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  1. #1
    Player
    AkumaTenshi's Avatar
    Join Date
    Dec 2016
    Posts
    7
    Character
    Cosa'yt Tenshi
    World
    Phoenix
    Main Class
    Black Mage Lv 80

    First time Reaching lv 50 DoH, What Content is Available to me?

    Hello Fellow Players/Eorzeans,

    It's my first time using the forums in hopes I'll be getting plentiful information on what Kind of content is available to Disciples of the Hand Classes once they Reach Level 50.

    I finally managed to bring up some Gil and the required time to level my first ever DoH class to level 50, yet from that point onwards things turn into a grey area for me.

    What kind of content is unlockable from Lv. 50 and onwards?

    In my knowledge so far I got;
    • Lv. 50 DoH Quests In Mor Dhona
    • Lv. 50 DoH class-quests grants the Primary tool in selected DoH Class.

    Now I managed to scrape a bit of information about so called scripts or so?
    Which seems to aid a lot in getting better equipment for the DoH classes
    (something located in the "other" tab of the currency window apparently?)

    But now my question; Can someone aid me getting a general overview of what should not be missed?
    (0)

  2. #2
    Player
    magnanimousCynic's Avatar
    Join Date
    Nov 2014
    Location
    Ul'Dah
    Posts
    487
    Character
    Wynne Yilmaz
    World
    Gilgamesh
    Main Class
    White Mage Lv 100
    There's no real level 50 DoH content for ARR besides the Master Craft books, which have very little worth crafting, and the Token Turn-In gear, which become obsolete once you hit level 51-55. Nonetheless, you should get the books once you hit 60 to make crafting the needed items for exchanging easier. I only suggest this as some of the items in these books are used for the level 60 master books.

    Your next real step is to slowly level up all 8 DoH classes to get useful cross-class skills. I won't list the level 15 skills unless they're notable enough. The names are linked to their XIVDB pages:
    • Ingenuity II: 50 BSM. Lowers the Recipe Level of the craft for 5 steps. Best used for Synthesis skills to finish off recipes that you're not over-geared for.
    • Piece by Piece: 50 ARM. Increases remaining progress by 33%. Using it multiple times lowers the effectiveness of it. Works best on furniture with very high Progress requirements.
    • Manipulation: 15 GSM. Restores 10 points of durability after each step for the next three steps. It's very similar to Master's Mend I except you pay 4 less CP to spread out the Durability recovery. Just make sure to remember that if you use this at 5 or 10 Durability and use a skill which uses durability you'll break the craft.
    • Innovation: 50 GSM. Increases control by 50% for the next three steps. Mainly used with Great Strides to massively buff Byregot's Blessing for a large Quality increases.
    • Maker's Mark and Flawless Synthesis: 54 GSM and 37 GSM. Flawless Synthesis by itself is worthless, costing 15 CP to increase Progress by a fixed amount of 40 at 90% success rate. However, Maker's Mark makes it very worthwhile, making Flawless Synthesis free and use 0 durability for a certain number of steps depending on the recipe's Progress requirement. The downside is that Maker's Mark must be used on the first step of the recipe or you can't use it at all.
    • Waste Not I and Waste Not II: 15 and 50 LTW. Both of these skills reduce loss of durability by 50% for 4 or 8 steps; 4 for the level 15 skill and 8 for the level 50 skill. This skill makes your moves that use 10 durability use 5 instead, which is great if used right.
    • Careful Synthesis II: 50 WVR. Increases progress by 120% at 100% success rate. One of the best skills for a crafter since it replaces Basic Synthesis in all circumstances.
    • Tricks of the Trade: 15 ALC. Restores 20 CP. Can only be used when material condition is Good or Excellent. Very useful overall. Just make sure that you aren't messing up any buffs by using it.
    • Comfort Zone: 50 ALC. Restores 8 CP after each step for the next ten steps at the cost of 66 CP. If used correctly, this gives you 14 CP over the total duration. Very great if the rotation is long enough to use it once, even better if it can be used a second or third time. Just remember that this skill must use 9 out of the 10 steps to be a net profit, if not then it's a CP loss.
    • Hasty Touch and Steady Hand II: 15 and 37 CUL. Hasty Touch is a Basic Touch without the CP cost, but at the disadvantage of a 50% success rate. Despite the low chance, it's the most essential skill for any high level crafting as it saves you a lot of CP. To help with this you'd use Steady Hand II, which buffs success rate by 30% for only a 3 additional CP cost over the normal version. You'll still use Steady Hand I for Byregot's, as it has a base 90% chance.
    • Reclaim: 50 CUL. Increases the chance materials will not be lost after botched synthesis to 90%. Ideally you'll never want to use this move, but better safe than sorry! Only use this if you are sure you won't be able to successfully craft something (Either HQ or NQ) or messed up on your rotation enough to warrant it.
    • Muscle Memory: 54 CUL. Increases progress by 33%. Available only on the first step. This skill is basically Piece by Piece except it cost less and never fails. However it can only be used on the first step of a craft. I like to use it for 70/80 durability crafts.


    Now that that's out of the way, here's my suggested path to unlocking these skills:

    CUL to 37 for Steady Hand II and Hasty Touch. ALC to 50 for Tricks of the Trade and Comfort Zone. WVR to 50 for Careful Synthesis II. GSM to 50 for Innovation. LTW to 50 for Waste Not I and Waste Not II. After this you can level up BSM and ARM to 50, CUL to 54, and GSM to 54 in whatever order you like since the remaining cross-class skills aren't as vital.

    As for Scrips, you obtain them by turning in specially made items using a skill called Collectable Synthesis, which changes the HQ meter into a collectability meter. You then turn in these items at Mor Dhona for experience, and at higher levels, Blue and Red Scrips. Turning in collectables for experience is a great alternative to Levequests if you are low on allowances.
    (1)
    Last edited by magnanimousCynic; 12-16-2016 at 08:05 AM.

  3. #3
    Player
    Faeon's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    394
    Character
    Faeon Nightwhisper
    World
    Ragnarok
    Main Class
    Gladiator Lv 70
    pretty much sums it up, your lvl 50 quest will point you in the next path, also yes level the other classes, you will need there abilities.
    (0)

  4. #4
    Player
    Roth_Trailfinder's Avatar
    Join Date
    Aug 2013
    Posts
    1,842
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    I agree with most of what was said. However, I do not agree about Collectibles being a great alternative to Levequests. That is very definitely true for Gathering classes, but not for Crafting classes.

    The reason is that you can hand in HQ to a Crafting Leve, but you cannot HQ a Collectible. This gives you more exp for the Leves than for Collectibles.

    Do Crafting Collectibles once you hit 56, in order to start obtaining Blue Crafting Scrip, which is used to buy a bunch of things (including the Master 3 and Master 4 books). After you have everything you need from the Blue Crafting Scrip, you can put Crafting Collectibles on hold until you are able to start working on the Red Crafting Scrip. That will happen at 60, when (for now) exp is not a factor.

    As far as content that opens up, I'm not sure if it is at 50 or 51, but you should be able to start the Moogle beast tribe stuff. It requires doing most of the side quests in Churning Mists to unlock them, but they are a great way to level a crafting class from 50/51 to 60.
    (0)

  5. #5
    Player
    magnanimousCynic's Avatar
    Join Date
    Nov 2014
    Location
    Ul'Dah
    Posts
    487
    Character
    Wynne Yilmaz
    World
    Gilgamesh
    Main Class
    White Mage Lv 100
    I meant they're a great alternative for when you're low on leves. I'll edit my post to clarify that.
    (0)