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Last edited by LeafyVegetable; 09-29-2023 at 04:45 PM.
Probably good crafting to do is culinary. People will need food for stat & exp buffs.
But never really searched market so not sure what is actually profitable...
The simplest way to make Gil is just to farm shards and sell them imo. But its highly boring to do so haha. I find it really hard to make Gil not being a full time crafter, and not being a Goldsmith. I have a lvl 50 weaver and find its not as profitable as other crafts, especially ones that can craft Relic weapons. I do sell some AF crafting gear here and there... but the materials are a pain to get together, requires a decent bit of farming.
DoLand will likely provide a lot more money than DoH. So I'd suggest to check the boards, figure out what to farm, and Botany it up.
To make money with DoHand, you can also go and mass-produce the items that:
1) Grand Company requests (Check your "timer" section in the micro-menu, and put multiple of those for sale)
2) Levequest requests (to powerlevel other crafters)
3) Actual crafting Quests requests (Since the game asks for HQ pretty much steadily from 30 to 50)
SWAGGER Free Company, Sargatanas Server, Officer Cloe Delisle. Visit us at: http://www.swaggerffxiv.com
Some advice on making gil.
1)Opportunity cost
When you harvest items through fighting or gathering, those items are not free. They have a value established by your market. If you decide to craft items from those materials, you have to include their value when you calculate your profit margin. For example, let's say you harvest some flax. It takes four flax to get one linen cloth. If the market sells flax for 300 gil, then your cloth is worth at least 1200 gil, even if you harvested your own flax. If the market is then selling linen cloth for less than 1200 gil, you're better off just selling the flax rather than crafting the cloth. This is opportunity cost: the cost of giving up one profit (selling the flax) to gain another (selling the cloth).
2)Do research
Make a list of everything you can craft. Add up the market values of each item's components. Compare the costs to craft your items to their value on the market. Pick out the most profitable items and check their history. Get an idea of how often they sell, and at what price. See what HQ items go for. If it seems like an active profitable market, manufacture some items for sale. Be careful not to flood your market - spread your orders out over time and vary your item selection as much as possible. When selling items that usually sell in stacks, see what quantities are most popular, and what players are willing to pay for those quantities. Don't forget when you list items for sale your price may be undercut by another player; keep up on your market orders.
Plenty of profits are waiting if you pay attention.
Last edited by SocksAlset; 09-12-2013 at 04:20 PM.
You're going to want to level EVERYTHING for the cross-craft skills although there's certain skills that are nicer to have than others. Weaver and Alchemist have some of the nicer skills to poach.
Comfort Zone (Alchemist 50) 66 cp - Restores 8 CP after each step for the next ten steps.
Tricks of the Trade (Alchemist 15) - Restores 20 CP. Can only be used when material condition is good.
Careful Synthesis II (Weaver 50) - Increases progress.
I use other skills too but those are the 3 most wonderful crafting abilities I can think of offhand. :X
Alchemist makes Conjurer and Arcanist weapons so it might be something to consider.
Leatherworker makes limited magey stuffs too - ringbands, belts.
50 GSM provides Innovation - Increases control by 50% for the next three steps.
Last edited by Cal; 09-12-2013 at 05:08 PM.
Easy choice: Weaver
Not only does it give you a constant stream of gear that you can convert to materia after you're done with it, but it also lets you affix said materia to your gear and repair it whenever needed. Even if you get to the point where you no longer need the materia being produced, the rank III - V materias sell for quite a bit.
you need ALC for WHM end game weapon so level that
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