Comfort Zone is nice in that you can always use it (on longer crafts, anyway) and it always provides a benefit, though you have ta think about it.
Before the patch dropped, I was actually makin' most of my craftin' money through Alchemy. X-Potions/Ethers were sellin' pretty well compared to their material cost, considerin' 125 tomes was 30 potions.
After the patch they don't really sell at all, thanks to more people runnin' dungeons for tomes instead of Primal farmin'. Comin' outta chests 2 or 3 at a time just makes the supply so high that the difference isn't big enough to warrant a decent price tag.
Reducin' the stuff in the chests to Mega-Potions might make a decent difference, for one.
Makin' the Resistance buffs a little more usable would be good too. Reducin' their Recast time to match an X-Potion would be pretty good -- They'd still be situational, but much more reliable, which is important for proactive things like that.
When you're trying to make 2 Star items 100% HQ, comfort zone is almost a must.
The stats requires so much materia overmelds that I'm quite happy to gain roughly the benefit of 7 CP+3 materias...
To OP. I think everyone is disappointed in Alchemy lol.
I'm a little confused about Comfort Zone, unless I'm looking at old information, it's only +14 CP at the end (8 CP x 10 - 66 CP = 14 CP).. I could see that giving you enough for maybe one additional action, but by itself that's not a lot. It's easy to get 45-54 CP from Rumination (which is a lot easier to get than CZ). I took a break from crafting for a while, so i'm just curious if there's something I'm missing with CZ
It puts you into a sort of CP debt, which lets you take full advantage of Good conditions that you otherwise would have gotten less CP back from. If, for example, your first move is Inner quiet, and the second turn the condition was Good, at best Tricks of the Trade could gain your 18 CP back. If you started with CZ, you would be down 66, and could hit Tricks for the full 20 (getting 28 back due to the CZ), and then hit Inner Quiet for a net cost of 10 CP that turn.
If your normal routine is to Inner quiet, then use Careful Synthesis 2 until you are 1 CS2 from finishing, then adding Quality, you could find yourself with several Good conditions that you could not otherwise take any real advantage of, due to a lack of CP spent. CZ, with its high initial cost, allows you to take better advantage of those.
Also, about Rumination : it becomes useless to you once you get Byregot's Blessing. BB is, once you have more than 3 Touches with IQ up and running, a cheaper, better, single-shot Super Touch. Once you get BB from Carpenter, you will never want to use Rumination again.
Im also disapointed. I leveld up alchemy only to find that potions are always a 15 sec buff, they really need to look at this they are too expensive to be worth using![]()
A lot of the potions seem to have no use whatsoever, such as strength or mind potions. Each of which last only a few seconds and have exhaustively long recharges. In the time you waste using the potions, you've already countered any benefit gained from using them. I'd really like SE to rethink their stance on potions and make alchemy worth using for more than just it's tradable skills and level 55 weapons.
As for the RMT argument, I don't buy it. RMT will exist and function on whatever items make them money, be it consumables or weaponry. Heck, it wouldn't surprise me to learn that they were simply converting gear into materia and selling that to make their gil. Using them as a scapegoat to give us worthless potions is in poor taste in my opinion.
I think a minimum 1min timer should be placed on elemental potions and at least 30s for the stat boost potions. Preferably longer for the higher tier ones. They need to be worth using, not just a throwaway item designed for grinding crafting XP.
Last edited by Lemuria; 01-04-2014 at 05:27 PM.
The only real use I have ever read of for the Int and Mind potions is right before summoning a pet. Since some of the pet's stats are determined by yours when you summon it, having a higher Mind would allow it to be a better healer, and having a higher Int would allow it to do more dps.
Can items be used in macros? I've considered the possibility that STR or MND potions might be useful in the same way that short-duration, long-recast job abilities are. So you could make a macro like:
/action "Fight or Flight" <me>
/item "Mega Potion of Strength" <me>
/item "Hi-Potion of Strength" <me>
/item "Potion of Strength" <me>
This macro would use Fight or Flight if it's available for a damage boost, and if it's not, would use a STR potion instead (if one is in your inventory) - maybe not as good as Fight or Flight, but still better than no buff at all.
I tried /item in my macros, though, and it didn't seem to work... Is there another way to use a macro command to consume an item?
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