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Profession Usefulness Follow

#1 Aug 20 2013 at 1:07 PM Rating: Good
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During the phases of beta (3&4) I haven't tried any of the Professions since 1.0 so I really don't know what to expect from the Professions but I've (mostly) heard nothing but good things about it. So what I wanna know is what do you guys think might be the most useful and/or sought after Profession?

Also, How do you guys think Alchemy will be? I've not seen any info on this profession at all. I'm wondering if its any good or if it was even available lol
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#2 Aug 20 2013 at 1:10 PM Rating: Good
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Usually it's the professions that make required consumables. Alchemy and Cooking (Culinarianism? F that name).

But I had a look through the xivdb list of alchemist recipes the other day and was singularly unimpressed. It's possible that the database is just incomplete, in fact that's quite likely, but it seemed like the best things they could make were status-curing potions.

The stat potions didn't seem all that amazing to me.
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#3 Aug 20 2013 at 1:12 PM Rating: Good
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Alchemy was available in beta 4. I unlocked it but did not level it much. It is extremely useful because you can make dyes for your clothing. I imagine black and white dye will be extremely lucrative (probably shooting up the material costs as well) seeing as you could not buy black dye and true white dye in shops (at least the ones I found). Also, since each unit of dye is used up when you add it to the clothing, and clothing will be broken down to make materia, I see a potentially effective market in dyes.
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#4 Aug 20 2013 at 1:23 PM Rating: Good
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I heard Weaver is REALLY good money, Also as Valkayree said Alchemy, I saw countless people asking where black and white dyes are and I see some people willing to pay 1k-2k gil for them.

Edited, Aug 20th 2013 3:24pm by TwoDoubleOhEight
#5 Aug 20 2013 at 1:30 PM Rating: Good
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The HQ Alchemy consumables have a shorter cooldown. I don't remember but the HQ potions/ethers may recover more too.
#6 Aug 20 2013 at 1:33 PM Rating: Good
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TwoDoubleOhEight wrote:
I heard Weaver is REALLY good money, Also as Valkayree said Alchemy, I saw countless people asking where black and white dyes are and I see some people willing to pay 1k-2k gil for them.

Edited, Aug 20th 2013 3:24pm by TwoDoubleOhEight


I'm holding on to the two HQ high level weaving needles I made with goldsmith. Might just fetch me some cash in the AH. Also I HQed a Level 1 crafting shirt that gave an additional point or two to craftsmanship. I started with weaver and made my crafting clothes, then I used those clothes to get my goldsmith up to lvl 15 pretty fast for little cost.
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#7 Aug 20 2013 at 1:35 PM Rating: Excellent
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Ravashack wrote:
The HQ Alchemy consumables have a shorter cooldown. I don't remember but the HQ potions/ethers may recover more too.


Good to know. I love using potions in an emergency, but their cooldown really limits their usefulness.
#8 Aug 20 2013 at 1:36 PM Rating: Default
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Xoie wrote:
Ravashack wrote:
The HQ Alchemy consumables have a shorter cooldown. I don't remember but the HQ potions/ethers may recover more too.


Good to know. I love using potions in an emergency, but their cooldown really limits their usefulness.


Yeah the 1min CD is pretty painful, Often saw myself spamming the potion on that story quest fight when fighting the brutes lol.
#9 Aug 20 2013 at 6:27 PM Rating: Good
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the 0prof are classes too and everyone will be importent for some part of the game.

Like alc makes potions, carpt make furnature and things for housing just to name a few. These are not just side things they have story quests and the like, I finally did fishing and itsa ok.... I would have perfered ffxi fishing version 2..... but its ok... its umm right out of harvest moon. but its better then 1.0... that was fk'ed up -.-
#10 Aug 20 2013 at 7:30 PM Rating: Excellent
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Couple of things to remember:
1) You can level all crafting classes to max here. Granted, it will take time & a lot of gathering, but it can be done.
2) With the materia system, every crafting class is effectively a consumable class, as no gear re-enters the system. Once it is bound, it is vendor trash, or it gets spiritbound to form materia. No selling off/handing down to alts like in XI.

Each has strengths & weaknesses. Pick which one YOU want (and are willing to get mats for - mining/botany/fishing/fighting), and work on it.
#11 Aug 20 2013 at 7:37 PM Rating: Good
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carmelita wrote:
Couple of things to remember:
1) You can level all crafting classes to max here. Granted, it will take time & a lot of gathering, but it can be done.
2) With the materia system, every crafting class is effectively a consumable class, as no gear re-enters the system. Once it is bound, it is vendor trash, or it gets spiritbound to form materia. No selling off/handing down to alts like in XI.

Each has strengths & weaknesses. Pick which one YOU want (and are willing to get mats for - mining/botany/fishing/fighting), and work on it.


That definitely helps the durable goods market. But since people don't need to purchase gear for alts, it doesn't help it by very much.

It's a unique system though, we'll have to watch and see.
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#12 Aug 20 2013 at 7:43 PM Rating: Good
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Just to clear things up:

Dyes can be made by any crafting profession, actually, not just alchemy. Dye can then be applied by anyone, even those without crafting/gathering professions

The mats are super easy to gather en-masse (I got over 300 of the mats for black and white dye for my FC in about 30 minutes?), and the craft is rank30. Alas, you cannot "mass produce" them unlike most other recipes, probably to keep people from making stacks of 99 while AFK.

The only thing that will keep prices up is : laziness, demand, and annoyance (at the fact you have to manually craft each one of them).

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Crafting professions themselves are useful for:
-Self repairs (you can't repair others' gear anymore, apparently)
-Melding materia (and eventually adding even extra materias past the safe limit)
-Making yourself HQ gear (Which is often inferior to dungeon drops)
-Making high level JSE and such (Which seem to be about as good as AF1)

Essentially, I don't think anyone should feel pressured into leveling crafts if they don't enjoy them, but crafters will feel like they get something out of all that time invested. Certainly doesn't feel anything like the 1.0 situation, where having crafts was almost mandatory for everyone.

Edited, Aug 20th 2013 9:45pm by Docent42
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#13 Aug 20 2013 at 8:39 PM Rating: Excellent
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Docent42 wrote:
Just to clear things up:

Dyes can be made by any crafting profession, actually, not just alchemy. Dye can then be applied by anyone, even those without crafting/gathering professions

The mats are super easy to gather en-masse (I got over 300 of the mats for black and white dye for my FC in about 30 minutes?), and the craft is rank30. Alas, you cannot "mass produce" them unlike most other recipes, probably to keep people from making stacks of 99 while AFK.

The only thing that will keep prices up is : laziness, demand, and annoyance (at the fact you have to manually craft each one of them).

---

Crafting professions themselves are useful for:
-Self repairs (you can't repair others' gear anymore, apparently)
-Melding materia (and eventually adding even extra materias past the safe limit)
-Making yourself HQ gear (Which is often inferior to dungeon drops)
-Making high level JSE and such (Which seem to be about as good as AF1)

Essentially, I don't think anyone should feel pressured into leveling crafts if they don't enjoy them, but crafters will feel like they get something out of all that time invested. Certainly doesn't feel anything like the 1.0 situation, where having crafts was almost mandatory for everyone.

Edited, Aug 20th 2013 9:45pm by Docent42

The raw stats on HQ crafted gear are indeed inferior - but they come with materia slots ingrained, whereas dungeon gear does not. If you have the capacity to bring desired materia into play, you can have a greater degree of customisation in your gear with crafted stuff. Without full access obviously there is no telling, but it seems that SE are trying their darndest to ensure that crafted gear is at least comparable to dungeon gear (presumably at least on an introductory level. I've heard reports that 50 crafters have some super-hard recipes in P4 too)
#14 Aug 20 2013 at 9:56 PM Rating: Good
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carmelita wrote:
The raw stats on HQ crafted gear are indeed inferior- but they come with materia slots ingrained,

For tanks and armor, the extra points of defense are probably better than the few extra stats -- math and time will tell.
For DPS and weapons, the extra base damage is WAY too high on dungeon gear for HQ to catch up, no matter the materias.
For healer and armor, you can probably get a few more extra HP worth of cures, at the cost of DEF and Vit.

I don't really see why they make crafted gear be a side-grade or downgrade, depending on class/role, instead of being competitive.

Don't forget that the stats cap on gear is essentially already reached as soon as you HQ something. So got Mind+14 on that HQ Bliaud? Don't bother slotting +Mind for stronger heals, it won't work (It will eat the materia, and give you squat for your effort). You can always slot +spell speed, determination, vitality, and so on, depending if the gear has those stats natively or not.

carmelita wrote:
I've heard reports that 50 crafters have some super-hard recipes in P4 too)

Aye, the control and craftsmanship required to even be able to craft NQ gear (that is a farshot below AF, which is apparently solo quested in ARR) is insane. 255 and 318, depending on the gear you're making. My 50 crafter has around.. 120 of those at the moment.

So maybe making HQ of those will compete with AF1. Then you'll get AF2 or dungeon gear from raids and toss all that effort away? Sounds like it's a pretty ****** thing to do to the crafters to me.

But that won't stop me from crafting -- I actually love going out to mine/harvest and then combine all those and try to HQ stuff. I might just not find many people wanting to wear/but my gear.
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#15 Aug 20 2013 at 10:42 PM Rating: Excellent
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Surely only weapons count towards "base damage" in terms of DPS. This part of your argument I certainly agree with though - why I plan on moving CRP down the list of things to do, even as DRG.

And the example you give with the HQ Bliuad? Well, it depends if the stat cap for a piece is tied to ilvl, or something else. If dungeon gear & crafted gear have the same "hidden" stat caps, then crafted gear would allow you to hit those caps, and reallocate the remaining space/stats as you please. However, if the dungeon gear does indeed have higher stat caps, what you say will no doubt pan out. Foe example, say +14 MND (as in your example) is the hard cap for a level 50 HQ crafted weapon, but a 50 dungeon weapon can drop with +18 MND. Combine with a higher magical attack stat on the dungeon drop (as you say), it really is no contest.

Cards on the table, I didn't play 1.0, and clearly (with a 50 crafter) you did. So I am coming from a smaller knowledge base. I may be naive, but I just don't see how SE would utterly shaft crafters so badly, as your scenario makes clear. Especially with the seeming difficult of high-end crafting, to have the rewards utterly not worth it ... #sadpanda.
#16 Aug 20 2013 at 11:00 PM Rating: Good
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Crafted gears do get shafted. Aetherial gears from dungeon, which is something common, already surpass normal HQ gears.
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