new synths dont need support, does nothing for the craft,
Try with the right skills, knowing your colors, and what stats are for what, doing any of the new synths at the 10 lvl cap or the old ones with the right book/support, you can hit the 1250 exp per synth.
woodworking masks are a good example.
Woodworking to 50
2-10
Lauan Half Mask x1→ Ice Shard x1 + Wind Shard x1 + Lauan Lumber x1 NPCs for 280+ Gil.
11-20
Willow Half Mask x1→ Earth Shard x2 + Wind Shard x2 + Willow Lumber x1 NPCs for 630+ Gil.
21-30
Oak Half Mask x1→ Earth Shard x3 + Wind Shard x3 + Oak Lumber x1 NPCs for 980+ Gil.
31-40
Yew Half Mask x1→ Ice Shard x4 + Wind Shard x4 + Yew Lumber x1 NPCs for 1330+ Gil.
41-50
Walnut Mask x1→ Ice Shard x4 + Wind Shard x4 + Walnut Lumber x1 NPCs for 1,505+ Gil.
The crystal amounts needed are to get Woodworking to 50 are the 2nd least needed only bested by Alch because Alch is making the Crystals.
You will need 9,000
Wind Shard, 8,000
Ice shard and 2,000
Earth Shard
Control vs Craftsmanship
Control and Craftsmanship are values associated with synthesis. These values are found on crafting gear and tools. These values, also called stats, are used to enhance the synthesis process. Control as a value affects risk and prevents destabilization, while craftsmanship affects the amount of progress made by successful actions and to a certain extent the success itself
Orb Colors and what to do.
1. White Orb- The most stable of the orb conditions and also the starting condition of the orb when a synthesis is begun. Typically I always strive to maintain the orb as white when possible using stabilizing commands. White orbs also tend to be the best condition for quality pushes (use of Bold Synthesis as well as advanced commands that further increase quality).
2. Yellow Orb- A slightly less stable version of white. This orb condition is usually pretty stable and can allow for quality pushes following a string of successful actions.
3. Red Orb- The least stable solid color orb I have found from experience. But, you will get the best quality from this color.
4. Flashing Multicolor Orb- When the orb changes in color and pulses between all colors this means the orb is the least stable. I recommend never using Bold Synthesis on a flashing orb unless you out rank the synthesis.
WHAT MOST EFFECTIVE MEANS
When an ability states most effective for finished items, that means it will last for 4 turns instead of 3. This is true for others that state materials/parts/finished items. The finished items, however, has to be used at the end to cary over into the touch up stage.
A single chance at +30% progress at the expense of -10 durability or less. If failed a maximum of -10 durability.
Assemble r35 CRP
Grand Design r35 WVR
Mass Production r35 ALC
Piece by Piece r35 ARM
Pride of Labor r35 GSM
All purchasable after r30 quest. They have essentially the exact same function.
The HAVE-TO HAVE ABILITIES
#1 Hand of the Gods-
ALC, R36 required and 12k Marks
I and every crafter I spoke with could agree on as a top priority ability to get. Hand of the Gods allows a player to take several actions without losing durability (4 actions for finished items and 3 actions for anything else) while increasing the difficulty. Hands of the Gods (often shortened to Gods) gives great protection against unstable and chaotic orbs. You actually can lose durability while Gods is active, the real value is -20 durability loss so chaotic orbs will often reduce durability greater then 20, thus resulting in a small loss.
For higher end finished items, Gods is most often used in two capacities, one being to push the progress through using standard synthesis where the goal is to simply end the synthesis with the highest durability value (leaving more Touch Up attempts), and the other capacity is called free bolds. Bold pushes during an HQ oriented synthesis are a double edged sword, with successful Bolds netting nice increases to quality and conversely terrible decreases in durability when they fail. With Gods active players effectively can Bold Synthesis without the fear of durability loss, however the difficulty component of Gods comes more into play when using Bold Synthesis, often producing unstables which as I described earlier are a very bad thing for HQ attempts.
#2 Ingenuity-
BSM R30 learned at rank up.
Effectively and very noticeably reduces the difficulty of your synthesis for 3 actions finished items and 4 actions parts. I use this on almost every synthesis with the exception of very low ranking parts. It has the passive ability due to the decrease in difficulty of restablizing orbs and adding quality to each successful action while it is active.
#3 Clean Slate-
LW guild, R36 required and 12k Marks.
Resets your progress to zero while maintaining quality, also destabilizes the synthesis. Clean Slate when it works is awesome, however it very rarely works (possibly intended, possibly bugged). I use it most on parts although it is intended for enhanced items. When clean slate works it resets the progress bar back to zero and retains the quality you have acquired. I use this ability for very low rank parts where I am using HQ materials. A successful Clean Slate can turn a final Quality value from 450 to a staggering 650. However, I have seen NQ's that high, and this further reinforces the idea that a parts relationship to ending quality is very random.
#4Manipulation-
GSM R30 quest required and 10k Marks.
This ability is actually one of a series of abilities that add quality to every action (including failures) based on the stat associated to it. In the case of Manipulation the amount of DEX you have will translate into dramatic increases in quality gained on every action. Two important points are that abilities like Manipulation are available from every Guild, with each Guild offering one based on a different stat, and the other point is that these abilities work even cross class where the given stat plays no stated part on the effect of a given tool. An example of this would be using Manipulation as a Carpenter using the MH tool and the player would still see an increase in quality on all actions even though Carpentry MH tool is governed by VIT.
Stats
Carpenter- MH/VIT - OH/DEX
Blacksmith- MH/STR- OH/MND
Armorer- MH/VIT- OH/STR
Goldsmith- MH/DEX- OH/INT
Leatherworker-MH/VIT- OH/INT
Weaver- MH/DEX- OH/MND
Alchemist- MH/INT- OH/PIE
Culinarian- MH/MND- OH/PIE