Thanksdo these skills level faster then combat jobs?
Also is repairing your own gear a must at endgame? Do merchant repairs just beco.e uneconomical?
Thanksdo these skills level faster then combat jobs?
Also is repairing your own gear a must at endgame? Do merchant repairs just beco.e uneconomical?
Last edited by Tricky9009; 10-05-2016 at 12:06 PM.
You can repair your gear even at level 1! You just need dark matter, grade 1 for the starting gear http://ffxiv.gamerescape.com/wiki/Grade_1_Dark_Matter
Usually it's better because you can repair it past 100%, which means you don't have to worry about it for a long time, plus you can repair it mid-dungeon if it breaks. It's also a little bit cheaper![]()
The skills level faster if you materials available. It is very common to gain 5-10 levels in less than an hour for a crafter. Funding is your materials is the biggest issue.
Crafting for Beginner's:
First get all your crafters to 15 to gain access to all basic cross crafting skills.
Then get them all to 50 to gain access to full set cross class crafting skills. These skills allow you to reliably make HQ items with NQ materials.
Crafting is expensive, you pay with time or GIL.
Lower Gil with higher time, if you gather your own materials.
Truck loads more Gil, with way less time, if you buy your materials. Many, many base materials can be purchase from in game vendors at significantly lower prices than the Market Board.
Do the Beast Tribes to unlock additional vendors and materials.
DoW Gil Guide, you need GIL to pay for your crafting. At least until you have the skills to make items HQ that population wants to buy from you.
Caimie's Crafting Guide something every craft should read at least once.
Crafting simulator for practising different rotations without burning your materials
Unspoiled Nodes for end game gathering.
Emphemial Nodes gathering rotation.
Gear Guide for end game crafting.
Fisher Reference.
Desynthesis Guide
Crafting Rotations follow some basis rules:
1. The opener, Comfort Zone, Inner Quiet.
Each successful quality touch will increase your inner quiet stacks. Each increase makes you a stronger quality crafter. Inner quiet has no effect on completion.
2. Get your completion to within one Careful Synthesis / Careful Synthesis II of 100%.
3. Use skills to restore/conserve your CP.
Comfort Zone, costs 66 but over 10 steps, restores 80, thus, +14 effect.
Hasty Touch and Rapid Synthesis, costs 0 CP as the expense of RNG.
Tricks of the Trade, restores 20 CP for each use.
4. Use skills to buff your skills.
Steady Hand (22 CP), Steady Hand II (25 CP), increase reliablitiy of your actions.
E.g. Pop Steady Hand II, the use Hasty Touch mutliple times. This will give you an 80% success rate on 5 quality touches costing 0 CP.
Great Strides doubles your next touch effectiveness.
Innovation increases your skill for up to 3 touches.
Ineguity II is generally only required for crafts above your own level.
E.g. Lv60** or Lv60*** crafts
5. Use skills to restore/conserve your Durabitliy.
Masters Mend, Masters Mend II, Manipulation, Waste Not, Waste Not II.
For Durability 70/80 crafts, Master Mend II is the most efficient.
For Durabiltiy 35/40 crafts, Manipulation is most efficient, followed very closely by Masters Mend.
6. The finisher, you have many, many Inner Quiet stack built up, time to use Byregots for a hugh quality jump.
E.g. SH2, Ingenuity II, Innovation, Basic Touch, Great Strides, Byregot's Blessing.
I use this for macro crafting.
E.g. SH2, Great Strides, Ingenuity II, Byregot's Brow (only on good), Innovation, Byregot's Blessing (only if Inner Quiet still up)
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