Just saw your reply! Thanks for noticing me senpai haha
By no means was it a simple guide, I think you can tell just by the length and amount of content covered. I just meant that I think you did a great job with Chapter 8 specifically there. The skills are numerous and it's great how you explain each one with a blurb on how it should be used optimally. It's easily digested and understandable, but I think immensely helpful in identifying (for me at least) where some my leaks were.I doubt I'll find another person who would use the word "simple" to describe my guide! LOL! I think many people tend to think I wrote too much... But yes, I do my best to explain things clearly with some occasional examples.
I think this was just one of things I had to figure out on my own. I've starting leveling all my crafters through Heavensward and I'm starting to see the "inflexibility" you alluded to. The jist is basically that when you use WN2, you are locked into using one one non-durab skill and 7 durab reducing actions (if you want to be optimal). This is similar to the lock on WN (except 1/3 for actions taken). I think I was taken in by the 14 CP savings on WN2 as compared to 2 WNs when it first appeared for me. It wasn't apparent to me until I had to do some HW crafts that needed a small progress rotation as well as the usual quality spam rotation. For crafts where you open with Muscle Memory and go into a short progress rotation before your quality opener, using WN2 is a massive waste. I've been doing some experimenting/math to see if there's an exact breakpoint how many non-durab skills you can use during a WN2 for it to be equal to WN, since it's not 1 because of the CP savings, but I'm not sure I've come up with anything that satisfies me right now. Which is to say... I can't wait until I get Manip for another tool around durab lolHmm, perhaps I need to revisit the parts about WN and WN2, and try to illustrate them in ways that are easier for readers to understand. Thanks for letting me know!