Blessed Harvest II does nothing for Luck of the Pioneer.
It's the exact same ability.I forgot about ageless words, that ability is even more useless then Deep Vigor is. See how useless it is? It is so unused I forgot it's existence to complain about it.


So? more often then not you will average more HQs doing what I said, or at least more items to craft with. There is no reason in the world to use ageless words, making Deep Vigor/brunt force useless. (Unless you get SUPER lucky on collectables, guess you use it then)
No it is not.
I know what I had on, the Aoe broke stelth, and I do not even think the adamantite node has AoE? This happened on the Lumythrite Ore node, and Old-growth Camphorwood Log node. Yes I had stealth up, the AoE broke it.That sounds like you simply didn't have stealth up. There's been numerous occasions where I ended up in the AoE of the mobs near the adamantite node (due to one of the many other mines forgetting stealth), and I've never actually been hit by it, as long as I was in stealth and interacting with the node.
If for some odd reason (a bug perhaps?), you still get hit, I guess you could always just summon your chocobo to act as a distraction.
As for Deep Vigor, that ability is great for the unspoiled nodes (since those are 6 hits by default), if you're aiming to get 1-2 HQ materials for a craft. It was especially good during ARR as a consistent route of getting the HQ items used to turn in for the higher ilvl gathering tools.
Why care about 1-2 HQ? what I said nets 3 average, hell i got 12/15 once.
Last edited by Hamada; 05-28-2017 at 03:26 AM.


I got no clue what you are getting at then. ageless words/solid reason and deep vigor/brunt force are not worth using, ever, outside lucky collectables and leves.
When you get it at 25 you need spend gp on the field masters. The reason you can use deep vigor/brunt force on leves because the nodes have enough hits to use it without needing ageless words/solid reason (I was told that was the amount of hits you use to get on normal nodes before some change which means that change had an oversight effect on deep vigor/brunt force.)
The only way to actually use deep vigor/brunt force is wasting GP on +1 nodes, wasting GP on rare nodes, and IF SUPER LUCKY legitimately be able use it on collectables on rare nodes . (I think this is only applies for red scrip collectables off folklore nodes) the abilities need reworking or flat out removed since it confuses people to get an ability they cant reasonably use?
Last edited by Hamada; 05-28-2017 at 04:09 AM.


If you were getting hit through stealth while already interacting with a node, then you clearly didn't have stealth on.
The adamantite was the most popular for capping red scrips, for a long time. One of the spawns had a mob very close to it, and out of the army of miners, one would always manage to forget about stealth and pull aggro. This is also one of the numerous occasions where I ended up in the mob's AoE, without getting interrupted, as I was in stealth and interacting with the adamantite node.Originally Posted by Hamada
, and I do not even think the adamantite node has AoE?
Back when I still cared about getting the raw HQ mats, I didn't have enough gathering to push the base gathering to 95%. If I wanted to get 2 HQ meteorite or crystallized sap, I simply used Toil (300) + Field Mastery II (100) + Bountiful Harvest/Yield (200) to receive 2 HQ mats. If I used GP food to reach 700gp, I'd also be able to add a Leaf Turn/Unearth (100). Sure, your suggested rotation might average out at 3 HQ per node, but I've had plenty of nodes without getting a single HQ, or getting a miss due to not being at 100% gathering, due to only being able to use Field Mastery.Originally Posted by Hamada
Why care about 1-2 HQ? what I said nets 3 average, hell i got 12/15 once.
You also completely glanced over the part where I said "It was especially good during ARR as a consistent route of getting the HQ items used to turn in for the higher ilvl gathering tools." The bolded part being the most important part. It was a consistent, but slightly slower way of getting the HQ items for turn ins during ARR, due to the complete lack of RNG in that rotation.
I also have no idea what you're getting at with this normal node change. Normal (non-leve) nodes have always been 4 hits, unspoiled nodes have always been 6 hits.
Last edited by Nezerius; 05-28-2017 at 05:06 AM.


I did not glance over anything, this is not 2.0 is it? This is 3.0+ going on 4.0 while having no upgrades to the GP issue 50-60 when it should have been.If you were getting hit through stealth while already interacting with a node, then you clearly didn't have stealth on.
You also completely glanced over the part where I said "It was especially good during ARR as a consistent route of getting the HQ items used to turn in for the higher ilvl gathering tools." The bolded part being the most important part. It was a consistent, but slightly slower way of getting the HQ items for turn ins during ARR, due to the complete lack of RNG in that rotation.
I also have no idea what you're getting at with this normal node change. Normal (non-leve) nodes have always been 4 hits, unspoiled nodes have always been 6 hits.
I am pretty sure adamantite has no AoE, Yes I seen that too but I never got hit there because no AoE that I am aware of. It is not the same for Lumythrite Ore node and Old-growth Camphorwood Log node. Do not tell me I did not stealth before the node when I did. I had stealth on, I clicked the node, it aoe, it took stealth off, then it aggored me and kill me.
Yes I know, and when we need 600+ gp, why does it go to 400? it is not balanced (required gp use vs what you get) I do not care if 400 is the base, my point is GP is too slow and abilities cost too much for that speed. This is not level 50 cap anymore, it is now 60 going on 70. If my gear is enough to hold 650 gp , I should start there.
Last edited by Hamada; 05-28-2017 at 05:56 AM.



Watered Cordial, Cordial, Hi Cordial?Yes I know, and when we need 600+ gp, why does it go to 400? it is not balanced (required gp use vs what you get) I do not care if 400 is the base, my point is GP is too slow and abilities cost too much for that speed. This is not level 50 cap anymore, it is now 60 going on 70. If my gear is enough to hold 650 gp , I should start there.
Watered Cordial HQ only has a 2 min 6 second cooldown and recovers 200 GP HQ. More than enough time to cooldown before another node, or even if you're trying to get two nodes at the same time.


I craft my own HQs, thanks, it is not enough. They put too many rare nodes, lol



Because 400 is enough for a lv 1 gatherer who have just started. GP increase with gear, not with level. And everytime you don't have gear with GP on you start at 400


I gave an example on how it was useful in 2.x, and how the same example can be applied to 3.x. It's a consistent, but slower way to obtain HQ mats without any RNG involved.
Go and pull the mob near the adamantite node, wait a few seconds, and it'll cast a frontal cone AoE. You usually don't see this because most players who accidentally aggro it were smart enough to sprint away.Originally Posted by Hamada
I am pretty sure adamantite has no AoE, Yes I seen that too but I never got hit there because no AoE that I am aware of.
Never had any stealth-related issues with either of these nodes.Originally Posted by Hamada
It is not the same for Lumythrite Ore node and Old-growth Camphorwood Log node.
Sorry, but you either found some rare bug, or you really didn't have stealth up in time.Originally Posted by Hamada
Do not tell me I did not stealth before the node when I did. I had stealth on, I clicked the node, it aoe, it took stealth off, then it aggored me and kill me.
That was already answered. It's 400 GP because that's the character's base GP, the amount you'd have without any GP increasing gear equipped. The servers likely don't save how much GP a character has with gear equipped as a way to reduce server load. It's much easier for it to just look at the base GP value and start with that upon changing to a DoL class.Originally Posted by Hamada
Yes I know, and when we need 600+ gp, why does it go to 400? it is not balanced (required gp use vs what you get) I do not care if 400 is the base, my point is GP is too slow and abilities cost too much for that speed. This is not level 50 cap anymore, it is now 60 going on 70. If my gear is enough to hold 650 gp , I should start there.
Why it can't work the same as CP might also be a leftover from 2.x, when GP always started at 0, while CP was always designed to be at 100% when swapping to a DoH class/finishing a craft.
The rate at which GP regenerates is also used by SE to limit the amount of unspoiled nodes players can obtain.
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