I was did 1-6lvl Ixali's quests with my craftging log. I had all 26lvl.
I did easy HQ. But, then new quests from 10lvl REALLY hard get HQ.
Reason it not let me use "master mend I" if my number close end.
How I can do for 10lvl with make HQ???
I was did 1-6lvl Ixali's quests with my craftging log. I had all 26lvl.
I did easy HQ. But, then new quests from 10lvl REALLY hard get HQ.
Reason it not let me use "master mend I" if my number close end.
How I can do for 10lvl with make HQ???
Some of those are hard to HQ until you drastically over-level them, but it's possible.
When you talk to the NPC and get the ingredients, you'll get a buff/debuff which allows use of the crafting facility but also makes the crafting harder in some way. For some recipes, the debuff lowers your CP. For others it forbids use of cross-class skills. And so on. (If it's not allowing master mend, which every class gets, then this is probably one that lowers your CP, so that you don't have enough points left for it by the time you'd normally use it.)
Make sure you have only the one crafting facility debuff that's required for the current recipe. If you have another active at the same time (because a previous recipe needed it) you'll be trying to craft with both debuffs and it will be a lot harder.
If your crafting classes are at different levels, one trick is to use your highest level class to actually make the items, but then switch to the class you want to level up when turning in the quest. Most of your XP comes from the quest turn in.
And sometimes it becomes just a matter of trying again and again until you get lucky with a "Good" condition right when you need it. You get to try as many times as you need. Just talk to the NPC again if you need more ingredients.
Last edited by Niwashi; 03-18-2016 at 03:07 AM.
This is the big one. Make sure to right-click off 'buffs' that you don't need like that before making more things.
Other then that, without knowing your specific issues, it'd be hard to issue a suggestion.
Well, now I know why even the low level quests were so hard for me lol... I would get all the stuff first, then turn it all into the NPC who gives you the materials / buffs...Didn't know stacking that was what my issue was![]()
I just got to the level 10 ones today, and I thought I was having problems with the level 6 ones LOL!!!!
I have all crafts to level 15, my highest is weaver at 26. Does anyone have any tips on making HQs for the level 10 quests? or is it just my crafting level is way to low for these? or is 14 fails to make 1 HQ normal for the level 10 quests? A FC member of mine said just don't do them, stick to the level 1-6 ones till faction is maxed out.
It wasn't normal for me. I do remember some of these being pretty hard when I first got to them, but I don't actually remember quite what level I was at at the time. I don't think it would have been much higher than your weaver (maybe late 20's to early 30's). I would often have to make several tries at a recipe before getting the HQ I needed, but never anything around the 14 range. (3 or 4 tries was pretty common for the harder recipes. 1st try when I got lucky, 5th or 6th try when unlucky.)
How good is your gear? The quests in this tier use the "Facility Access: Detailing" buff/debuff. It seems to drop your CP by 100 points, so you need to have quite a bit more than that to start off with in order to have enough CP left to do much while that effect is active. (Or it's possible that the amount is proportional by level or something, which I can't check. I did check that it's not proportional by the number of CP you start with. For me now, at level 50, it always drops by 100 even if I remove some of my jewelry to try different "base" amounts of CP.) How much CP do you normally have and how much are you left with with that "Facility Access: Detailing" status in effect?
Last edited by Niwashi; 03-25-2016 at 11:14 PM.
I have 140 Craftsmanship and control, as well as 249 CP without the buff on. I don't think my gear is to bad for being level 26. 5 of them are HQ ones I made, and put +control materia in as well.
Seems like it is 100 points regardless of level, it puts me down to 149 CP
My rotation is something like this: Steady Hand, Waste Not, Then - Hasty Touch x2, or Standard Touch x3 (when good or excellent pop if I can), Basic Synthesis (usually in between, when it is on Normal / Poor).
When the thing has 60 durability I am ok, but the one with 40 durability I seem to have serious issues with.
Last edited by Sucuri; 03-26-2016 at 02:02 AM.
Try adding in a Great Strides at the beginning, and make sure the first touch after it is Standard Touch, to maximize its doubling effect. I think at this level, it takes 2 Basic Synthesis steps to complete progress. If so I'd probably go with something like:
1) Great Strides
2) Waste Not
3) Steady Hand
4) Standard Touch
5) Hasty Touch
6) Hasty Touch
7) Basic Synthesis
8) Hasty Touch
9) Basic Synthesis
Steps 2, 3, and 4 give you three chances at a good/excellent. If it comes at either at steps 2 or 3, then move the Standard Touch up from step 4 to use there instead. (This does add some risk as Steady Hand isn't active yet, but the benefit of having both the good/excellent bonus and the Great Strides bonus together when you do that Standard Touch makes it worth the risk.)
At steps 7 and 8 if you get Good/Excellent, you could add in a Tricks of the Trade, which would then let you upgrade the Hasty Touch to a Basic Touch. (Don't do this on steps 5 or 6 though, while the effect of Waste Not is still active. You should only have 1 non-durability-using action during WN, and that's already taken by the Steady Hand at step 3. At 5 and 6 if you get a Good/Excellent, just hope the Hasty Touch works, so you get the extra quality from it.)
Oh, and if you end up with a Poor condition at 5 or 6, just trade that Hasty Touch with the Basic Synth from step 7.
Last edited by Niwashi; 03-26-2016 at 02:24 AM.
Great Strides + Standard Touch is generally better than two Standard Touches.
If you can get a Good/Excellent condition on the touch part of a GS + ST, then it's like getting that bonus on both, since Great Strides doubles the Good/Excellent bonus as well as the usual Standard Touch effect. And a pattern like I showed above gives you up to 3 chances to fish for that doubled Good/Excellent condition.
But even if you don't get a Good/Excellent and the condition stays on Normal the whole time, there's still a benefit from Great Strides. On normal condition, either Great Strides + Standard Touch or two Standard Touches give you the same amount of quality for the same amount of CP, but the Great Strides + Standard Touch pattern only costs durability once rather than twice.
Putting the Waste Not before the Steady Hand leaves the SH effect up one step longer. In return it means one of the steps with the WN effect loses the benefit of lower durability loss, but out of the 4 steps Waste Not will affect, you only need it to help you on three of them (because it's just as good to have 5 points left for the final synth step that completes the craft as it is to have 10 points for it). Might as well use the extra WN step for that Steady Hand.
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