If you only have HQ ingrediants you might be able to guarantee 1* HQs with solely Culinarian, but... probably not 2*.
What I do suggest is that you level your other DoH classes to 15, to obtain at least the first cross-class skills (There's really good ones at 50 but that's obvious a lot longer investment). It really doesn't take long at all, and if you have access to housing (either player or FC), the material vendors sell basically everything you would ever need to get them there. In terms of the ones you'd really want for tackling 80-durability recipies, in likely order of importance (aka everything CUL makes from 1* on, unlike other classes):
* Alchemist's Tricks of the Trade turns a Good into +20 CP. In most cases (aka unless it's the final couple steps you're crafting on), it's beneficial to use this. Seriously, this skill (along with Hasty Touch which you already have) does wonders for your ability to HQ shit.
* Carpenter's Rumination allows you to consume your Inner Quiet stacks at the end of a craft to restore CP. Most useful for gathering the CP to do, say, Steady Hand > Ingenuity at the end of your craft so you can blow all your CP on quality and still have the energy to finish safely.
* Blacksmith's Ingenuity reduces the recipe difficulty for five steps, which can make completing the recipe take less steps and thus give you more time to raise quality
* Weaver's Careful Synthesis is 100% success rate for 90% progress, which means you don't need Steady Hand up in a pinch. Armorsmith's Rapid Synthesis is 250%(!) Progress, but 50% base success rate. Both situational but not trash.
The remaining two - Manipulation and Waste Not - are good skills, but comparatively less valueable for 80-durability crafts in general.
With just those, your general rotation for CUL would be as follows: Inner Quiet > Steady Hand II > Hasty Touches. Refresh Steady Hand II as necessary, use Tricks of the Trade when available. Master's Mend II when you hit 20 Durability remaining (if there isn't a Good or excellent to take advantage of). Blow your remaining CP on increased effectiveness Touches as you approach however many steps it will take to complete the craft (Great Strides the last one if you can, since it'll be backed by all those stacks of Inner Quiet); then Rumination > Ingenuity > Steady Hand > however many progress actions it takes to finish (Craftsmanship dependant). If you've had absolutely miserable luck, Rumination > Reclaim and blow up the recipe (90% chance of recovering the materials and getting to just try again).
If you really want to do it easier... Weaver's Careful Synthesis II, Carpenter's Byregot's Blessing, Goldsmith's Innovation, Blacksmith's Ingenuity II, and Alchemist's Comfort Zone (in probably that order) are all extremely valueable crafting skills and make training those classes to 50 completely worth. (Waste Not II is meh for 80-durability crafts and Piece by Piece is only really valuable on 3*+ crafts due to their extreme difficulty)


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