What abilities you need:
-Tricks of the Trade (Alchemist level 15) - it restores 45 CP... activatable only during a certain stability.
-Comfort Zone (Alchemist level 43) - restores 10 CP every step for 10 steps.
-Manipulation (Goldsmith level 15) - restores 5 durability every step for 10 steps.
-Hasty Touch (Culinarian level 15) - increases quality and costs 0 CP Efficiency: 100% Success Rate: 50%
-Rumination (Carpenter level 15) - removes Inner Quiet and restores CP based on number of times you successfully raised quality. You might be able to get by without this but probably not.
-Inner Quiet (any crafting class level 11) - grants a bonus to control with every increase in quality.
What is nice to have:
-Careful Synthesis 2 (Weaving level 43) - Increases progress. Efficiency: 100% Success Rate: 100%. Not really needed but I use this instead of Standard Synthesis to get my progress within 1 short of finishing before I start raising quality... then finish with this.
What you do:
Start with Comfort Zone, then Manipulation. Anytime Tricks of the Trade is ever available to use... use it. Anyways Careful Synthesis (or Standard), Inner Quiet, Careful Synthesis (or Standard) until you are 1 Careful away from completeting. Then start spamming Hasty Touch. Hopefully you got some Tricks of the Trade procs... or else you won't have the CP to refresh Comfort Zone/Manipulation. If you did... use Comfort Zone/Manipulation immediately when they run out (unless your Tricks of the Trade procs and then use Tricks and follow with Comfort Zone/Manipulation). Sometimes you will notice your durability start to get down there... and you will need to hit your Ruination and Inner Quiet right after. While you have Manipulation going this will increase your durability by 10... and you will get 5 durability anytime you proc Tricks of the Trade or do any ability (anything not a Touch or Synthesis). Basically as long as you get decent amount of Tricks of the Trade procs and keep re-applying Comfort Zone/Manipulation... you can keep Hasty Touching forever.
I finished a couple HQ synths at step 99... some well over 100 (it only shows up to step 99).
Anyways. I'm not sure what to think about it. As someone with level 50 every craft I think I should be able to HQ anything I darn well please... and that was a flaw in 1.0 where even with 50 everything... some things at best you had a 50% of HQ'ing (and some of those HQ mats you used took eons to farm).
Who knows if crafting and these abilities will be the same when the real game comes out. Just sayin... as of right now... if you got those abilities (and only the Alchemist one is really high level)... you can probably HQ every single thing as long as you don't unlucky and don't get any Tricks of the Trade procs.
Have a bump.
"Fascism should rightly be called Corporatism, as it is the merger of corporate and government power." - Benito Mussolini
Ah that is some excellent info, zazz, thanks!
It's going to take me a while to relevel all those classes on a new character, but that's what I'm going to do. There has been some very helpful crafting info posted a couple times on this site now, so I am really looking forward to doing that.
I really like the way they redid crafting for this game.
Goodbye, beloved friend. One day soon, I will see you again.
Excellent work zazz top notch as usual.
"some have suggested that it might be a side-scroller were raiden shoots lightning out his ass."
- Beast118 on Metal Gear Solid Rising
-Comfort Zone (Alchemist level 43)
How well does this work without Comfort Zone? I'd like to HQ items without a Level 43 skill.
"While I make no habit of charity, I could not well abandon so goodly a wench to rogues."
Good stuff i gotta save this somewhere
I thought I had read that you couldn't mix crafting abilities between different classes. LIke a weaver couldn't use carpentry skills as an example.
Guess I was wrong though.
This is great information... though it'll be a far away concern for me! Haha.
I'd like to get every craft to 50 eventually, but it'll take me a good long while :P
Good post though; really highlights the complexity of crafting quite well.
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I don't think a lv50 should be HQ'ing everything. HQ should be relatively rare. I am not a fan of having it completely luck dependent though. Someone's 50% can be way unluckier than someone else's 10%. But, idk what else you can do.
The reason I don't like guaranteed HQ's is what happened in LotrO. HQ gear became the default expected result from crafting and the normal quality gear was vendor trash. There was no point to making normal quality gear, other than to level up to the point you could make HQ. Hopefully in this game HQ isn't significantly better than NQ. An extra stat point here and there is enough.
This is terrific. Thanks for this!
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