Announcement

Collapse
No announcement yet.

mule advantages

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • mule advantages

    ok, i see alot of people talkn on the fourms about how they r going to have a mule for this, a mule for that (crafting skills and such). r there any advantages to doing it this way? why wouldnt they just do these with their normal characters?

  • #2
    Re: mule advantages

    You can have only 1 craft to 100 (excluding Fishing)per character. So you make a mule to get other crafts to 100.

    Hori retreated from battle. What a coward.
    Hori
    San d'Oria
    RDM/BLM/WHM
    (´ ゜ω゜`)
    Don't like to haste our precious NIN tank? You're not RDM, then. -Apple Pie/Grendal

    Comment


    • #3
      Re: mule advantages

      so u make a mule to do things liek crafting to imporve your normal character?

      Comment


      • #4
        Re: mule advantages

        When you get high level or level multiple jobs, you end up getting way more equipment than your character can hold. So you either have to sell and rebuy the gear a lot (and hope it doesn't get sent back to you), mail the stuff to yourself and use "return to sender", and take about 5 minutes to get anything new from your inbox, or just spend the extra $1.00 a month and get 80 more spots, as well as access to another AH.

        It is handy being able to mail all the random stuff I get from monsters to my mules and sell them on the AH from the mules. I ended up with 4 mules because I level just about everything... The only thing I haven't leveled seriously is DRG, and that's because I just haven't had time. >_>a Everything else I have at least some gear for, including level capped gear for WHM/SMN/BLM/RNG.

        I think I just got tired of buying something, then wanting to level something else and reselling the gear...only to want to level the first job again two weeks later and see the price triple.
        Generic Info!

        Comment


        • #5
          Re: mule advantages

          for normal players, they provide additional space to both inventory and auction house.

          for crafters, materials can scatter all over the place and having a mule in each city will safe you a huge amount of time to travel.
          There are painters who transform the sun into a yellow spot,
          but there are others who with the help of their art and their intelligence
          transform a yellow spot into the sun.

          - Pablo Picasso

          Comment


          • #6
            Re: mule advantages

            Originally posted by Hori
            You can have only 1 craft to 100 (excluding Fishing)per character. So you make a mule to get other crafts to 100.
            Really? I did not know that. So what happens with the other crafts? Do they stop leveling after a certain point?
            You know what, you can kiss my...

            Red Mage 38 | White Mage 10 | Black Mage 17 | Bard 10 | Ranger 03 | Alchemy 38 | Cooking 09

            RDM: Rose Duelist Mithra

            Comment


            • #7
              Re: mule advantages

              you can have one craft at 100 and the rest at 60. if you try to bump up the other crafts past 60, the 100 lvl one will drop the same amount.

              Comment


              • #8
                Re: mule advantages

                With the exception of fishing, which can be level 100 at the same time as another craft on the same character.
                Generic Info!

                Comment


                • #9
                  Re: mule advantages

                  i thought aside from fishing at 100. you can have another craft at 100. the second one at 80, an all the rest at 60.

                  Nin75, Bst75. Drk61, War61, Rdm40, All other jobs are 37. All 3 starting city missions completed. All Zilart missions completed. All CoP missions completed. TouA completed.

                  Comment


                  • #10
                    Re: mule advantages

                    Originally posted by little ninja
                    i thought aside from fishing at 100. you can have another craft at 100. the second one at 80, an all the rest at 60.
                    No you can't.

                    Each craft can reach level 60, after that you can gain a maximum of 40 more crafting levels. So you could have 1 at 100, the rest at 60 or 2 at 80.

                    Excluding fishing, like others have said.

                    Comment


                    • #11
                      Re: mule advantages

                      Well, that's good to know. Thanks everyone.

                      I never knew about that, nor do I recall reading about it anywhere. Guess that does give me some incentive to play my mules more now.
                      You know what, you can kiss my...

                      Red Mage 38 | White Mage 10 | Black Mage 17 | Bard 10 | Ranger 03 | Alchemy 38 | Cooking 09

                      RDM: Rose Duelist Mithra

                      Comment


                      • #12
                        Re: mule advantages

                        My situation is similar to Tirrock's taken to the extreme. ;3

                        I have at least 3 mules in each city. Some mules are dedicated to crystals (Yes, 3 mules 80 slot full each of crystals) in case I finally decide on which craft to take to 100. I have a mule which only holds armor. Another mule which only holds weapons. Another mule which holds gear that I cannot equip yet due to level requirements on main job.

                        Other mules are then subdivided by materials category, like alchemy and goldsmithing. Actually, I have a lot of mules, since it's spread out over 2 accounts

                        Sigh...

                        Comment


                        • #13
                          Re: mule advantages

                          A lot of people seem to have a hard time getting the crafting cap thing.

                          The best way I've heard it explained is you get 40 master points. Levels in synthesis guilds up to 60 are free, but to pass 60 you start spending master points. You can put them all in one craft and get it to 100, split them between two crafts and go 80/80 or 90/70, or if for some reason you wanted to level 4 crafts to 70 you could do that also.

                          Once you've spent all your master points, leveling one craft past 60 takes points away from your highest craft. So if you have Cloth at 100 and Leather at 60 for example, leveling Leather to 61 will delevel your Cloth to 99.

                          Edit: @ Aeni's # of mules
                          lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

                          Comment


                          • #14
                            Re: mule advantages

                            All of my mules hold equipment now, some more than others. That's what I get for trying to level everything at once. >_>a I have one mule that I made just for that, and currently carries my PLD, SAM, and MNK gear, when I'm not using them.

                            I just store everything, since with how much the economy fluxuates, it's safer to have 10k gil and a bunch of items than it is to have 10m gil and no expensive stuff. I got burned pretty bad when gilsellers started seriously camping o.kotes, fuma kyahan, and jujitsu gi. I sold my MNK gear for some RNG stuff (leaping boots...hairpin...I'm a bit excessive), then two months later all of the MNK items had doubled/tripled in price. Since then...I just hang onto anything of value that I feel isn't in danger of being replaced by a rare/ex version.
                            Generic Info!

                            Comment


                            • #15
                              Re: mule advantages

                              Originally posted by Aeni
                              My situation is similar to Tirrock's taken to the extreme. ;3

                              I have at least 3 mules in each city. Some mules are dedicated to crystals (Yes, 3 mules 80 slot full each of crystals) in case I finally decide on which craft to take to 100. I have a mule which only holds armor. Another mule which only holds weapons. Another mule which holds gear that I cannot equip yet due to level requirements on main job.

                              Other mules are then subdivided by materials category, like alchemy and goldsmithing. Actually, I have a lot of mules, since it's spread out over 2 accounts

                              Sigh...
                              im kinda like this as well, just not with so many mules. i have 1 that holds an farms all my crystals, mainly the high costing crystals, mainly fire, dark an light crystals. another mule in another nation holds all the signed armor i have obtained from friends over the years. my 3rd mule holds most of the materials i will craft with. then i have a jeuno mule to sell most of my HQ items to keep me freed up.

                              as for crafting i wasnt ever really sure. i thoguth i was told that you could have one at 100 an another one at 80. looks like they were wrong. i rpob would have found this out sooner, but i finally just got my last craft to 60. now im pondering what one to go to 100 with.

                              Nin75, Bst75. Drk61, War61, Rdm40, All other jobs are 37. All 3 starting city missions completed. All Zilart missions completed. All CoP missions completed. TouA completed.

                              Comment

                              Working...
                              X