Quote Originally Posted by Sibyll View Post
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That's sort of what we're looking at when it comes to the scope of crafting. Turn-Based objectives are more-or-less pre-stepped planning. An that's the thing; to me I can't compare it to coil other than the fact its the pinnacle for that aspect of the game. We're comparing two completely different things; one that makes equipment/consumables, and another that uses said equips/consumables in combat.

And on the topic of coil, there's very little room for strategy/creativity regardless until you overgear that content; everyone is following the same strategy and team-ropejumping. Only exception I can come up with regards to FCoB is T11 positioning (and some are straight up more effective than others), Bennu positioning in T12, and handling divebombs in T13. It was only recently I heard about some japanese team getting 4 minutes on T10 because the healers were able to dps without the tanks dying as well as being able to group teh adds close enough to AoE (without them tethering to each other). You can't meet those checks/numbers without overgearing.

In the scope of ixali dailies, finishing an HQ craft would straight up involve using baseline skills that are shared between all the crafitng classes... which includes IQ. I don't think its a good example to make if we want to differentiate end game crafting for each of the classes.