Results 1 to 6 of 6
  1. #1
    Player
    Fistlandious's Avatar
    Join Date
    Oct 2013
    Posts
    8
    Character
    Fistlandious Maher
    World
    Zalera
    Main Class
    Arcanist Lv 50

    Crafting will remain worthless in 2.0

    As it is now, crafting anything, with the possible exception of some food items. Is all but worthless. After raising 5 tradeskills to level 50 and 2 gathering skills. I recieved a rather shocking "awakening".

    If you can "grind out" gear better then anything that can be crafted, faster, cheaper and with a lot less effort. Why would you waste time crafting at all?

    Yes i know, "melding", The cost of "penta" melding can not be quantified. Depending on what you want to meld and your "luck" at melding (i say "luck", because that is exactly what it is), the price could reach into the 100,000's of gil. And you still would have gear that at best woud be equal to what you can "grind out".

    Now onto the patch, nothing is going to change. With the exception of the ilvl of the items. You will be able to "grind out" gear that is 2 lvl's above w/e is craftable, faster and cheaper and with no headaches. So, crafting is and will remain worthless in 2.0
    (0)

  2. #2
    Player
    TomTom1968's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    1,348
    Character
    Tomba Labomba
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    Dunno why crafting is seen as useless. It saves my from spending GIL to equip all the chars I play from Level 1-50. Agreed, endgame gear for battle classes comes easy with the existing system and gear from 1-50 can also be obtained through dungeons but when I craft something, I can choose exactly what I want and can use it instantly and don't rely on RNG.

    Crafting also enables me to help my FC mates to equip their chars on their way to Level 50. I also don't spend any GIL for DOH/DOL classes because I can make myself all the job items I need in HQ version. I also make around 50-100K per week just because I craft a few handworker rings and bind materia on my adventures.

    Crafting also makes a difference when you do Coil or other harder content. Instead of buying quite expensive food from the market, I spend a few hours farming and make a stack of buff food for myself and sell the rest and make money.

    And don't forget about crafting items in HQ people need for DOH leve quests or for job quests. Making them with a well equipped Level 50 char is very easy without a need for HQ ingredients and you can make a few thousand GILS with it per item. Times are over where your crafter automatically becomes a millionaire but you still can do a good amount of money without having to invest too much time.

    Of course dungeon gear is better because it must be earned and can't be sold. Crafter gear can be sold so imo it would be counter productive to have endgame items where you just need money to get it. I would vouch for ilevel 80/90 gear that crafters can make that cannot be sold and can be only used from your chars.

    Once I have the rest of the handworkers, I can also craft the weapons I need for the rest of my classes to start the Relict quest. To sum it up, I am a happy crafter.
    (0)

  3. #3
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Currently properly melded/overmelded HQ i70 crafted gear is superior to its Darklight equivalent.

    For example:

    Heavy Darklight Gauntlets are D109/MD109 Str12/Vit14/Par11/Acc16

    Unmelded HQ Heavy Darksteel Gauntlets are D109/M109 Str12/Vit14/Acc11/SkS16

    HQ Heavy Darksteel Gauntlets melded with Battledance IV, Battledance III, Heaven's Eye II are D109/M109 Str12/Vit14/Par15/Acc15/SkS16

    Only problem is that currently there are no recipes for equipment over i70.
    (0)
    Last edited by Ultimatecalibur; 02-13-2014 at 08:22 AM.

  4. #4
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    ^
    That may be true, but you can easily get darklight everything in less than a week + you don't have to spend gil.

    Afterwards you'll have enough myth to get 1 or 2 af2 stuff without any gil spent.

    For now crafted gear is a nice intermediate while gearing up for ilv 80/90.

    For now culinarian is good. Though tbh I made more gil overall using my botanist.
    (1)

  5. #5
    Player
    Casper's Avatar
    Join Date
    Aug 2013
    Posts
    368
    Character
    Casper Theghost
    World
    Phoenix
    Main Class
    Rogue Lv 50
    I don't get why they can't make crafter gear exactly one tier below max current tier. For example here ilvl 80 gear. With materia you could actually have gear better and more custom than ilvl 80 CT (same way crafter is better than DL currently). Coil gear and mytho, being ilvl 90, would still be better in a lot of cases, as you would get more of your primary stat -- but the gap would be really close and you would have people that would favor a bit more of minor stats and customisation over having more of the main. It would be PERFECT. Everyone would be happy. It's the perfect balance. So why shoot themselves in the foot and make ilvl 70 only crafted gear ? Why stop there, let's limit crafter gear to ilvl 55 !
    (0)

  6. #6
    Player
    Penguinmayhem's Avatar
    Join Date
    Aug 2013
    Posts
    232
    Character
    Leih Desahdi
    World
    Goblin
    Main Class
    Arcanist Lv 50
    Personally, I've always seen it like crafted gear should be a couple materia melds below the equivalent dungeon gear.

    At ilvl 70 for example, you've got the Darklight Cuirass and the Darksteel Haubergeon. They have identical stats save for Determination 18 on the former and Critical Hit 27 on the latter. Why not crop the bonus stats on the Darksteel back by let's say the equivalent of tier-3 materia each, and just remove the stupid item stat cap entirely. The result is that you can make a crafted piece of gear that's inferior to dungeon gear, but then add materia that makes it equivalent by filling both slots, and more if you're willing to spend the time and money to overmeld. Or you can customize it to your preferences by adding different materia, if you prefer certain stat boosts over others.

    Crafted gear at endgame tier should be a more adaptable alternative to the stronger yet less specialized dungeon drops.
    (0)