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  1. #1
    Player
    Kael_Raiju's Avatar
    Join Date
    Nov 2014
    Location
    Maelstrom
    Posts
    113
    Character
    Kal- El'
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    6 - Always use food of some kind; even if it's low quality basic stuff. The 3% boost is worth it.

    7 - Ask your GC to put up some sort of company booster.

    8 - Use the crafting tables in an FC. Side note: even if you have just one crafting table.... say it's for Blacksmith but you want to craft as a weaver. Set character to blacksmith, click on table for buff, switch to weaver, buff still active


    9 - Learn rotations and learn them early. Anything below 50 generally do quality over progression first. Most items in the 2-4* its a good idea to get 75-85% progression done before doing the quality. This is all relative though to your stats and the item but it's a general good rule of thumb.
    (1)

    BLM/WHM/PAL - Specialist (All Crafting Classes); PARADOX FC Co-Owner

  2. #2
    Player
    Roth_Trailfinder's Avatar
    Join Date
    Aug 2013
    Posts
    1,842
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    To add to what Kael said, I'd take them all up together. 1-15, 15-20, 20-30, 30-40, 40-50. Do not start on the next tier with one class until the rest are all caught up.

    As for order, generally speaking, Weaver and Goldsmith first. Then Leatherworker, and lastly, whatever order you want to do them in. There are two exceptions, however : the 30-40 range, start off with Culinarian (for Steady Hand 2)and then go on to Weaver and Goldsmith, Leatherworker, then the rest; and the 40-50 range, where you want Carpenter to hit 50 first, for Byregot's Blessing.

    Quote Originally Posted by Kael_Raiju View Post
    6 - Always use food of some kind; even if it's low quality basic stuff. The 3% boost is worth it.
    Although I've no qualms with the rest of Kael's advice, this right here I cannot agree with. And the reason for it is one of magnitude. For crafting, Food is not significant.


    Rested is 50%. Food is 3%. Using nothing but NQ materials and filling the Quality bar to 100% is 300%. If the recipe is normally worth 1200 experience, food is only adding 36 experience to that. Rested only adds 600 to it, for a grand total of 1836. If you have neither of those but take the thing to 100% Quality, it is worth 4800 experience. Add both of those back in, and you still only get an extra 636, for a total of 5436.

    36 points is a paltry amount compared to 4800 or 5400. Food is NOT vital for leveling crafting. Adding Quality is.

    And that holds true no matter what level the recipe is or how much base experience it offers.


    As for tips on crafting ... you should be able to come up with this stuff on your own just from doing. But the basic idea is to use your CP as wisely and frugally as you can. Get yourself so that one more Synthesis action will finish off the recipe, and then start adding Quality. Add as much Quality as you can, because that has a significant impact on the amount of experience you gain for finishing the recipe. Bear in mind that Quality from HQ materials does NOT count, so using HQ materials cuts into your potential experience gains. When you've added as much Quality as you can, then finish it.

    One reason for the cross class moves is that they help with playing Durability Games. Another is they shift where the RNG comes into play. And another is that they allow you to extend your CP. Master's Mend 1 and 2 are fine. Manipulation is a somewhat cheaper, "heal over time" version of Master's Mend. But why restore 10 Durability per turn for 3 turns, or 30 or 60 Durability all at once, when you can halve your Durability use? Waste Not 1 and 2 do that. Steady Hand is a nice 20% increase to the success rate of your moves. Basic Synthesis goes from 90% to 100% under it, and Standard Touch goes from 80% to 100% success with it. Steady Hand 2 increases that 20% to 30%, making even the 50% moves of Hasty Touch and Rapid Synthesis worth using, especially since those two moves do not cost any CP in and of themselves. Of course, more CP is always a good thing, and Tricks of the trade and Comfort Zone work to meet that little need.

    As you level, the reason for starting with Goldsmith and Weaver for each level range (with the two noted exceptions above) is simple. Those are the two classes that will make the bulk of your gear. Goldsmith makes the majority of your jewelry, as well as your Weaver's Needles. Weaver makes the bulk of the clothing you will wear as a crafter, though Leatherworker makes some and Carpenter makes some shoes. Making your own gear allows you to get it cheaply, and ensures that you can get it HQ. You'll want it HQ because of the better stats HQ has compared to NQ.

    And once you hit the low-mid 20's in any craft, you can make any sub-50 recipe HQ from entirely NQ materials as long as you have HQ gear on. It won't always be easy (especially the 40 Durability recipes, the 70/80 Durability recipes will be cake) but it is very doable.

    Actually, there is something else I cannot agree with.
    Quote Originally Posted by Kael_Raiju View Post
    10 - Don't be afraid to ask for help from other members. Get the experienced ones to make your HQ items for turn in. It usually takes 15 items every 5 levels when doing leves equivalent to your current rank. IE level 30 leves for 30-35 character level. What takes you 3 attempts to HQ can be HQ in 5 strokes from a 4* crafter.
    Make the stuff yourself. If it takes you a couple tries (and it may, on the 40 Durability recipes) you are still earning experience.
    (3)
    Last edited by Roth_Trailfinder; 02-22-2015 at 07:03 AM.