FFXIV gathering: efficiency & gil
Doubling up node windows, passive retainer income, and which materials actually sell.
Two nodes, one window
An unspoiled or legendary window runs about two Eorzea hours (roughly six real minutes) which is long enough to clear more than one node. Plan a short route: hit the first node, then mount straight to a second timed node sharing the window (or a regular node nearby) before the clock runs out. Fieldcraft's countdowns are built for exactly this: line up which windows overlap so you're never standing around waiting on one.
Retainers: gathering while you're logged off
Your retainers can gather for you. Assign one to Miner, Botanist, or Fisher (up to your own level in that job), hand it a tool, and send it on gathering ventures. It comes back with materials whether or not you're online. It's the most reliable passive income a gatherer has.
- A retainer's Gathering stat only has to clear the minimum an item asks for; past that it does nothing for quantity.
- Perception is the stat that matters: on targeted ventures it drives how many items the retainer brings back each run.
- Ventures open up a little after the level-17 story beat; a spare set of scrip gear is plenty to kit out a gatherer retainer.
What's actually worth gathering
Gil follows demand, and demand follows crafters. The evergreen earners:
- Scrips into materia and gear: turn Purple and Orange scrips into the melds and cap gear that crafters and gatherers re-buy every tier.
- Aethersand from ephemeral reduction feeds master-recipe crafting, so it sells steadily instead of spiking and crashing.
- Current timed mats spike hardest the week a patch drops and everyone is leveling crafters. That first window is where the money is.
Chase the new-content spike, then let retainers grind the steady stuff in the background.