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On Healing Hands - A Comprehensive WHM Guide
Serveur: Odin
Game: FFXI
Posts: 282
By Odin.Skjalf 2014-08-08 13:55:51
The new Ifrit Ring +1s work. ^^
(Done with VV/RR/AO Atmas, no food, no Boost spell, no buff items, lights not built-up, while using this gear set.
and...
and...
(no buffs)
Meow :3
By fractalvoid 2014-08-08 13:57:00
[+]
Serveur: Odin
Game: FFXI
Posts: 943
By Odin.Calipso 2014-08-12 06:05:37
Dunno if this was common knowledge or not, but looking like the Afflatus Solace/Cure potency goes past the 50% cap.
Someone feel free to verify.
Original cure III: 490.
After 2 JP (With Solace up): 496.
After 4 JP (With Solace up): 502.
After 4 JP (With Misery up): 490.
Yay, some JP to be excited about!!
[+]
Carbuncle.Legato
Serveur: Carbuncle
Game: FFXI
Posts: 102
By Carbuncle.Legato 2014-08-12 06:08:06
wow that is great. me and my LS members were discussing that and nobody could really understand if the fixed amount thing would bypass 50% cap! nice to see you discovered it does :D
Serveur: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2014-08-12 06:33:33
So it's basically as expected: functionality identical to Magic Damage in that it adds directly to the base cure amount. Ergo, 1 JP adds 2 to the cure, but 50% cure potency increases this value to 3. It's not breaking 50% cure cap at all.
[+]
Quetzalcoatl.Kainstryder
Serveur: Quetzalcoatl
Game: FFXI
Posts: 326
By Quetzalcoatl.Kainstryder 2014-08-12 06:37:53
So, either they broke the game or this is intentional, but Solace is now giving stoneskin effect to Cura and Curaga spells.
Serveur: Odin
Game: FFXI
Posts: 943
By Odin.Calipso 2014-08-12 06:43:17
Oh my, so it does. Hope this is intentional!
Serveur: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2014-08-12 06:46:05
Nothing in the patch notes about it, so I highly doubt it was intentional... :/
Serveur: Odin
Game: FFXI
Posts: 282
By Odin.Skjalf 2014-08-21 05:41:11
Must say, dual-wielding Gabaxoreas (Path C: Accuracy+10 DEX+7 Phys. dmg. taken -3%) is fun! The low delay (Delay:216) is very nice. Furthermore, the both the melee attack and weapon skill damage is surprising good. While Realmrazor / Hexa Strike damage might be 1~2k+(?) less than with Mjollnir with Sindri / Cagliostro's Rod, it seems mobs can be killed faster due to the lower delay. Reminds me of the days of using two STR Tutunuis. :)
By Firebrandt 2014-08-25 12:53:36
Hey all, I just returned from a 6-year break so all of this equipment and these abilities are a bit foreign to me.
I am currently level 88 but am preparing for what gear to aim for once I am 99.
Are the gear sets in the OP relatively current? Also, I noticed that there is little difference in terms of amount cured between the Optimal Healing skill set and the high MND set. I was going to just aim for the high MND set since it'll also help with Enfeebles, but am I missing something? Sort of seems like a no brainer...
Thanks!
Ragnarok.Nemesio
Serveur: Ragnarok
Game: FFXI
Posts: 747
By Ragnarok.Nemesio 2014-08-25 13:00:38
Hey all, I just returned from a 6-year break so all of this equipment and these abilities are a bit foreign to me.
I am currently level 88 but am preparing for what gear to aim for once I am 99.
Are the gear sets in the OP relatively current? Also, I noticed that there is little difference in terms of amount cured between the Optimal Healing skill set and the high MND set. I was going to just aim for the high MND set since it'll also help with Enfeebles, but am I missing something? Sort of seems like a no brainer...
Thanks!
Sets are pretty current. Healing Magic Skill effects cures much more than MND now. So that's the reason for that.
Quetzalcoatl.Wakmidget
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1388
By Quetzalcoatl.Wakmidget 2014-08-25 13:01:01
Emyprean armor is still quite good for WHM, and pretty easy to get now with some cheap item level gear.
Body is a must have for single targets cures whenever you have Afflatus Solace up.
Legs are extremely nice for cure as well as they convert 5% of the amount you cure for back into MP, therefore reducing your MP cost of your cures.
Feet are still a strong Enhancing Magic piece.
Head still has a nice side bonus for being able to occasionally AoE you -na spells erase for Non-Yagrush WHM's.
and 4/5 (everything but legs) are still very nice to use for the set bonus on bar spells.
Cerberus.Conagh
Serveur: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2014-08-25 13:24:31
Here is what I use for various ~ it's not a comprehensive list, and I'm sure the Holy and Curaga sets might be improvable, but these sets are definitely Good and gives you an idea what to use.
FYI My Gandewitha has Max Potency Augments ~
Cure precast:
ItemSet 320299
Cure Spell:
ItemSet 320295
Curaga Spell:
ItemSet 320019
ItemSet 320296
Barspell:
ItemSet 320298
Enfeebling :
Notes: Staff is DMG+ 16 MND+6 Macc+22
ItemSet 320303
Holy & Banish:
Notes: Staff is DMG+15 CHR+5 MAB +15
ItemSet 320305
Quetzalcoatl.Wakmidget
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1388
By Quetzalcoatl.Wakmidget 2014-08-25 15:21:37
Hey all, I just returned from a 6-year break so all of this equipment and these abilities are a bit foreign to me.
I am currently level 88 but am preparing for what gear to aim for once I am 99.
Are the gear sets in the OP relatively current? Also, I noticed that there is little difference in terms of amount cured between the Optimal Healing skill set and the high MND set. I was going to just aim for the high MND set since it'll also help with Enfeebles, but am I missing something? Sort of seems like a no brainer...
Thanks!
Healing Magic Skill effects cures much more than MND now.
Only on single target, Curaga still goes by the old formula.
[+]
By perryk 2014-08-25 17:10:34
The sets in the OP are not too horribly out of date. The main things missing from the OP are the Theophany+1 set and the Piety+1 set. It's not too hard to tell from the stats on those where they fit in to the picture, and I think there were several posts here about them when they came out. There are a couple nice items from the High-tier missions also missing. These items do let you have a little more leeway in some of the max sets - for example, you can reach Cure potency+50%, and emnity-50 in one set with slots leftover for more healing magic skill, conserve mp, or whatever else you want.
That stuff is all really icing on the cake - as others mentioned, the Orison+2 set is still whm's bread and butter. Get that whole set, get a +50% cure potency set, and build from there.
Ragnarok.Evalyn
Serveur: Ragnarok
Game: FFXI
Posts: 114
By Ragnarok.Evalyn 2014-08-25 17:46:34
I don't play WHM, so my knowledge is rather limited, but would it not be more beneficial to equip the entire Orison armor set because it augments the barspell, or is the +27 effect on the Piety pants more beneficial?
Bismarck.Ihina
Serveur: Bismarck
Game: FFXI
Posts: 3187
By Bismarck.Ihina 2014-08-25 18:19:11
Piety Pants
By perryk 2014-08-26 07:57:37
Piety Pantaloons +1 give you 30 additional magic resistance on barspells (and +22 enhancing magic, which is effectively 5 additional resistance, since you can't reach 500 enhancing with 4/5 Orison without Piety Pants). Each piece of Orison+2 gives you a 2% chance of completely resisting magic of the same element as the barspell. So you're looking at:
Orison pants: 2% chance of completely resisting
Piety pants: Increase from ~155 resistance to 190 resistance, a 22% increase in elemental resistance on every spell.
Piety pants are definitely the way to go.
Quetzalcoatl.Wakmidget
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1388
By Quetzalcoatl.Wakmidget 2014-08-26 09:27:59
Piety Pantaloons +1 give you 30 additional magic resistance on barspells (and +22 enhancing magic, which is effectively 5 additional resistance, since you can't reach 500 enhancing with 4/5 Orison without Piety Pants). Each piece of Orison+2 gives you a 2% chance of completely resisting magic of the same element as the barspell. So you're looking at:
Orison pants: 2% chance of completely resisting
Piety pants: Increase from ~155 resistance to 190 resistance, a 22% increase in elemental resistance on every spell.
Piety pants are definitely the way to go.
Bolded part means nothing, since barspells as far as I have seen, are not subject to the 500 Enhancing Magic cap. 5 Enhancing Magic = 1 Barpsell on the stat menu. And keeps going over 500 Enhancing Magic.
It's the only enhancement stat I've seen that does that. It doesn't change the fact that piety pantaloons +1 are still better just because of the sheer massive amount of barspell they add, though.
By perryk 2014-08-26 12:39:02
Quetzalcoatl.Wakmidget said: »Piety Pantaloons +1 give you 30 additional magic resistance on barspells (and +22 enhancing magic, which is effectively 5 additional resistance, since you can't reach 500 enhancing with 4/5 Orison without Piety Pants). Each piece of Orison+2 gives you a 2% chance of completely resisting magic of the same element as the barspell. So you're looking at:
Orison pants: 2% chance of completely resisting
Piety pants: Increase from ~155 resistance to 190 resistance, a 22% increase in elemental resistance on every spell.
Piety pants are definitely the way to go.
Bolded part means nothing, since barspells as far as I have seen, are not subject to the 500 Enhancing Magic cap. 5 Enhancing Magic = 1 Barpsell on the stat menu. And keeps going over 500 Enhancing Magic.
It's the only enhancement stat I've seen that does that. It doesn't change the fact that piety pantaloons +1 are still better just because of the sheer massive amount of barspell they add, though.
Huh. Are you sure? I've never tried it myself, but bg-wiki says it caps at 500:
http://www.bg-wiki.com/bg/Barspells
Quote: Elemental Barspell potency caps at a base of +150 or 500 Enhancing Magic Skill. WHM can increase this to up to +185 with merits and gear.
Was this changed at some point? Obviously this is somewhat out of date, since merits and gear can now increase this to at least 190, even with a 500 cap.
Also, over 300 skill, every 4 skill gives 1 additional resistance.
Cerberus.Conagh
Serveur: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2014-08-26 12:43:54
Quetzalcoatl.Wakmidget said: »Piety Pantaloons +1 give you 30 additional magic resistance on barspells (and +22 enhancing magic, which is effectively 5 additional resistance, since you can't reach 500 enhancing with 4/5 Orison without Piety Pants). Each piece of Orison+2 gives you a 2% chance of completely resisting magic of the same element as the barspell. So you're looking at:
Orison pants: 2% chance of completely resisting
Piety pants: Increase from ~155 resistance to 190 resistance, a 22% increase in elemental resistance on every spell.
Piety pants are definitely the way to go.
Bolded part means nothing, since barspells as far as I have seen, are not subject to the 500 Enhancing Magic cap. 5 Enhancing Magic = 1 Barpsell on the stat menu. And keeps going over 500 Enhancing Magic.
It's the only enhancement stat I've seen that does that. It doesn't change the fact that piety pantaloons +1 are still better just because of the sheer massive amount of barspell they add, though.
Huh. Are you sure? I've never tried it myself, but bg-wiki says it caps at 500:
http://www.bg-wiki.com/bg/Barspells
Quote: Elemental Barspell potency caps at a base of +150 or 500 Enhancing Magic Skill. WHM can increase this to up to +185 with merits and gear.
Was this changed at some point? Obviously this is somewhat out of date, since merits and gear can now increase this to at least 190, even with a 500 cap.
Also, over 300 skill, every 4 skill gives 1 additional resistance.
You would be right Perryk, but the 500 cap does not exist on Barspells, it does for everything else however. This wasn't changed, its just that is wasn't easy to get past 500 skill substantially enough to properly test it.
Cerberus.Conagh
Serveur: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2014-08-26 12:49:22
My sets are pretty much top tier (minus +1 legs but meh) I have 0 mp issues on tojil runs without Ballads (Makira and Kitha can atest to this) which isn't much to brag about but, compared to most whm's thats definately a big deal as they can't survive without it.
These sets allow for decent recast / mp tic during spells and a high amount of Cure potency allowing for more MP efficiency per spell.
The Barspell set is as good as you can get without adding skill earrings and +1 legs. 2% to nullify is *** nothing, why take a chance to take 0 damage against a spell that deal 800 damage when it can be reduced to 510 by adding these pants? Seems counter intuitive to me ~
WHM is very common sense to play you can pretty much get away with a good curaga set, a half arsed Cure set and a Reasoable barspell set, if you don't have reforged relic yet, Relic +2 are Still CONSIDERABLY BETTER than AF3+2 pants for barspells.
Asura.Loire
Serveur: Asura
Game: FFXI
Posts: 563
By Asura.Loire 2014-08-26 13:17:55
My sets are pretty much top tier (minus +1 legs but meh) I have 0 mp issues on tojil runs without Ballads (Makira and Kitha can atest to this) which isn't much to brag about but, compared to most whm's thats definately a big deal as they can't survive without it. Devil's advocate here but all of the delve 1 NM curing for the most part can be handled easily with accession regen IV minus boss and throat stab-esque moves so even then without outside refresh source that isn't really a great picture to paint for efficiency.
By Jetackuu 2014-08-26 13:20:42
I get to gear my whm soon, and I'm not looking forward to reading this thread...
Leviathan.Fosco
Serveur: Leviathan
Game: FFXI
Posts: 70
By Leviathan.Fosco 2014-08-26 15:00:18
I get to gear my whm soon, and I'm not looking forward to reading this thread... You only need to read the first page and the last 2~3 pages and you'll be fine.
[+]
By Jetackuu 2014-08-26 15:04:29
I have a lot of the items to relic+1 stuff, and have the orisons +2 set (thank you login campaigns+ a bit of farming), but need a crapton of seals to reforge the relic and af still, I know not all of it is "useful" but I like my ***in sets.
I'm mostly going to have to just look at the cap #'s and work off that, I don't use gearswap, but I may consider it.
Cerberus.Conagh
Serveur: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2014-08-26 15:04:56
My sets are pretty much top tier (minus +1 legs but meh) I have 0 mp issues on tojil runs without Ballads (Makira and Kitha can atest to this) which isn't much to brag about but, compared to most whm's thats definately a big deal as they can't survive without it. Devil's advocate here but all of the delve 1 NM curing for the most part can be handled easily with accession regen IV minus boss and throat stab-esque moves so even then without outside refresh source that isn't really a great picture to paint for efficiency.
Thats why I said its not a big deal ~
but you are right about that.
Bismarck.Stanislav
Serveur: Bismarck
Game: FFXI
Posts: 120
By Bismarck.Stanislav 2014-08-28 10:39:19
My sets are pretty much top tier (minus +1 legs but meh) I have 0 mp issues on tojil runs without Ballads (Makira and Kitha can atest to this) which isn't much to brag about but, compared to most whm's thats definately a big deal as they can't survive without it. Devil's advocate here but all of the delve 1 NM curing for the most part can be handled easily with accession regen IV minus boss and throat stab-esque moves so even then without outside refresh source that isn't really a great picture to paint for efficiency.
Thats why I said its not a big deal ~
but you are right about that.
If you're not getting songs, get a new bard
Cerberus.Conagh
Serveur: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2014-08-28 10:50:02
Bismarck.Stanislav said: »My sets are pretty much top tier (minus +1 legs but meh) I have 0 mp issues on tojil runs without Ballads (Makira and Kitha can atest to this) which isn't much to brag about but, compared to most whm's thats definately a big deal as they can't survive without it. Devil's advocate here but all of the delve 1 NM curing for the most part can be handled easily with accession regen IV minus boss and throat stab-esque moves so even then without outside refresh source that isn't really a great picture to paint for efficiency.
Thats why I said its not a big deal ~
but you are right about that.
If you're not getting songs, get a new bard
We did it as a challenge to prove to another player in group it was possible. BRD was constantly asking if I was sure ;)
It's more a point to show that the set sposted are good enough to get it done without it. I'm not advocating not having songs if they're available.
The contents pretty blah, I needed a way to keep it entertaining.
Cerberus.Spirachub
Serveur: Cerberus
Game: FFXI
Posts: 516
By Cerberus.Spirachub 2014-08-28 10:57:19
Bismarck.Stanislav said: »My sets are pretty much top tier (minus +1 legs but meh) I have 0 mp issues on tojil runs without Ballads (Makira and Kitha can atest to this) which isn't much to brag about but, compared to most whm's thats definately a big deal as they can't survive without it. Devil's advocate here but all of the delve 1 NM curing for the most part can be handled easily with accession regen IV minus boss and throat stab-esque moves so even then without outside refresh source that isn't really a great picture to paint for efficiency.
Thats why I said its not a big deal ~
but you are right about that.
If you're not getting songs, get a new bard
We did it as a challenge to prove to another player in group it was possible. BRD was constantly asking if I was sure ;)
It's more a point to show that the set sposted are good enough to get it done without it. I'm not advocating not having songs if they're available.
The contents pretty blah, I needed a way to keep it entertaining.
Replace your DDs with pups, that should keep you entertained for a while
Note: The guide will not be updated at this time due to personal real life commitments. My completely biased opinion is that this guide is still an incredible resources for any WHM, aspiring or not, and the majority of the theory presented in this guide will most likely remain appropriate for many years to come. Item sets have not been updated since August 17, 2013.
On Healing Hands - A Comprehensive WHM Guide
Part 1 - Introduction - “So… I hear you enjoy healing!”
Part 2 - Job Traits and Abilities - “Wait… I can do that…?”
Part 3 - Sub Job Selection and Merits - “I put on my wizard’s hat, no wait!”
Part 4 - Spells and Equipment - “Ooooh… shiny!”
4a) Healing Magic - “Making sure a DD only cares about flattening things”
4b) Enhancing Magic - “Proccing Haste, huh?”
4c) Divine Magic - “I got a laser… that was blessed by the heavens!”
4d) Enfeebling Magic - ~ Insert malicious grin here ~
4e) Miscellaneous Spells and Gear Sets - “What’s that in your Gobbie bag?”
Part 5 - Tips and Tricks to playing White Mage - “Nuances? What’s a nuance?”
5a) White Mage Spellcast - “Can you PLEASE stop blinking?!”
Part 6 - Applying Mace to Face - “Stop! It’s Hammer Time!”
6a) The Right Tools - “Preparation Time”
6b) Weapon Selection - "Do I use Meat Tenderizer A or B?"
6c) Wardrobe of Mass Destruction - "I think the title says it all"
6d) Nuances of Smashing Face - "How many hands do you think I have???"
6e) White Mage Melee Spellcast - “Smashing Supporting!”
Part 1 - Introduction - “So… I hear you enjoy healing!”
White Mages are masters and mistresses of the healing arts. No class in the game can heal as quickly, efficiently, and effectively as a White Mage. With defensive job abilities and traits, the most powerful Cures, several status recovering methods, and a wide variety of enhancing magic - it is difficult to compete with a White Mage on the defensive scale. If fast paced spike heals and a challenge to keep your allies alive and unhindered in even the most desperate of situations is your cup of tea, than White Mage is for you.
White Mages is one of those classes where you are more dependent on your knowledge and your wits than you are in your gear. Does this mean gear is less important for a White Mage? Not at all, but a lack of gear can be made up with quick reflexes and prior knowledge to an encounter. It doesn’t matter if you have the best gear in the world if you do not realize that one of your party members is petrified thanks to a Rock Smash from an opposing troll or if your entire offensive line is paralyzed thanks to a potent Roar from a tiger. Not only are there reactive measures, there are also preventative measures a White Mage can employ. You see that notorious monster readying a highly damaging Area of Effect attack? Prepare that Curaga IV and watch as your parties HP goes from red back to white in an instant.
Where a White Mage truly shines is in large scale melees with huge spike numbers. White Mages are capable of revitalizing your entire front line by themselves, and with a little support can keep up that scale of healing indefinitely.
In this guide, you will find a comprehensive review of many of the spells and abilities White Mages bring to table. Included in this review are optimized gear sets as well as good and easier to acquire alternatives for some equipment.
As a disclaimer, the majority of this guide is written from my own personal experience and knowledge as playing a White Mage as my only job for the majority of my FFXI career. There are different playstyles and some may be more suitable for an individual than others. I wish to present this guide in a way where it can provide players with insight and knowledge that may otherwise be hard to find or located in an obscure part of cyberspace. How an individual wishes to apply this knowledge afterwards, it is up to them. I hope you enjoy this guide!
Version Update
1.9 - August 17, 2013 - Updated item sets to reflect new gear introduced August 8th, 2013 as well as adjusted iLevel gear
1.81 - July 14, 2013 - Updated items sets to reflect near gear introduced in July patch
1.8 - July 11, 2013 - Rough melee sets completed for melee guide; aesthetic and description updates to specific sections in the guide
1.7 - May 23, 2013 - Partially completed Melee section added
1.6 - May 2, 2013 - Gearset update with the April 29, 2013 patch including some clarifications
1.5 - March 28, 2013 - Gearsets update with the introduction of SoA
1.41 - March 18, 2013 - Small update for optimal single target Cure and Tips section
1.4 - March 10, 2013 - Aesthetic updates and links for most spells to a respective FFXIAH page so players may have quick access to other wiki's. Also, pictures!
1.3 - March 7, 2013 - Minor tweaks and edits as suggested by the community.
1.2 - March 3, 2013 - Added Section Content section for easy searching
1.1 - March 2, 2013 - Edits and clarifications
1.0 - March 2, 2013 - First iteration posted
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