turn ins per day since I adamantly turned in HQ items.
Another note of leveling, when you craft always use the skills to increase the quality. They increase the experience you get even if the result will not be HQ item. If you have increased the HQ chance to about 50% for example, even if you get normal quality result you get about 200% exp or so (can't recall the exact ration but seem to remember 300% is maximum) takes slightly more time but can cut ingredients needed to level a lot.
Thanks guys, appreciate the responses
How would you go about leveling them all up? also... retainer space? im running out.
Well, you have to have some discipline. Don't let equipment pile up--since it doesn't stack, it really eats inventory. Also, it can help to not hold on to HQ. It's better when every thing in your inventory isn't doubled because the you have the NQ stack and HQ stack. HQ mats are a crutch anyways..as you level you should be able to HQ your synths without HQ mats.
And if all else fails, SE will sell you more retainers...
I find it really helps to keep them evenly BECAUSE of inventory space. They can share gear, but also the materials will be shared. Most materials have a given range of level they're used in. For example, when my crafts were near level 50 I predominantly used cobalt, electrum, rosewood, and raptorskin. I didn't really need to carry other materials besides ones used in that range. Now, if I had some at 50, and some at 30, I'd need to carry both level 50 materials AND level 30 materials.
Which to keep depends on your level in comparison to the material's level. I found it best to keep only the HQ and sell NQ items as long as they were in the highest tier available for recipes that were still difficult to synth, but then to switch to keeping only NQ and selling HQ once I leveled past it enough to reliably make HQ components from NQ materials. But yes, it definitely helps with space if you're keeping only one or the other at any given time.
That switching which to keep pattern is simple enough for things like logs and ores, where there are only a few tiers and a new type at each tier, so they're not hard to keep track of. It's a pain, though, for things like cooking ingredients or reagents, where the wide variety of items makes it a lot harder to keep track of what tier they each came from and what they're used for. That's where I have the most problems myself with inventory bloat. I never seem to be able to keep track of which ingredients and reagents are useful enough to keep so I end up keeping all of them except for those the Material Supplier offers.
I have noticed that even with the materials that are used on larger scale of recipes, like the cooking mentioned, the earlier tier ones on HQ contribute less to the actual score. For that reason it's usually enough to keep HQ of just the later material because the earlier materials, while used, can just as well be NM for no large difference in the quality budget.
About leveling all crafts at once, all crafts use materials from all others, the cooking maybe being most isolated with alchemy coming next. For the equipment crafting, all of them use metals, fine metals, wood, leather and cloth to some extend and when you're having all crafts around same level you can usually produce all the components one needs in another craft, as well as stack just about the right tier materials. That not only avoids the worst inventory bloat, but can make it a bit cheaper since turning material from raw form to usable stuff in one craft benefits leveling it as much as using it on another, lessening the need to buy ready materials from MB.