When desynth was released and the max of 300.00 came out, a lot of people complained that it should have been at least 305 because with 300, you can only max two classes. At the time, I thought all the complaining was really silly since you could still have two classes at 100 and one at 95, so what's the big deal? 95 isn't that much different from 100, right?

I've since changed my opinion. 95 is VERY different from 100. It's a difference of 10% or 7.5% desynth chance, which is very meaningful for endgame desynth. Not to mention, you can't keep two classes at 100 easily if you are using three desynth classes and are maxed. The system becomes a huge mess if you're trying to not lose either 100 while still using your class that's at 95. If you succeed in a high level desynth at 95, you will gain exp. If your other two classes are not locked, they will lose that much exp, and now you'll be at 100/99/95. The next desynth you do at 99 or 95 has a good chance of hitting your remaining 100, leaving you at 99/99/95, and so on. It's very annoying.

You can get around it somewhat by using a desynth rotation to "lock" the two 100 classes in place. The problem is that you will still gain experience with the third class, putting it above 95 and your total above 300.00. So, the next time you desynth anything at all out of the rotation, you'll still lose the points in a random craft which could be one of the 100s and not the 95. Basically, this leads to you having to do awkward things to finagle your 100s to stay as 100s. It's annoying and totally unnecessary.

They can fix this in two ways - allow us to "lock" a desynth class so we cannot lose OR GAIN experience in that class, or just up the cap to 305. What's the big deal with 305 anyway? It makes everything so much cleaner.

/desynthrant