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  1. #1
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100

    My feedback after leveling all crafters to 50.

    So as of today I finally leveled all eight crafters to 50, this is my feedback solely based on that experience, I have NOT touched the collectables yet or looked at what it takes to get from 50 to 60, this is solely my opinion on the 1-50 leveling experience for all crafters. Alright? Here goes.



    1. The CP system: I'll be the first to say I don't like this or the GP system either (I have leveled all the gatherers to 60), I am of the opinion that these stats should increase natively as you level to allow you greater use of your various crafting abilities with the accessories either adding a smaller amount or increasing control/craftsmanship instead.

    2. The ability cost: The abilities are way too expensive, most of the time I found myself using Steady Hand II and Quick Synthesis to maximize my CP use while crafting the various items I needed to level. It was ridiculously boring, I would have loved to try using all those abilities but when something like Master's Mend II costs roughly 3/4 of my CP that's not option. The ability cost should be reduced by 50% for certain abilities (Manipulation, Reclaim, Waste Not) and even more than that for other's (Master's Mend I and II). It would make low level crafting a lot more interesting to actually be able to use all these abilities more often.

    3. Abilities: This is more of a nitpick, but with Steady Hand I and II, stacks of it should not be consumed on abilities that don't have a chance to fail. I.E. If I have Steady Hand up and use something like Master's Mend, it shouldn't consume stacks, ever.

    4. RNG and chance to fail on abilities: I'm also of the opinion that this is sorely unneeded, I believe it should be solely based on your CP management vs the durability, the element of RNG doesn't make it interesting, it makes it annoying.

    5. Leve turn ins: When I leveled fishing there was one thing about certain fishing leves I enjoyed, the ability to turn in multiple items at once, this needs to be baseline for ALL gathering/crafting leves, period.

    Overall besides my issues above I enjoyed the crafting, I used leves as my main source of leveling up and it made things quite easy. I used a leveguide that told me specifically how many items I needed and what mats to get, it made leveling crafting way easier for me. Used a lot of leves (and I plan on letting them recharge for a while) but it was well worth it. I felt satisfied after getting the mats and crafting them then getting all that exp, I'm interested to see how leveling from 50-60 is.
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  2. #2
    Player
    OoglieBooglie's Avatar
    Join Date
    Jun 2015
    Posts
    248
    Character
    Ooglie Booglie
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 70
    Part of the challenge of crafting is choosing which abilities are worth the cp cost and which are not. You're not supposed to use every ability every step. Also, master's mend 2 is very good in terms of durability restoration per cp point. It is much more efficient than master's mend 1 or manipulation. Obviously, you're not going to use it on a 35 or 40 durability recipe, but it's very good on the 70 or 80 durability ones.
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  3. #3
    Player
    Alisi's Avatar
    Join Date
    Apr 2015
    Posts
    642
    Character
    Tempest Deep
    World
    Twintania
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Khalithar View Post
    2. The ability cost:
    The ability cost is fine. You actually use many, many abilities. Crafting is a mini-game. It's not straightforward. You are given skills that replenish CP. You are expected to weave them all into your rotation. My 2 star rotation uses at least 13 different abilities, depending on the class. I actually wish we could have more cross class slots because I'd be able to use more abilities.

    Quote Originally Posted by Khalithar View Post
    4. RNG and chance to fail on abilities: I'm also of the opinion that this is sorely unneeded, I believe it should be solely based on your CP management vs the durability, the element of RNG doesn't make it interesting, it makes it annoying.
    That's how it is. Welcome to endgame crafting. It's a mini-game. You ARE given skills that depend on RNG but you are also given skills that are NOT dependent on RNG. These skills tend to cost CP. The game is, then, spent in knowing how to manage your CP vs. durability. If you fail on 5 straight HT, I'd ask why you're still using them. You're wasting dura. You should be using one basic touches in there to supplement.

    I think the confusion comes in when you level to 50 because you are focused on your HQ bar and getting that to 100%. This is not how to get HQ items. It's more indirect. You use skills like Inner Quiet to build up stacks of control then use BBlessing with Great Strides and Inno (or simply GS and BB) to improve your quality. You can have a 15 to 20% HQ chance on your bar with 7 or 8+ IQ, then use a finishing skills, and get to 100% easy.

    So when you use touch, you aren't using it to increase your HQ chance bar. You want the inner quiet stack. You get precise touch at 52 or 53 and this'll give you 2 stacks of IQ on a good or excellent. You can completely bypass RNG if you get 3 of them. That's 7 stacks, enough to get you to 100% HQ most times. If all your HT have failed, use a good or exec on precise touch and supplement with basic touches. Maybe all your HT have worked and you use TotT so have a large enough finisher. You have to balance all.

    You look at MM2 and say OUCH! so much CP! but you have to realize that I generally only plan to use it once. By the time I'm near the end of the dura after using MM2, I've got a high enough stack to use my finishers. I still have like 100 CP at the end there too.

    Other crafters completely bypass RNG by stacking CP so that they can use as many basic touches instead of HT. It's how to you like to craft.
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