Hard to say as all it does is add a little to how long you have wait between casts which will happen anyways when you catch stuff regardless of zone. I'd say it's probably time in zone like it used to be back when it mattered but really not worth zoning generally just so you only have to wait 8 instead of 10 seconds
Ah cool, thanks. That doesn't matter to me so I won't worry about it.
Does anyone have any tips for finishing the chatoyant staff synth? I planned to try earth > water > ice > darkness > light, but I never actually got past water. It overloaded at 15 a couple of times, which I'd never seen before. In general, there were too many leaks, overloads, etc. to get anywhere near the end before time ran out.
Your order is right. Keep impurities below 30% at all times and it won't explode. Leaks are gonna happen you can control the leak by stacking an easy element to leak. Like take earth over 30 (make it the highest) the you know it will be the leak. Its a really easy synth since the elements are spaced apart. (leaks won't throw off the balance of key elements)
Also a good way to lower the leak time is to take each element to 20ish (if it goes that high or higher) since it wont leak that low. Get your impurities down then go up on something
I would try and balance light and dark first since it's possible to ruin your attempt if these two don't align well enough.
It's pretty lenient on the dark/light. I've finished with light on 20 once lol. But if you do do that just make sure to put another element decently above 30 and hope SE doesn't counter your preplanning by making it not leak. I swear everytime I put something high on purpose to leak down it refuses to
Thanks for the tips. I was able to finish the synth. earlier this morning after about 20 tries. Most of those tries could have been avoided had I known more about synergy, though, and I actually got the end synergy message once before but was unable to click end synergy in time. There does seem to be some leniency on the light balance, as I was able to finish the synthesis at 10 light rather than 15.
I was eventually able to complete the staff by taking each of the elements to 15 or so, then dark/light to 30/15. It was basically a race from there to get everything else to 30 before running out of time.
This won't help anyone who is experienced at synergy, but for anyone who basically just got done spamming to 80 and wants to make a staff, here's a summary of everyone's tips: Keep impurities below 30%; each fewell raises impurities by 5% in my limited experience, so plan to lower impurities every 6 trades. Having safety lever at level 5 usually reduced impurities to 0%, sometimes 1-10%. You can go above 30%, but it's a gamble; there was an incident where the furnace overloaded at 31% (after trading at 26%), and also one where I spammed to 40% (trying to finish in time) without an overload.
Leaks are game enders if you haven't taken countermeasures to handle them. You can either raise one element above 30 and try to force it to leak down to 30, or you can try to stop the leak. Each method has disadvantages; leaking down to 30 is sometimes difficult since leaks can take away 2 fewell/tick, which is pretty fast. There's also an element of randomness in leaks; having earth at 50 and water at 21 might lead to a water leak rather than the intended earth leak. On the other hand, patching a leak isn't a 100% success rate, and sometimes requires multiple trades using up a lot of time.
You stop leaks by trading the element the leak is strong to (earth leaks need thunder fewell, etc.), which is usually the element directly below the leaking element in the menu, except for in the case of a water leak since fire is at the start of the list. Light and dark stop each other from leaking, but it's a mess if you get a leak when one is at the ideal amount.
If you're trying the synthesis solo, you probably won't succeed on the first try. There's a lot you can't control in synergy, in fact there's very little you can control. Having feed fewell at level 5 helps (and is probably necessary) but the amount you get from each trade is still random (between 6-10 barring surges). It takes quite a few trades to get all the elements aligned, and taking into account leaks and impurities you're really racing against time.
If you decide to get a friend to help, make sure one of you is paying attention to impurities. You don't get to see the status of the furnace when someone else uses fewell, and the view furnace readings option is slow, so I'd suggest counting each fewell as 5% and using the safety lever every 5 trades.
Finally, buy fewell from the auction house. You probably won't need to restock most elements if you start at 99, but you'll definitely need dark fewell since the safety lever uses 6. You'll be better off selling your individual staves and buying a chatoyant staff than restocking fewell at the Synergy NPC.
Well one thing you can do to help the fight against time is have 5/5 healing. You wont time out with that if you pay attention though you might get stuck at fucked alignments. Then again you could get stuck hit end thinking you failed and actually succeed like I did on one lol. I've only done 4 by now solo but that was all of 6-7 attempts. Well there was another where someone tried to help some and kinda messed things up but lets not count it lol
Is that Repair Furnace? Does that actually restore HP to the furnace? I've used it by accident a couple of times, but I never noticed that it did anything.
You need to spam it and have 5/5 into it for it to be worth it but when you do it's amazing
Well...nuts...
... I'm glad I know about it now. That changes everything!
Does anyone have a level 88-90ish craft with stall? I want to verify that stall itself is indeed +5. I figure the best way is to put stall in MH, wear no other skill gear, and attempt the appropriate level 100+ synth that requires +5 to attempt it.
ex if you're level 90 alchemy, attempt hexed doublet (110) synth....I think that's right 90+15 means they can naturally try 105, add stall +5 = 110.
Sounds good, I'm hoping it's just bad luck but I haven't hq'd a single piece of hexed gear yet and I'm @ 107.3. In theory, I skilled up through about 3 levels of T1 hexed gear....In reality it doesnt not change my path to 110, but it's just a sanity check
I've receive PMs from people that think you need Stall and one other piece of Furniture to get Skill +5. Do you have the Mega Moglification?