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  1. #1
    Player
    PandaPause's Avatar
    Join Date
    Sep 2013
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    433
    Character
    Tonbo Skywarp
    World
    Goblin
    Main Class
    Monk Lv 70

    Sub Crafts for Leathworker Main?

    I recently achieved Lv 50 leatherworker last night. I understand that eventually I want to have all crafts leveled to increase my chances of HQ'ing 1-2 star synths. Is there a particular craft I should level next to support my main or does it not matter?
    (0)

  2. #2
    Player
    Kismet's Avatar
    Join Date
    Sep 2013
    Posts
    59
    Character
    Kismet Koe
    World
    Coeurl
    Main Class
    Scholar Lv 70
    CUL to 37 would be a good choice. You get Hasty Hands at 15 and Steady Hands II at 37. Both amazing for HQing higher recipes.

    Before making the push to 37 in CUL though, you may want to hit some other level 15 skills along the way.
    (1)

  3. #3
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by PandaPause View Post
    I recently achieved Lv 50 leatherworker last night. I understand that eventually I want to have all crafts leveled to increase my chances of HQ'ing 1-2 star synths. Is there a particular craft I should level next to support my main or does it not matter?
    Everyone is the same. There's no different in skill sets between crafters, and the efficient solution never changes. Your bread-and-butter rotation will have Hasty Touch (CUL 15), Tricks of the Trade (ALC 15), Ingenuity (BSM 15), and Rumination (CRP 15). For crafting mats, you will need Manipulation (GSM 15). Also helps to have Careful Synthesis (WVR 15). Basically, level everything but ARM to 15 at least, or you'll be seriously gimping yourself.

    Eventually, you'll especially want Byregot's Blessing (CRP 50) and Steady Hands II (CUL 37). Byregot replaces Rumination, except that it gives you no CP but instead gives you a massive quality which will generally 100% HQ anything after your Hasty Touch routine. Steady Hands II helps make your Hasty Touch spam more effective because Inner Quiet only gives bonuses on successful Touch actions. Innovation (GSM 50) is another good one to have as it takes the place of two-and-a-half IQ stacks, which is better than 3 Hasty swipes on average -- if you don't have the CP for more durability (a comparative 88CP for that 30 dura from Manipulation), Innovation takes care of that. After that, I've come to think that Comfort Zone (ALC 50) is your best bet after that because it gives you more CP for more Hasty spam.

    You don't really need Ingenuity II (BSM 50), but it's there for bonus progress per synth if you need that. Reclaim (CUL 50) is just a reset button if Hasty spam goes the wrong way on you, but with prices as high as they are on two-star stuff, I am not that inclined to risk it. As you know by now, Waste Not II is worth ignoring as well. Piece by Piece (ARM 50) is total crap and should be used by no-one, ever. Rapid Synthesis (ARM 15) is almost as bad, being pretty much a last-ditch effort to finish a synth you've completely screwed up. ARM abilities definitely suck...
    (2)

  4. #4
    Player
    PandaPause's Avatar
    Join Date
    Sep 2013
    Posts
    433
    Character
    Tonbo Skywarp
    World
    Goblin
    Main Class
    Monk Lv 70
    Quote Originally Posted by Kismet View Post
    CUL to 37 would be a good choice. You get Hasty Hands at 15 and Steady Hands II at 37. Both amazing for HQing higher recipes.

    Before making the push to 37 in CUL though, you may want to hit some other level 15 skills along the way.

    Quote Originally Posted by Gamemako View Post
    Everyone is the same. There's no different in skill sets between crafters, and the efficient solution never changes. Your bread-and-butter rotation will have Hasty Touch (CUL 15), Tricks of the Trade (ALC 15), Ingenuity (BSM 15), and Rumination (CRP 15). For crafting mats, you will need Manipulation (GSM 15). Also helps to have Careful Synthesis (WVR 15). Basically, level everything but ARM to 15 at least, or you'll be seriously gimping yourself.

    Eventually, you'll especially want Byregot's Blessing (CRP 50) and Steady Hands II (CUL 37). Byregot replaces Rumination, except that it gives you no CP but instead gives you a massive quality which will generally 100% HQ anything after your Hasty Touch routine. Steady Hands II helps make your Hasty Touch spam more effective because Inner Quiet only gives bonuses on successful Touch actions. Innovation (GSM 50) is another good one to have as it takes the place of two-and-a-half IQ stacks, which is better than 3 Hasty swipes on average -- if you don't have the CP for more durability (a comparative 88CP for that 30 dura from Manipulation), Innovation takes care of that. After that, I've come to think that Comfort Zone (ALC 50) is your best bet after that because it gives you more CP for more Hasty spam.

    You don't really need Ingenuity II (BSM 50), but it's there for bonus progress per synth if you need that. Reclaim (CUL 50) is just a reset button if Hasty spam goes the wrong way on you, but with prices as high as they are on two-star stuff, I am not that inclined to risk it. As you know by now, Waste Not II is worth ignoring as well. Piece by Piece (ARM 50) is total crap and should be used by no-one, ever. Rapid Synthesis (ARM 15) is almost as bad, being pretty much a last-ditch effort to finish a synth you've completely screwed up. ARM abilities definitely suck...




    Thank you for the advice! I will start my Guild crawl tonight and level them to 15 and go from there.
    (0)

  5. #5
    Player
    Ksenia's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,100
    Character
    Ksenia Solo
    World
    Sargatanas
    Main Class
    Weaver Lv 100
    Gratz on Leatherworker 50.

    You can break the 50 actions down in to two groups.

    Auxiliary Actions,
    Progressive Actions.

    Due to the amount of steps it allows for, your Waste Not II is an early use Auxiliary action. It sets you up to do other things at a lowered cost and for a longer period of time. It may not seem useful when making the Shirt but it will shine when making the cloth and the yarn or If I want to make HQ Darksteel Nuggest and Ingots, Waste Not II makes that possible with a lot less headaches.

    Get the Mats
    To make the parts
    To make the product.

    Look at each set of class skills and see where they are best applied. When you see crafting in FF14 from this perspective, you begin to see why we need all the crafts to 50 to make the 2 star stuff HQ.
    (1)

  6. #6
    Player
    HealBus's Avatar
    Join Date
    Sep 2013
    Posts
    124
    Character
    Heal Bus
    World
    Tonberry
    Main Class
    Conjurer Lv 50
    Weaver 50 is pretty decent as well since 120% synth at 100% success rate eliminates the dilemma of the more effective basic synth vs the more safe careful synth I.
    (1)

  7. #7
    Player
    Ksenia's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,100
    Character
    Ksenia Solo
    World
    Sargatanas
    Main Class
    Weaver Lv 100
    Quote Originally Posted by HealBus View Post
    Weaver 50 is pretty decent as well since 120% synth at 100% success rate eliminates the dilemma of the more effective basic synth vs the more safe careful synth I.
    Careful Synthesis I & II have one redeeming aspect that makes it them a framework action. They use no CP. A lot of my forum commentary becomes distorted because I keep forgetting that and taking it for granted. It also never occurred to me, the CP based Advanced Synthesis worked better because I never use it. When I make a recipe for the first time, I figure out how much Integrity I need to allocate to making the item and use the rest to HQ. Up side, I never fail a Synthesis. Down side, the road to HQ is longer for me.
    (0)