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  1. #1
    Player
    shanvhere's Avatar
    Join Date
    Mar 2011
    Location
    Houston, TX
    Posts
    251
    Character
    Shanvhere Kurosaki
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Is there at least a basic rotation I can do then start learning on what to do after that, like I mean CZ, IQ, SHII is a basic start then I decide on the next rotations.
    (0)
    If pigs can really fly, I wouldn't care about anything else!!!

  2. #2
    Player
    MN_14's Avatar
    Join Date
    Feb 2015
    Posts
    297
    Character
    Minerva Nakts
    World
    Coeurl
    Main Class
    Weaver Lv 80
    The rotation linked below works reasonably well if your starting quality is 1000 or more.

    http://www.ffxivguild.com/ffxiv-end-...s-master-star/

    The one that you can try is the one listed under "Three Star Master Crafting Rotation", but this shouldn't be used with all nq materials as it only allows for 9 touch attempts. Elasia's macro guide also looks like a decent place to start.

    You can also read through Caimie Tsukino's crafting guide for ideas: http://ffxivrealm.com/guides/ff14-ad...mie-tsukino.6/

    Once the crafting abilities become second nature, you can develop your own approach.
    (0)

  3. #3
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by shanvhere View Post
    Is there at least a basic rotation I can do then start learning on what to do after that, like I mean CZ, IQ, SHII is a basic start then I decide on the next rotations.
    I'm not sure how helpful it will be, but here's my rotation, copied from advice I gave to my sister. It's not so much a rotation as it is a methodology, but maybe it will help!

    Edit: Also, recall that I did all my Masterbooks using my Artisan's tool, NOT Lucis - there's a possibility that the PbPx2, RSx2, SHII x2 synthesis formula I used may complete the synth early with a Lucis tool. Be wary!


    First off, here are the ten cross-class skills I keep on my palatte:

    Rumination (CRP 15 – Recover enough MP for Reclaim, if the synth has gone south. Unnecessary if your luck is good, or you’re good at predicting failure before it’s too late.)

    Byregot’s Blessing (CRP 50 – Grand slam quality enhancement, pretty much indispensable.)

    Hasty Touch (CUL 15 – quality enhancements at low CP cost, also a necessity.)

    Steady Hand II (CUL 37 – to make the Hasties and Rapids more efficient, could possibly be replaced by Steady Hand if your luck is good.)

    Reclaim (CUL 50 – to salvage the many, many times when Good or Excellent does not proc for BB, not necessary if your luck is good or your pockets are deeeeep.)

    Rapid Synthesis (ARM 15 – enormous synthesis enhancements at high risk, must have either this or Piece-by-piece, preferably both.)

    Piece-by-piece (ARM 50 – enormous synthesis enhancements at low risk, but only usable for the first couple synth steps, must have this or Rapid Synthesis, preferably both.)

    Tricks of the Trade (ALC 15 – CP recovery by sacrificing Good conditions. Indispensable; it’s pretty much impossible to get decent quality with the amount of CP a crafter is limited to.)

    Comfort Zone (ALC 50 – pay 64 CP to recover 80 CP over a period of ten steps. Nice to have, but probably not indispensable; long crafts like these allow use of this two, or even three times, and 32 free CP is nothing to sneeze at.)

    Careful Synthesis II (WVR 50 – potent synthesis improvement with no risks. Nice to have to finish the synth as CP is often too low for Steady Hand, but Basic Touch or Careful Synthesis are acceptable alternatives.)


    Depending on the class, I might not need all of them - for example, WVR comes with Careful Synthesis II, and so I don't need to cross-class it. In those cases, I'll additionally add Innovation (GSM 50), Ingenuity (BSM 15), and Ingenuity II (BSM 50), as these abilities make it easier to Delay (I'll get to Delaying in a bit).


    Here’s how a typical synth goes, starting with HQ material (only one of the ingreds can be HQ, which will put you at roughly 3% starting quality). A * indicates that for that step, if the condition is Good, use Tricks of the Trade to recover CP, THEN use the indicated action.

    - Comfort Zone

    - * Inner Quiet

    - * Piece-by-piece (I do this without Steady Hand II, even though there’s a 10% risk of failure, in order to save CP. 9 times out of 10, this works fine, and when it doesn’t it’s a pretty minor setback)

    - * Piece-by-piece

    - * If either above PbP failed, keep doing PbP until I have two successes.

    - * Steady Hand II (Until SH II runs out, if Excellent procs while SH II is up, use Hasty Touch to try to utilize it; do not use any Touch that costs CP, even for an Excellent – it’s not worth it).

    - * Rapid Synthesis

    - * Rapid Synthesis

    - * If either above RS failed, keep doing RS until I have two successes.

    - * Hasty Touch until SH II runs out, or until only 10 Durability remains.

    - * For the next several steps, if Comfort Zone has expired, use it again.

    - * If Durability is greater than 20, Steady Hand II and Hasty Touch until Durability is 20. Otherwise, skip this bullet point.

    - * Master’s Mend II

    - * If Steady Hand II is not up, Steady Hand II. Otherwise, skip this bullet point.

    - * Hasty Touch until SH II runs out.

    - * Steady Hand II

    - * Hasty Touch until Durability is less than 30

    - * Master’s Mend II. If Good procs have been rare and there is not enough CP for MM II, use Master’s Mend.

    - * If Good procs have been common, IQ stacks are 6 or less, and Comfort Zone has expired, Comfort Zone, and go back 5 bullet points.

    - * If CP is greater than 81 (or 78), use Steady Hand II (or Steady Hand). If not, we gonna use a buncha Hasties RAW.

    - * Hasty Touch until 30 Durability, wincing at every break if we didn’t have enough CP for SH or SH II. If goods are generous, we may be able to SH along the way.

    - * Time to evaluate for the final push. If Inner Quiet stacks are at 7 or less, it’s a wash. Not even Excellent will bring you above 30% quality. Reclaim (Rumination if necessary to pay for it) and Hasty Touch until the synth fails. Otherwise, Great Strides.

    - For the next three steps, you may need to Delay. This means to take an action which will not complete the synth, but will waste a turn. Good choices are Careful Synthesis II (can only use once, twice will complete the synth), Observe (14 CP), Steady Hand (22 CP), Innovation (GSM 15, 18 CP), Ingenuity (BSM 15, 24 CP). If you NEED an Excellent because your IQ stacks are low, Tricks of the Trade is an awesome Delay, since you actually GAIN 20 CP. Be sure, whatever you do, you still have 24 CP remaining for Byergot’s Blessing! Note that Innovation and Ingenuity have the added bonus of improving your Quality results, but the disadvantage that they require using a cross-class skill slot.

    - If IQ is 8 or 9, and condition is Excellent, Byregot’s Blessing. If IQ is 10 or 11 and condition is Good or Excellent, Byregot’s Blessing. If neither, Delay until these conditions exist, or Great Strides runs out.

    - If Great Strides runs out, and you somehow still have 56 CP left, Great Strides again, and go back two bullet points.

    - If Great Strides runs out, and you do not have 56 CP left, Rumination, then Reclaim, then Hasty until synth breaks.

    - If you managed to use Byregot’s Blessing on the appropriate condition, your quality should be at 64% or higher. Probably won’t see 100% without an Excellent. Careful Synthesis II twice (or once, if you used CS II to Delay) to finish the synth!


    I can't promise this is the best method to use, and it's certainly not the only one, but it worked well for me.
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    Last edited by LineageRazor; 04-04-2015 at 03:45 AM.