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So you want to be an Armourer?Follow

#1 Dec 28 2010 at 6:26 AM Rating: Decent
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As an Armourer I have experienced first hand the need to have quite a few "Subs" and after talking to other people in game it appears that Armourer is the most need heavy class when it comes to these.

As such I'll try to put out there the needs/advice on subs for the Armourer class in FFXIV.
As any subjective issue what I might consider most important is not necessarilly the same as other people but I'll try to put the most important first (IMO).

Leatherworking 35+

This is mainly because it will be needed in quite a few recepies as a second skill, top example being Iron Gauntlets that needs LW35.
Also, Fulfillment, an ability available at rank 10 will be very useful as it improves rate of success on all crafting actions.
Having LW up to speed will also allow you to repair (mainly) your belt and boots.
Important to me is also that both ARM and LW share Cobbling Training, Glovemaking Training and Hatting Training which will allow you to save some of your ARM Guild Marks for ARM specific training.
Since a lot of the recepies in LW use the same shards as ARM once you do leves for LW there is a good chance your receive those all so important shards to grind on ARM.
LW will also enable you to make some of the mats you require for more complex ARM recepies.

Weaver 25+
Also needed in quite a few ARM recepies, these at the moment only go up to WVR25 as in Iron Cuirass.
Maybe more importantly is the ability to repair your gear, quite a lot of it and at 18-20 you should be able to repair Canvas gear almost everytime.
Maybe not as important as Fulffillment, Masterpiece is still nice to have, specially if you doing leves of 3-5 ranks below your own.
WVR will also enable you to make some of the mats you require for more complex ARM recepies.
Just like LW, WVR also shares Glovemaking Training and Hatting Training, once more enabling you to save Guild Marks.

Alchemy 10+

At rank 10+ you should be able to turn Crystals into Shards 95-99% of the time, to me this is the most important help from Alchemy as eventually you will get Crystals as leve rewards and not have enough shards to grind with. Once you get to 14, 15 it should be much safer to do them without the need for facilities.
Preserve is considered by many as the best godsent ability of all and I accept that is very usefull, specially if you atempting recepies 5+ ranks above your own.

Goldsmithing 35+

Amongst others, Goldsmithing is also needed to craft items like Iron Cuirass.
As with Blacksmithing, Goldsmithing can be useful in smelting ore into usable crafts for Armourer, this will only really be benefitial if you also have Miner to provide the Ores.
At rank 10 you get Epiphany, not very useful but if you don't have Masterpiece you can then use this ability to try and increase quality on crafts.

Blacksmithing 30+

The most usefull things to come from doing BS are the abilities Maker's Muse atainable at rank 10, Ingenuity and Sublimation, both obtainable at rank 30. Sublimation specially will be very handy when you try to get those HQs with your ARM's off hand tool.
The usefulness of BS will only really come into effect at 20+ when you will be able to craft Iron Nuggets out of the ore, untill then you might also get the leve rewards which you can then turn into usable mats to grind ARM with.
BS also shares Smeltting Training with ARM and as such is another chance to save some ARM Guild Marks.

Carpenter 30+

Investing in Carpentry will really benefit you if you intend to make shields as some of them require it as a sub skill. The highest I've noticed so far is the Bull Hoplon requiring CRP30
At rank 10 you also gain access to Tender Touch which in my opinion at 3 points only is very handy to have.

Miner 25+

Maybe unexpectadly, Miner is not that usefull to ARM unless you also dedicate yourself to do Blacksmithing and/or Goldsmmithing since ores will require BS or GS to be crafted into nuggets. It's need will become more apparent when you start needing Iron to grind and belive me, you will need quite a lot of it.
Prospect is a nice extra bonus as it will save you time running around to deliver those all important leves, personally I by passed Prospect III in favor of Prospect IV at rank 26 for only a difference of 4K Guild Marks.


At the moment, at least I cant really remember anything else you might need to consider when thinking about starting ARM but if anyone has any ideas or questions feel free to put them forth!

Credit to Aurelius to bringin to my atention some higher rank recepies I wasn't aware of.

Edited, Jun 4th 2011 12:10pm by Hugus
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#2 Dec 28 2010 at 6:27 AM Rating: Decent
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Reserving for any aditional information that might be needed.
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#3 Dec 28 2010 at 12:05 PM Rating: Decent
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Hugus wrote:
Leatherworking 30+


Iron Gauntlets are listed with a rank 35 LW subcraft. 30 LW is nice, higher would likely be preferred.

Those same gauntlets also recommend 35 GLD, a class omitted from your guide.

Quote:
Weaver 20+


Iron Cuirass recommends weaver 25.

Quote:
Alchemy 10+

At rank 10+, using the highest facilities available in the Guild


Please don't do that. Facility support does absolutely nothing for you unless the recipe recommends it. Master support for a recipe 4 ranks above you that recommends no support at all? Waste of gil. Let's stop propagating that crap right now. Do NOT recommend people get facility support unless the recipe calls for it unless you can point to a link demonstrating with a high degree of statistical relevance that someone has tested and confirmed very clearly that it helps. I don't tell you to discard things that are worth gil, don't tell other people to pay for support they don't need.
#4 Dec 28 2010 at 3:32 PM Rating: Decent
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Aurelius,

Do you have counter information that guild support does not help? I normally use it for synths of a higher level than my skill and I seem to do better with support, though I haven't kept a spreadsheet.
#5 Dec 28 2010 at 5:12 PM Rating: Good
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Krycis wrote:
Aurelius,

Do you have counter information that guild support does not help? I normally use it for synths of a higher level than my skill and I seem to do better with support, though I haven't kept a spreadsheet.


What Aurelius is saying is that there is no real proof it helps, so the OP shouldn't be saying to always use support.

My take is that if you are going to be crafting recipes that require support, get the higher Guild/Master Support instead of Common so that you are covered for all Support-required recipes instead of having to spend on Common, then spend again on Guild when you run across one that needs Guild.

Edit: Clarified pronouns. ><

Edited, Dec 28th 2010 6:13pm by Ravashack
#6 Dec 28 2010 at 10:54 PM Rating: Decent
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Krycis wrote:
Aurelius,

Do you have counter information that guild support does not help? I normally use it for synths of a higher level than my skill and I seem to do better with support, though I haven't kept a spreadsheet.


I don't need "counter" information, because the only reason people came up with the theory that getting it helps whether the recipe recommends it or not is because they think it works the same way as it did in FFXI. We're not playing FFXI. We're playing a different game, and "because it worked that way in FFXI" is not proof of anything.

What you "seem" to do is observe the results of a random process and believe what you want to believe. There's no testing that supports the theory. There's nothing from the devs that supports the theory. What there is is a clearly evident penalty associated with attempting recipes that recommend a certain tier of support that you don't have.

I was grinding armorer SP last night. I did about 120 synths total. I was doing Iron Celata Visors...same recipe I've been doing since rank 34 and at rank 38 I'm only two ranks below the optimal rank for the synth. I was doing fine for the vast majority of my synths and then out of nowhere the USS Failboat pulled into port and I failed 3 out of 4 synths. Now imagine if I had had that little fail streak at the start of the whole process and decided after those four synths to toddle off and get facility support. All of a sudden things smooth out. Must be because I got support, right?

The fact that you mention it helping on recipes higher than your skill tells me you're looking at it from an FFXI point of view because that's what support did in FFXI...it gave you a temporary boost to your functional crafting skill.

Theories don't belong in guides unless they're clearly explained as a theory.
#7 Dec 29 2010 at 2:20 AM Rating: Decent
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@ Aurelius:

I'm assuming that when it comes to the recepiy requirements your basing the information on another site than Zam, I would appreciate it if you could let me know which so I can look at it, it is a shame that Zam is not as up to date as one would like.

In regards to facilities support I too do not have any "hard facts" but I find it difficult to believe a a support to crafting doesnt influence the same craft unless the system prompts you that this support is needed. It has nothing to do with the way FFXI might have been or not.

Regardless whether it does or not, since even the max support at r10 is about 400-600 gil each hour personally I think it would be worth spending that ammount of Gil. also keep in mind that I did not say that people needed to or had to use support, just that it would give them a good chance of success.
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#8 Dec 29 2010 at 3:11 AM Rating: Decent
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Hugus wrote:
I'm assuming that when it comes to the recepiy requirements your basing the information on another site than Zam, I would appreciate it if you could let me know which so I can look at it, it is a shame that Zam is not as up to date as one would like.


I use YG as a general guide. I use XP earned from a successful synthesis to zero in on the actual rank. As far as subcrafts go, I use YG and also personal experience. I can tell you that Cavalry Sollerets still give me a subcraft rank too low warning with 31 LW.

Quote:
In regards to facilities support I too do not have any "hard facts" but I find it difficult to believe a a support to crafting doesnt influence the same craft unless the system prompts you that this support is needed. It has nothing to do with the way FFXI might have been or not.


Do you find it hard to believe that not having the recommended training for a given recipe results in a penalty? And that when you have the recommended training that penalty is removed? So if that's plausible in your mind, then facility support removing the penalty associated with recipes that recommend it would be equally plausible, yes? Why do you assume it's a bonus? It's not. It removes a penalty. That's all it does.

Quote:
Regardless whether it does or not, since even the max support at r10 is about 400-600 gil each hour personally I think it would be worth spending that ammount of Gil. also keep in mind that I did not say that people needed to or had to use support, just that it would give them a good chance of success.


It does nothing for them. You have absolutely no evidence to support a claim that getting support for recipes that don't recommend it will give anyone anything beyond a lower gil total. And it's not just the gil cost. It's the time/anima cost to travel to the city that hosts the guild. I tend to maintain a supply of Fine Sand that I replenish at the alchemy guild in Ul'dah as necessary and then I can draw from that supply wherever I am in the world if I need to break down some crystals without having to worry about getting to Ul'dah if (for example) I'm in Gridania when my shard supply starts to dip. When I was using wire -> rings -> chain for SP through the 20s, I'd stock up on wire whenever I was in LL to take advantage of the Guild support because it was recommended by the recipe. From there I could take that wire anywhere and crank out some SP with wire -> rings synths. And it beat the hell out of feeling compelled to travel to LL every time I wanted to grind some SP on armorer.

You can't make claims like you're making unless you're able to back them up. You can't back them up. All you've got is an assumption that you've propped up with your own amateurish observations and it helps no one. Don't defend it.
#9 Dec 29 2010 at 3:48 AM Rating: Decent
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For the most important point that could be used to disprove your point of view is that regardless of how many ranks above the recepy you're using the game will always tell you that you should use Chainweaving Training on wire, the same thing does not apply to facility support, I haven't done it in a long time but I don't think I'm advised to use the facilities when doing Bronse wire for example.
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#10 Dec 29 2010 at 12:58 PM Rating: Decent
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Hugus wrote:
For the most important point that could be used to disprove your point of view is that regardless of how many ranks above the recepy you're using the game will always tell you that you should use Chainweaving Training on wire, the same thing does not apply to facility support, I haven't done it in a long time but I don't think I'm advised to use the facilities when doing Bronse wire for example.


You're on pretty shaky ground here. I still get told to use facility support for Brass Wire at rank 39. I get it for leves all the time. I can complete the synths without it because I'm so far above the optimal rank for the synth, but it still tells me that the recipe requires more advanced facilities. And even though I can complete the recipe, I notice a very dramatic difference without support compared to with. It's part of the recipe. It's not some calculation done with your rank vs. recipe rank vs. moon phase vs. Mi'qote cleavage. It's coded into the recipe and it will tell you to get the support no matter what rank you are.

And just to be more specific to your example, I just threw a couple of bronze ingots into the mats box and checked. At rank 38, Bronze Wire still recommends Guild Armorer's Forge.

I think you'll probably want to just stop. There's no argument you can present in favor of facility support for all things offering any kind of benefit. If the recipe calls for it, it's usually a pretty good idea to get it. If the recipe doesn't call for it, it's a waste of gil to get it.
#11 Dec 29 2010 at 9:28 PM Rating: Good
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Hugus wrote:

Leatherworking 30+

LW35 is what is needed to remove the penalty from all current recipes (actually, it might be higher than that for the Mosshorn scale mail.
Hugus wrote:

Weaver 20+

WVR35
Hugus wrote:

Alchemy 10+

ALC25
Hugus wrote:

Miner 25+

You don't technically need miner for any recipes, and seeing as ARM can't actually smelt the raw ore; MIN is useless by itself.
Hugus wrote:

Blacksmithing 20+

BSM isn't technically needed as a sub-craft for any recipes either and is only used supplementally if you're out to be more self-sufficient. I'm surprised you mentioned this one, and not Goldsmith, as Goldsmith performs that same function but with different metals.

GOLDSMITH

One you didn't even mention as I said above and one that IS used as a sub-craft on multiple recipes.
Hugus wrote:

Carpenter 17+

CRP35 as well.

If you want to get snippy you can add Botanist to the list as well so that you can get materials to level your subs or wood to make your own wood parts for shields.

These are just the ranks needed to remove the penalties on our current recipe list. We have no information as to whether having the sub raised past this point beneficial or not; however, as Aurelius said this kind of thinking is FFXI craft system thinking.

IMO even though these are the ranks at which all current penalties are removed we have two very good reasons to level some of these subs past what is listed and to level some of the classes not even mentioned on the list.

1) Down the line, if/when the level cap raises, the level we will need all of our sub-crafts at will raise along with it. This, being a long ways off, is a far less pressing concern than the other reason.

2) Complete ability sets for all synthesis types. With the changes in recent patches to Bold Synthesis, it is now tougher than ever to HQ high end gear/weapons. There is a now a heavier reliance on HQing all materials/parts from HQ gathered materials all the way to the finished product. To help more easily achieve HQs on all of your various materials/parts syntheses, you will want tailored ability setups to that end.

I hope I'm not alone in doing this, but I have a different ability setup for each Finish Items/Materials/Parts/Enhanced Items and Mass Production and swap between these sets depending on what I am making. Some of the other craft classes have some very useful abilities to get when making these different sets, like Culanarian and higher rank ALC/BSM.

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#12 Dec 30 2010 at 4:37 AM Rating: Decent
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Kilnaga wrote:

Hugus wrote:

Weaver 20+

WVR35
Hugus wrote:

Alchemy 10+

ALC25
Hugus wrote:

Carpenter 17+

CRP35 as well.


Could you please let me know which recepies you're refering to in these?

Kinalga wrote:

Hugus wrote:

Miner 25+

You don't technically need miner for any recipes, and seeing as ARM can't actually smelt the raw ore; MIN is useless by itself.
Hugus wrote:

Blacksmithing 20+

BSM isn't technically needed as a sub-craft for any recipes either and is only used supplementally if you're out to be more self-sufficient. I'm surprised you mentioned this one, and not Goldsmith, as Goldsmith performs that same function but with different metals.

GOLDSMITH

One you didn't even mention as I said above and one that IS used as a sub-craft on multiple recipes.


I never mentioned that they were needed as sub crafts and have tried to explain that they are only needed in conjunction with each other (MIN/BS) and even so it's only really usefull when you start doing Iron.

I've added Goldsmithing to the list, thank you.

I would also just like to make it clear that my only attempt at crafting in FFXI was Bonecrafting 40 and that that was like 5, 6 years ago. As such I have no idea how my opinion/view of the crafting system in FFXIV might be influenced or dependant on my experiences in FFXI.
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#13 Mar 10 2011 at 3:33 AM Rating: Decent
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A Look at Godsent Abilities

There are two types of Godsend abilities, the ones which will usually last for 3+ turns (4 if synthing its prefered type of synth) and the ones which will usually only last for 1 turn.

On the first ones although they last for longer than 1 turn they will not "stack" with each other and as such you will only be able to have one active at any one time and as soon as you activate one the previous one will fade. You will still be able to stack one of the first group with one or more of te second.

The second group of Godsend abilities, although will usually last for only one turn, these are able to stack with each other numerous times and even with one of the previous group. also worth mentioning is that these abilities will let you know whether they have succeeded or failed to activate, this leads me to believe that the first ones can also fail and you as a player are not aware of it.

This is mainly a look at the first (r10) godsend abilities crafters get and how helpfull these can be, as such they will (in my opinion) be all of the first group, lasting for 3+ turns. In my opinion there are three types of craft attempts, grind, quality on mats and quality on finished items which these abilities will affect.

Grind is usually caracterized by the use of Standard and Wait commands and usually we just want to make sure the overall synth is successful in the shortest ammount of time possible. This will require you sometimes, while doing synths 5+ ranks above you to save as much durability as possible to make sure you get to 100% progress.

Quality on Mats is when you try to get as high Quality as possible on items which you do not have the oportunity to use Touch Up (leves will most likely be on grind mode unless you are looking fo obtain mats from 100+ quality rate). Once again you want to save on durability, specially because when using Bold you will need to trade it off for quality.

Quality on Finished Items is when you try to HQ finished items which enable you to do Touch Ups. This will be an approach which will mix both Grind and QoM, personally I go for standard as much as possible unless I get a red orb or when I see I'm gonna be finished under 30-50 quality and then I will invest in some Bold commands.

Tender Touch

At a only 3 points cost and easilly obtainable at rank 10 Carpenter this is my Godsend ability of choice. What it appears to do is that regardless of whether your synthesis attempt fails or successeeds it will reduce the durability lost up to 3 points (personally seem it happen). This can easilly be seen when you fail a synth, sound and text tip match a fail, but you see a higher progress than durability loss on standard attempt.

This will reduce the durability loss and increase the possibility of perfect synth (no durability loss) which will then enable you to get further progress for less durability. This should also affect Bold (although I cannot be 100% sure) and as such be usefull to get more quality for less durability and help get HQ items.

Preserve

At he usual 4 points and easilly obtainanle at rank 10 Alchemy this would be my second choice of Godsend abilities. Basically it will keep the colour of the orb white whether stabilised or not and this offers you a better chance at successful synths.

This will offer you to get more successful synths and a better chance at getting the higher ratio of progress Vs. durability on Standard and enable you a better chance at an overall success. I've also experienced the use of Bold on "preserved" orbs with returns of up to 25 quality which will of couse be handy.

Fulfillment

At the usual 4 points and easilly obtainable at rank 10 Leatherworker this is my third choice of Godsend abilities. This will give you a better sucess chance at Standard, Rapid and Bold synth comands.

By being more successful you have a better ratio of progress Vs. Durability not only on white orbs but on all other as well (I would still not use it on destabilized/blinking orbs) regardless of the command you issued.

Maker's Muse

At the usual 4 points and easilly obtainable at rank 10 Blacksmith this is my forth and last choice of the must have Godsend abilities for all crafters. As Fulfillment but restricted to Standard command, this will give you a greater chance at successful synth attempts.

Once again, by being more successful you have a better ratio of progress Vs. Durability not only on white orbs but on all other as well (I would still not use it on destabilized/blinking orbs) but this time on Standard attempts. This can be usefull as well when doing QoFI to safeguard as much durability as possible for Touch Up.

Masterpiece.

Some crafter will disagree but personally I think that at the usual 4 points and easilly obtainable at rank 10 Weave this is one of the best Godsend abilities when you're looking for all those elusive HQs. As with Maker's Muse, Masterpiece will give you a better chance at successful synth but this time on Bold command only.

On QoFI I will only use this (and Fulfillment) when the orb shows red and I'll issue the Bold comand to try and get the quality bonus out of it but on QoM synths I tend to use it on every orb that is not blinking while I have durability to spare.

Everyone has their own preferences and there will be crafters that will prefer Harmonize or other rank 10 Godsend abilities to some of my choices. There will also be people that from having high rank crafts which I don't also have experience with abilities I have no such experience.

I would like to promote a discussion about the various abilities and theyr usefullness in various situataions.
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#14 Jun 04 2011 at 6:11 AM Rating: Decent
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Udated the original post with the following:

Quote:
Blacksmithing 30+

The most usefull things to come from doing BS are the abilities Maker's Muse atainable at rank 10, Ingenuity and Sublimation, both obtainable at rank 30. Sublimation specially will be very handy when you try to get those HQs with your ARM's off hand tool.
The usefulness of BS will only really come into effect at 20+ when you will be able to craft Iron Nuggets out of the ore, untill then you might also get the leve rewards which you can then turn into usable mats to grind ARM with.
BS also shares Smeltting Training with ARM and as such is another chance to save some ARM Guild Marks.
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