Well excuse me for assuming they were like everything other accessory out there, including the soldiery ones. I didn't see any post referring to them here which is why I thought I'd ask.
Regardless, thank you for the quick response.
Well excuse me for assuming they were like everything other accessory out there, including the soldiery ones. I didn't see any post referring to them here which is why I thought I'd ask.
Regardless, thank you for the quick response.
haha
That pic was actually taken from my post on other thread, but it should shed the light that it was DoW/DoM only. Would've intrigued to try otherwise.
On related note, I just make my own i70 accessories set since I realized of the need to get 2.3 big fishes to desynth and get rare stuff from them.
Failed to HQ one of them and found interesting sight, something melders should already know: NQ will have lower chance of overmeldings! All my set have GIII & PIII overmelded. While the HQ accs has 36% chance of overmeld, NQ give 30%, not that it actually matters since I broke more overmelds on 36% than that 30% one. lol
you didn't see any threads since you didn't look...
if you had scrolled down you'd see a thread titled exactly what you were asking....
http://forum.square-enix.com/ffxiv/t...90-accessories
it pays to look first
Hi, I have a question, why should I meld GP to any of my gear to reach 600? it is said it would help but how would it help?
Regards
Hi,
It is to use some skills.
600+ GP helps to gathers more HQ material from unspoiled nodes. Specially when you are after your forager (ilvl70 tool)
One of the most common uses is :
- Toil of [###] 300 GP
- Leaf Turn II or Unearth II 300 GP
but there are a lot of other ways some cost less :
Lots of ways to go:
Toil - 300 GP
Ageless Words - 300 GP
Blessed Harvest II - 500 GP
Blessed Harvest - 400 GP
Field Mastery II - 100 GP
Field Mastery III - 250 GP
Leaf Turn II - 300 GP
Leaf Turn - 100 GP
Toil + Field Mastery III - +50% success rate, you'll get a HQ off brunt force at the end (550 GP)
Toil + Field Mastery II + Leaf Turn - +15% success, +10% HQ, chance at a brunt force (500 GP)
Toil + Leaf Turn II - 6 swings at 31%+ HQ chance, chance at brunt force
Toil + Ageless Words - 7 swings, chance at 2 brunt force swings
Blessed Harvest + Field Mastery II + Leaf Turn - 5 swings with +15% success, +10% HQ, and double payout per swing
Blessed Harvest II + Leaf Turn - 5 swings at +10% HQ, triple payout
All are 600 GP except the first two. I use the last one to farm up umbral rocks and fragrant logs, but I'm at 95% success rate and 5% HQ to start. It averages out to about as good as any other option, with tons of NQ to turn in for cordials.
Thank you for the reply, now I know it would be a investment to meld it to 100%, would you say melding i70 battle gear for fisher makes a big difference, or is it neglectable?
It does, if you want to catch 2.3 big fishes. If you just doing the big fish quest or forager rod, then i70 accessories wasn't necessary.
FYI there are only 2 big fish right now that would require you to use the i70 melded sets to catch (+ FC gathering buff)
They require a gathering of 380.
You can chose to get the new fishing rod (Halcyon Supra) and that will be enough that you can use that rod + i55 gathering accessories (to share between all your gathering classes) + food + 10gathering FC buff to catch those 2 fish. All other fish you can use foragers rod + spinach quiche + i55 gathering accessories(which will get you to 365) or foragers rod + i55 + trappers quiche + fc buff.
Either way, the i70 accessories are basically a way to not have to use the Halcyon Supra (which is expensive to get at the moment) to catch the last 2 big fish in your log. However they are unnecessary to catch any other big fish as long as you have the i55 accessories, and foods. Sometimes too much gathering/perception makes it harder to catch stuff.
Is this true that perception can result in having a harder time just catching a fish? If so, then the way perception works for Fisher needs to be looked into more. Those that like to max-out classes are somewhat detrimental to themselves by going after the best gear. This is counter-intuitive if so and should be fixed!
Since desynthesis now allows you to break down fish and some high lvl fish have good items to obtain for Gil or personal use(Yeah, swimwear!) and that you do not have any need to catch HQ versions for this, then having maxed-out(again, if this is really how it's working out) gear will be shooting yourself in the foot so-to-speak.
I can understand how this currently works but some clarification on this would be nice, it seems silly to have it work out this way.
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