I've used WN on occasion, sometimes it's even the correct pick and does well, but in general it takes away your flexibility to adapt to procs.
I've used WN on occasion, sometimes it's even the correct pick and does well, but in general it takes away your flexibility to adapt to procs.
I find a Primed WN work wells below 5 IQ stacks when decisions are fairly straight forward. It's even prevented me from wasting a proc when I've had a string of procs that otherwise would have taken my durability to 10 and forced me to waste at least one of the procs to restore some durability.
Once past 5 IQ stacks, I generally avoid it. I don't want it active once I reach 10 stacks and options open up.


This little post here deserves more LIKES! I took your suggestion here, and found it to be pretty useful sometimes. Having vene/manip/WN up for Rapid Syn spam is a totally valid move. One can afford a bunch of fails and still be alright.I find a Primed WN work wells below 5 IQ stacks when decisions are fairly straight forward. It's even prevented me from wasting a proc when I've had a string of procs that otherwise would have taken my durability to 10 and forced me to waste at least one of the procs to restore some durability.
Once past 5 IQ stacks, I generally avoid it. I don't want it active once I reach 10 stacks and options open up.
To be more specific, I only use WN on primed when Manip has 3 or more steps, vene has 3 or more steps, and progress/IQ is still low. I allow myself to waste 1 step of WN if need to refresh vene. But I don't allow myself to waste more than 1 step. Otherwise the WN would not be worth it.

This is basically Expert Crafts in a nutshell right now.
If you don't get favorable conditions when you need them, and your Rapids and Hastys fail, then no amount of skill will save the craft.
The only thing you can do is minimize your risk but your success is ultimately a dice roll, and there's no skill involved in rolling a die properly.


I started working backwards from my non-good state Byregot's to figure out what I need to not have to rely on a "good" to finish. I haven't run these recipes in a while, so my numbers might be a bit off.
Let's say an Innovation/Great Strides BB = 3500. That means I need 10000 in quality to finish. Depending on how my craft is going, there are times when my last burst of quality before BB comes from a chain of Basic/Standard/Advanced touches. If I land those with Innovation on, that's about 2700. So, now that's 7300 to finish. I used to keep a pad next to my keyboard that counted roughly the number of hasty touches I needed to get to 7300. It wasn't an exact science, but eventually I got to a point where I'd know if I was "ahead" or "behind" in my luck. It isn't like we can Reclaim anymore to save the synth and start again. So, you just keep going the best you can.
My main problem with relying on that good is that the odds are not all that great, but better than nothing. Let's say there is a 10% chance of getting a good on any given step. That's only a 27% (or roughly 1 in 4) chance of a good showing up when you need it. If you happen to have a little extra CP, you might stretch that to 40% by using Observe twice.
With the way our gear is right now, I feel like many synths come down to relying on that "good" to finish. Probably when the next set of crafter gear comes out, this will be easier (not easy).
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