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    Guides for Final Fantasy 14!
    Crafting Basics
    So you’ve decided to get into crafting. Oh gods. Oi vey. Kidding, kidding. Just like battle classes, each Crafting class is its own independent class. These classes are:
    Carpenter: Deals primarily with Wood.
    Blacksmith: Uses Metal to create weapons, ingots, rivets, etc.
    Armorer: Like the Blacksmith, can create ingots, rivets, etc. Makes armor.
    Goldsmith: Makes jewelry and a few specific weapons.
    Leatherworker: Makes leather goods.
    Weaver: Makes goods out of cloth.
    Alchemist: Makes potions, like the one used to kill Kuzco.
    Culinarian: Makes food, glorious food.
    And, like the battle classes, Crafters have their own stats as well. These are Craftsmanship and Control. Craftsmanship affects how much Progress you get during Synthesis, using synthesis actions; while Control affects the amount of Quality you get during Synthesis, using touch actions. Additionally, you will need CP, or Craft Points, to complete actions.
    That’s all well and good, but what are Synthesis and Touch actions?
    Your two basic actions as a crafter, starting at level 1, are  Basic Synthesis and  Basic Touch.
    Synthesis actions increase the progress bar, or how “done” an item is. Touch actions increase an item’s Quality, for a chance at producing High Quality goods.

    Starting a Craft
    To start a craft, all you need to do is have the materials for the craft available, and select Synthesize. This will then open a window that shows you the current Progress and Quality, as well as an item’s Durability:

    Using Synthesis actions increases the Progress bar:

    When this bar reaches 100%, the craft will complete, disallowing the use of more actions.
    Using Touch actions increases the Quality bar:

    A quality bar that reaches 100% will guarantee that an item is High Quality, if progress is finished and the item is successfully crafted.
    If durability reaches 0 before progress reaches 100%, the craft fails, destroying all items used during the attempt.
    What are the actions other than Synthesis and Touch?
    There are actions outside of Synthesis and Touch that grant bonuses to each. By level 11, you will gain the  Inner Quiet skill, which is essential in crafting. Each stack of  Inner Quiet is granted by a Touch action, and increases your Control, which increases the amount of Quality gained when using further Touch actions.
     Observe allows you to skip a step, which may be needed if you have a Poor condition and are working on Quality.
     Waste Not and  Waste Not 2, gained at level 15 and 47 respectively, reduces by half the amount of craft Durability is consumed per action, and lasts 4 or 8 turns, depending on which action was used.
     Veneration is gained at level 15, and increases the amount of Progress gained per Synthesis action.
     Great Strides, gained at level 21, doubles the Quality given by the next Touch action. This is any touch action, but generally is used right before Byregot’s Blessing.
     Innovation at level 26 increases by 50% the Quality given by touch actions for 4 turns.
    What about all these things that aren’t called Synthesis or Touch?
    They’re actions that basically do the same thing, but have different effects. For instance,  Byregot’s Blessing, gained at level 50, consumes all of your stacks of  Inner Quiet to grant one massive Quality increase. These are things like  Name and  Brand of the Elements (rarely if ever used, don’t bother with these. I mean it),  Final Appraisal (again, rarely used). The useful ones are:
     Tricks of the Trade (level 13): Can be used when the condition is Good or Excellent, and returns 20 CP.
     Muscle Memory (level 54): Can only be used on the first step, and increases the Progress of the next Synthesis step by 100% within 4 steps.
     Reflect (level 69): Can only be used on the first step, and increases Quality, granting 3 stacks of Inner Quiet on use.
     Trained Eye (level 80): Immediately gives 100% Quality, but has to be on an item that is 10 levels lower than you.
    You mentioned Conditions, what are they?
    Conditions are how well the material you are working with will respond to a Touch action. Normal condition is what it suggests, that Touch actions work normally. Good quality increases the next touch action by 150%, excellent causes the next Touch action to critically hit for 400%. All Excellent conditions are immediately followed by the Poor condition, reducing the next Touch action by 50%. During Poor conditions, you may wish to use Observe to skip that step.

    Levequests are simple, repeatable quests with large experience rewards. They exist for both Disciple of War/Magic jobs as well as Disciples of the Hand/Land classes. In this guide we’re going to focus on the Disciples of the Hand, otherwise known as “crafters”.
    If you open your Journal, you will see at the bottom of the window you will have a certain amount of “Allowances”. In order to undertake a levequest, you must have an allowance to “purchase” the levequest, so to speak. You gain 3 leve allowances every 12 real hours, and a levequest will only ever cost 1 leve allowance. These allowances will continue to accumulate until you hit 100, then you will no longer gain leve allowances until you use one.
    Tip: You can see when you’ll get your next allowances in the Timers window under the Duty button in the main menu.
    To pick up a levequest, you’ll have to visit a Levemete, you can find them by looking for an NPC with this icon above their head.

    Speak with the NPC, and a dialogue box will open:

    Here you will want to select Tradecraft Leves. This will open a window that will present you with various quests.

    You’ll want to make sure you’re viewing the correct levequests for your class, you can select this by clicking on the class icon under the headings.

    Each of these levequests will ask you to deliver a certain item (or items) to the levemete. These can either be crafted, or purchased from a marketboard. You complete these levequests as you normally would do for a regular quest. You can continue to fulfil levequests until you have used all of your leve allowances.
    Levequest Locations
    Level 1 to 49: Ul’dah, Limsa Lominsa, New Gridania
    Level 1 to 9: Western Thanalan, Lower La Noscea, Central Shroud.
    Level 10 to 14: Western Thanalan, Western La Noscea, Central Shroud.
    Level 15 to 19: Eastern Thanalan, Western La Noscea, East Shroud.
    Level 20 to 29: South Shroud (All at Quarry Mill)
    Level 30 to 34: Eastern La Noscea
    Level 35 to 44: Coerthas Central Highlands (35 to 39 at the Observatorium and 40 to 44 at Whitebrim Front)
    Level 45 to 49: Mor Dhona
    Level 50 to 59: Ishgard
    Level 60 to 69: Kugane
    Level 70 to 79: The Crystarium

    Collectibles are items that you craft that have no use or value outside of being turned in for EXP and Scrips. Collectible crafting is available once your crafter has reached level 50, and will continue being useful to you all the way to 80, as you will need Scrips to be able to purchase your Master recipe books.
    Each class has its own items that can be crafted as a Collectible. These items all start with the phrase “Rarefied”. For instance, Rarefied Archaeoskin Grimoire:

    The goal of a Collectible synthesis is to increase Quality as much as possible (preferably to 100%), and then finish the craft. The higher the Quality is, the more EXP and Scrips you will get from turning the item in.
    Where do I turn my Collectibles in at?
    You’ll need to find a Collectible Appraiser. They are found in each major city state, Mor Dhona, Ishgard, Idyllshire, Kughane, Rahlgar’s Reach, the Crystarium, and Eulmore.
    Where can I use these Scrips?
    At the Scrip exchange, located right next to each Collectible Appraiser. Handy, aren’t they?

    Astrologian (Patch 5.5)
    So you want to be an Astrologian? So be it! As an astrologian, you are primarily a healer, with a focus on the Mind stat. What sets an Astrologian apart from the likes of the White Mage and the Scholar is that it uses Cards to grant buffs to party members. Let's go ahead and dive in!
    Astrologian's primary stat is Mind. This increases all of our base damage and healing.
    Our secondary stats are:
    Piety for increasing MP Regen Spell Speed for Casting Speed Determination to raise the base numbers on Damage and Healing skills. Critical Hit to increase the chance to Critical Hit Direct Hit to increase the chance to Direct Hit It is important to note that spells and abilities that function as healing are not affected by your Direct Hit. Healing spells cannot direct hit. They can, however, Critical. Direct hit is used only as a damage increasing stat, and only generally used in high-end raiding.
    How much Piety do I need?
    Only you can really get a feel for how much Piety you require on your gear. If you are having issues managing your MP over prolonged fights, you can increase your Piety via melds, food, or gear. Once you are comfortable on your MP needs, you can begin looking to the other secondary stats.
    What should my focus on Secondary Stats be, after Piety?
    Honestly, it's whatever you like. Most Astrologians will go for Critical, then Spell Speed (to tier), then Determination. In other words, once you are comfortable on Piety, you would add Savage Aim materia via Melding (through either a Crafter you know, or through the NPC inside the house), you would then focus on these secondary stats. Each piece of gear has a certain cap on these stats, for instance:

    You can see the Available Materia Enhancements at the bottom, along with the Current and Maximum amount of each stat added onto that item already.
    Healing 101
    Astrologian, as of the current 5.5 patch, has the option of what kind of healer they want to be. You can behave like a White Mage or a Scholar, and sometimes both! In Diurnal stance, the Astrologian skills that have "Aspected" in front of them act as White Mage spells, granting Regen effects. Conversely, Nocturnal stance gives you Scholar-like barriers. Benefic and Benefic 2 are your primary cast-time heals, and Helios is your primary AoE heal, similar to the White Mage's Medica. I will leave the rest of the skills until the end of this section.
    When do I heal, and when do I damage?
    Primarily, you'll want to heal once HP drops below a certain threshold. One that you are comfortable with the incoming damage not killing your Tank or party member before the cast or action can complete. Generally, I only start healing once HP has dropped below 60%, but this is honestly up to your discretion. You can find your party member's HP in 2 places: In the Party HUD, and the player's Nameplate.

    This gives you the current HP of the party member, visually and in total. So, when you cast a healing spell, such as Benefic or, in this case, Benefic 2, you will get flying text telling you the amount of the heal, and the player's HP bar will increase by that amount:

    Advanced Healing
    Now that we have covered basic healing, let's talk about what sets the Astrologian apart from the other healers. Astrologians are masters of setup, requiring you to know the fight to get the maximum potential out of your kit. With spells such as Earthly Star, Horoscope, and Neutral Sect, knowing your healing and damaging spells becomes even more important. In this section, I will cover how to use these healing spells to maximize your potential use of your Kit to get both Damage and Healing done.
    Let's discuss the skills that require setup, and have cooldowns. These are Horoscope and Earthly Star.
    Horoscope: When you use Horoscope , gained at level 76, it places a buff on all nearby allies called Horoscope. When they then receive a heal from either Helios or Aspected Helios, this is upgraded into Horoscope Helios. Using this skill again, or allowing the timer on Horoscope Helios to run out, will cast another heal on these targets. Once you cast Horoscope, the icon will change: . The buff appears on your buff bar: . 
    Earthly Star: Earthly Star is Astrologian's only Ground Target Area of Effect skill. Gained at level 62, when you select a target area, this spawns a zone:

    You will also notice that you become buffed for 9 seconds, called Earthly Dominance. Once the first 9 seconds runs out, you gain a second buff that lasts an additional 9 seconds called Giant Dominance. While you can recast Earthly Star at any point in time, the potency of the healing and damaging effects changes depending on which buff is active. Earthly Dominance will heal anyone in the zone for 540 potency from Stellar Burst, and Giant Dominance will heal for 720 potency from Stellar Explosion. This is much stronger than Helios, at 330 potency. Stellar Burst (Earthly Dominance) will also strike Enemies for 100 potency, and Stellar Explosion (Giant Dominance) will deal 150 potency.
    Now that you know what they do, using them becomes a bit more challenging. Both of these skills are skills that require you to know what's coming up in the fight. Earthly Star you will want to place 10 seconds before you know large AoE damage is going to be hitting your group, to give it time to charge up to Giant Dominance/Stellar Explosion.
    Emergency Healing
    OH NO! Someone's down to 15% or less of their HP! The Group's going to wipe!
    Worry not. Astrologian does have a few things to help when it comes to Emergencies.
    Essential Dignity is our version of Lustrate/Tetragrammaton/Benediction. The lower a target's HP is, the larger the healing from this skill becomes. It's a single target heal, just as the aforementioned ones, so it becomes useful on the tank or as an emergency heal for someone else.
    Lots of Incoming AoE Damage
    Celestial Opposition is a fantastic option when more AoE healing is required. Depending on your stance, this gives a heal and regen, or a heal and shields, and is an instant cast, off the global cooldown. This means you can use it between other instant cast spells, or while under Lightspeed.

    Recent changes to Collective Unconscious as well have made this an excellent option! for AoE healing. This reduces damage taken and gives a regeneration effect. Because of the changes, these effects are applied instantly to anyone already in the field when you activate the spell, or that move into the field after activation. Besides that, it's Yshtola's dome. What's not to like? The benefit here is that you can cast it, and stay in place to continue to provide the Mitigation benefit, or move (which breaks the cast) and still get the Regen benefit.

    The Cards, The Cards, The Cards Will Tell
    This is the Astrologian's main draw. It's primary mechanic. Drawing Cards, and placing those cards onto the right teammates, will increase the party's damage significantly. Each card drawn has a few different things attached to it that you want to watch out for. This is where our Job Gauge becomes extremely useful:
    This Gauge shows you the currently drawn card, and it's Seal of Arcana (in this case, the Star seal). There are 3 seals, tied to 6 cards. The seal on each card will never change, and these are:
    Sun Seal: Balance and Bole
    Earth Seal: Spear and Spire
    Moon Seal: Arrow and Ewer
    Additionally, the color of the outline of the card, a Blue-Green here, depicts what class this card buffs better. All of the cards have a set of classes they preferentially buff. The Blue-Green are for the Melee classes, while the Purple are for the Ranged classes:

    While in combat, using a card will place that card's Seal of Arcana into the top bar, as you see the Spear's Earth Seal slotted into one of the diamonds. It is generally a good idea to get all 3 seal types into this area before activating your level 50 spell, Divination, but not required to do so. Once you have at least 3 seals, you can activate Divination (1 seal type, for instance all Moon, will grant a 4% increase in damage for the entire party, 2 seal types, for instance 1 moon and 2 earth, will give 5%, and 3 different seal types will give a 6% increase). Just like your healing spells, Divination also has a range, equal to your Helios spell, of who it applies to.
    Astrologian will take some practice and getting used to the actions of Draw, Play (Which distributes the current card onto your target), or using Redraw to get a different card or seal before you will get a 3-seal Divination every time. Don't be afraid of tossing cards (Using your Lord/Lady cards on the appropriate DPS, Lady goes on Ranged, Lord goes on Melee!), or redrawing. Eventually, at level 70, you will also get Sleeve Draw, which gives you an arcanum card with a Seal of Arcanum that you do not already have active. Used when you have 2 different seals to grab that 3rd seal and get a divination out at the start of the fight.
    Another thing to note about using Draw is that it also returns MP to you. Using Draw and your role ability Lucid Dreaming (usually when your MP falls below 70-75% so it is back up when you reach about this level again), will ensure you are kept topped up.

    Changing your Chocobo's color in Final Fantasy XIV can be a bit convoluted, so we've made this easy, step-by-step guide to try and take the guesswork out of dying your chicken. Changing the color of your chocobo isn't an exact science. Even if you follow the steps of this guide to the letter, your chocobo may not end up the exact color that you are hoping it to be. However, it should be only a step or two away from the color of your dreams.
    Changing color is based around feeding your chocobo different foods in a specific way. These foods are: Doman Plum, Xelphatol Apple, Mamook Pear, O'Ghomoro Berries, Valfruit, and Cieldalaes Pineapple. There is also the Han Lemon which will reset the chocobo color back to default.
    Step 1
    Before you even start the process of changing your chocobo's color, you'll have to decide what color you want to make it! All personal chocobos start as Desert Yellow. From here, you can use the handy Chocobo Color Calculator to work out what steps you need to take to change the color.
    Step 2
    You'll have to stable your chocobo in either the free company stables, or a stable in your personal house (should you be lucky enough to have one!). Once your chocobo is stabled, you can right-click on the stable to Tend to your Chocobo. Next, select the Feed Chocobo option. This will allow you to select the food that you want to feed to your chocobo in order to change its colour.
    Step 3
    Now it's time to select your food! Following the feeding order on the Chocobo Color Calculator, feed your chocobo the color changing food. After a while, you will get the message Plumage change possible.

    After this point, your chocobo must remain in the stables until the time expires. If you Fetch your chocobo early, the color change will fail. You don't have to be online for this to work.
    Step 4
    When the timer has expired, you can now remove your chocobo from the stable and you'll get a nice little cutscene to show you the new color of your best avian friend!

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