Hey look, a crafter not asking for some generic boring rotation!
Gotten my crafters to 50 and having a bit of a pause before advancing to HW (eventually), and looking for a few pointers as I try to figure out how best to utilize these new skills with my old techniques.
So, first thing I'm noticing, the Brand of ______ skills are kinda clogging up cross-class abilities now; are they ever particularly useful at this stage? I don't think I've seen any end-ARR crafting that needs them, and I get the impression that by using all the more useful skills, I won't really miss the lower efficiency even if I there are any, maybe?
Actual skills:
Comfort Zone. Obviously I've seen this all over while checking things out. This seems like the skill to have up at all times? Unless I'm getting low on CP and don't have the time to wait for the recharge. But, near as I can tell, other than that, never a reason not to use?
Piece by Piece. Straightforward 45 CP to finish a craft. Sounds maybe useful if I guess I don't have the durability for anything more and I guess absolutely need those 3 turns to finish it? Idk. This one sounds a bit on the useless side, unless there are some really hard crafts somewhere that this will be my best option for progress. But much like the Brand skills, I can probably get away without it?
Actually, could it sort of act like a replacement for the Brands? Does it ignore elemental affinity? That could be cool. Still not very useful, but maybe a little cool.
Ingenuity (1 and 2). Literally never found a use for these. They do sorta sound like they could be useful, but it's just not very clear what "lowering recipe level" actually does while crafting. No idea how best to utilize this anywhere. Is it useful for improving quality, or progress?
Byregot's Blessing. This one seems a bit weird for me. A bit situational. There are times when I need the bit of extra CP from Rumination. And obviously I don't want to blow my Inner Quiet too early. So far, I've been looking at this as my Excellent skill. As long as that doesn't pop too early, can make some massive progress that way. I suppose I could also be using this when I feel like I've got quality close enough that it would finish off, but I'd hate to guess wrong and still be short and also no Inner Quiet so slower gains, and also need to balance that with any CP I might need to finish progress. I feel like keeping this skill is good, but I haven't figured out where it best fits in.
Reclaim. Ehhhh. At this level, definitely feels like a waste of a cross-class slot.
Waste Not 2. Basically +40 durability. But only if you're using solely Touch or Synthesis skills. This feels a bit lossy compared to Manipulation or even Master's Mend. I never really even used the Waste Not 1 unless I let durability get too low and needed a little longer to finish.
Careful Synthesis 2. Straightforward replacement of the first skill which I basically never need again. At this point I could probably be getting away with using better Synthesis skills, but, I do like the reliability.
Innovation. This one feels a little tricky. I don't know if I could ever fit it into the 40 material crafting without wasting a stack. Crafting bigger things, maybe. This feels like it's best held back until you've got a few Inner Quiet stacks already, to buff the buff. But I also have trouble sometimes getting all my other buffs to line up just right to give me 3 clear turns, and I suppose I shouldn't worry too much if I lose out on any ToT usage, the bonus Control on top of a Good would probably make up for it. Like Byregot's, another one that seems smart to have, but not necessarily used for every craft.
Any tips for what to do with some of these that I might not have thought of? If it matters at all, so far I've been using the Inner Quiet-Steady Hand II-Hasty Touch-(Tricks of the Trade) method with pretty good results. But with the 1- and 2-star crafting I'm hitting, just want to be sure I'm not wasting some of my skills that could be helping more than I realize.