HitomeOfBismarck wrote:
Oh? I've seen people swear by Ingenuity II. :X I've personally seen the advantages of ingenuity I when trying 1 star synths. Waste not seemed good to use in certain situations but I could never figure out where it would fit into a rotation since it sometimes lands you at an odd durability.
Glad I chose GSM. Maybe I'll do alchemy next. Can't actually access my account this weekend anyways!
Waste Not is great, I use it in my HQ macro for items below 1 star. There is no issue being at an odd durability; as long as you use a touch or synthesis on 3/4 of the turns, you will get 2 extra moves.
Waste Not II is horrible. You need 398 CP to make proper use out of it, current cap with food is 391. If you get a Tricks of the Trade in step 2, 3, or 4 you can pull it off, but you can't always count on that. By the time you have that much CP, you can get 100% HQ on consistent methods. With the next tier of recipes there might be a place for it.
edit - Forgot to mention Ingenuity II, at around 350 craftsmanship you can finish a 2 star recipe with a standard touch and a careful touch II using Ingenuity II, saving you a move. But that Standard Touch needs an adjustment to get it under Steady Hand, which makes it not worth it. Again, new tier of recipes might make it worthwhile, but for now it's junk (it doesn't nothing for quality gain for Ingenuity)
Edited, Dec 1st 2013 4:11pm by stouter