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On Healing Hands - A Comprehensive WHM Guide
Server: Sylph
Game: FFXI
Posts: 529
By Sylph.Binckry 2013-08-24 11:38:32
Oh, wow, thanks! that's really nice to know :3
Sylph.Jrpg
Server: Sylph
Game: FFXI
Posts: 161
By Sylph.Jrpg 2013-08-24 14:53:09
How much -enmity is really needed for delve runs? I have -42 in my curaga set right now, which I figure should be enough so I can optimize for other stats.
Server: Odin
Game: FFXI
Posts: 943
By Odin.Calipso 2013-08-24 14:57:30
I think I'm sitting in the 40s somewhere (-enmity), and I've not had a problem so far. Can't hurt to push to 50 if you can get it easily though.
Ragnarok.Ghishlain
Server: Ragnarok
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Posts: 1081
By Ragnarok.Ghishlain 2013-08-24 15:30:53
How much -enmity is really needed for delve runs? I have -42 in my curaga set right now, which I figure should be enough so I can optimize for other stats.
Even before the "skill" update, I usually only had -10 Enmity in my Curaga sets during Delve NM runs. The only time where I would pull hate is if we would need to wipe to reset anyway, so personally speaking, hate isn't an issue. Your mileage my depend on how potent your group is, but given the fact that every single DD should now hit like a truck thanks to the skill update, enmity shouldn't be an issue until the next fracture update happens.
Keep in mind a couple of things:
Tranquil Heart gives -enmity to your cures, so at capped but non-meritted skill, you're still getting -21 enmity that stacks multiplicative with the rest of your enmity equipment. Even with a low enmity in the equipment value, you're still sitting on a naturally high -enmity count thanks to that Job Trait.
Can't hurt to push to 50 if you can get it easily though.
This pretty much as well. We have access to so much potency gear there really isn't a reason not to cap -enmity if that is one of your prime concerns. You can pretty much cape with Arka IV, Bokwus gloves, and Gendewitha caubeen with a 3% cure potency augment. The latter two items above already has -11 enmity, so getting the remaining -39 in other slots should be incredibly easy.
By Mesic 2013-09-01 05:28:43
What does the -na erase set put your recast for erase at?
Ragnarok.Ghishlain
Server: Ragnarok
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Posts: 1081
By Ragnarok.Ghishlain 2013-09-01 09:52:20
Most -nas have a recast of 5 seconds with Cursna being the exception at 10 seconds (of course...)
The current set caps the Fast Cast cap and provides 25% haste (40% if you're being hasted).
Therefore your timing should look something similar to:
Base -na cast = 5.0 seconds
Haste = 5.0s * 0.6 = 3.0s
Fast Cast = 3.0s * 0.6 = 1.8s
Erase = 15.0 seconds
Haste = 15.0s * 0.6 = 9.0s
Fast = 9.0s * 0.6 = 5.4s
Cursna is slightly different because your Cursna set would be fundamentally different compared to your standard -na set (as well as the fact Cursna is a 10 second base recast).
Even without Yagrush, the set posted in that particular -na + erase section will cap fast cast because orison pantaloons +2 + Divine Benison will give you 60% fast cast. The hat + cape + neck afterwards will more or less cap fast cast (19%). You can add one of the accessories listed to cap the cast time.
Since Yagrush isn't achievable for the vast majority of players who play the game, a very good alternative may be Arka II as it provides a Light-Affinity Recast of -14%. If I recall correctly, this recast is added to the Fast Cast term, but I do not personally know if it helps the Fast Cast term exceed the 40% "cap" on recast that it has.
Leviathan.Syagin
Server: Leviathan
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By Leviathan.Syagin 2013-09-01 09:56:22
Quetzalcoatl.Hidegger said: »someone already posted a ss of 7% pot on head, here it is I can't keep up with this gear set ish... it's changes like every other day..
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Server: Phoenix
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By Phoenix.Gaiarorshack 2013-09-01 10:32:46
what what slot would be appropriate to replace for conserveMP in the curaga set
also with augmented gende. hat. we don't need curepot in back slot but i guess there is really no better Healing power cape than the 4 healing skill he potency cape already has
Ragnarok.Ghishlain
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By Ragnarok.Ghishlain 2013-09-01 10:47:30
Phoenix.Gaiarorshack said: »what what slot would be appropriate to replace for conserveMP in the curaga set
also with augmented gende. hat. we don't need curepot in back slot but i guess there is really no better Healing power cape than the 4 healing skill he potency cape already has
As long as you maintain the 50% potency with orison pantaloons +2, you can pretty much replace any slots you want.
Notably speaking, austerity belt comes to mind first and foremost. Earrings such as magnetic earring and Ammo such as clarus stone comes to mind too.
Also related: http://myffxigear.kicks-***.org/pimpedout.php?set=691
Server: Phoenix
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By Phoenix.Gaiarorshack 2013-09-02 12:54:56
Ragnarok.Ghishlain said: »Phoenix.Gaiarorshack said: »what what slot would be appropriate to replace for conserveMP in the curaga set
also with augmented gende. hat. we don't need curepot in back slot but i guess there is really no better Healing power cape than the 4 healing skill he potency cape already has
As long as you maintain the 50% potency with orison pantaloons +2, you can pretty much replace any slots you want.
Notably speaking, austerity belt comes to mind first and foremost. Earrings such as magnetic earring and Ammo such as clarus stone comes to mind too.
Also related: http://myffxigear.kicks-***.org/pimpedout.php?set=691
it was more a weighting issues like we can get 8conmp in head slots but its going to trade away to much curepower.
but waist earring and ammo slots looks really nice
if cure potency is capped outside of back slot im gueesing going conmp here as well is good to (only losses 4healing magic for 4 conmp)
By Norto 2013-09-02 13:36:22
Phoenix.Gaiarorshack said: »
also with augmented gende. hat. we don't need curepot in back slot but i guess there is really no better Healing power cape than the 4 healing skill he potency cape already has
Altruistic Cape is 1 more Healing Skill than Tempered Cape, if you want a "better" option for power (and don't need the 4% cure potency), but I could definitely see exploring other options for that slot.
I agree with the notion that you can pretty much use whatever suits your play style after taking care of the vital stuff.
Server: Phoenix
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By Phoenix.Gaiarorshack 2013-09-03 02:13:54
Phoenix.Gaiarorshack said: »
also with augmented gende. hat. we don't need curepot in back slot but i guess there is really no better Healing power cape than the 4 healing skill he potency cape already has
Altruistic Cape is 1 more Healing Skill than Tempered Cape, if you want a "better" option for power (and don't need the 4% cure potency), but I could definitely see exploring other options for that slot.
I agree with the notion that you can pretty much use whatever suits your play style after taking care of the vital stuff.
ty i didn't know why it dint show up on my cape searching
Ragnarok.Nemesio
Server: Ragnarok
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By Ragnarok.Nemesio 2013-09-03 07:24:54
Could always go back to the errant/ mahatma cape!
Server: Phoenix
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By Phoenix.Gaiarorshack 2013-09-10 13:59:28
pdt set has club + shield which is 21 pdt
earthsthaff + eisein grib = 22% pdt a better alternative in raw dmg prevention
also you can now make you idle set have 22pdt or 20 pdt + refrsh/regen with onerios grip in case you mp/hp is low. so a lot better utility for spellcast users
Ragnarok.Ghishlain
Server: Ragnarok
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By Ragnarok.Ghishlain 2013-09-10 14:01:14
Phoenix.Gaiarorshack said: »pdt set has club + shield which is 21 pdt
earthsthaff + eisein grib = 22% pdt a better alternative an raw dmg prevention
also you can now make you idle set have 22pdt or 20 pdt + refrsh/regen with oneirso grip in case you mp/hp is low. so alot better utitliy for spelclast users
Sadly, eisen grip cannot be equipped by WHM.
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VIP
Server: Odin
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By Odin.Jassik 2013-09-10 17:07:25
the 24 defense on genbu's shield likely outweighs 1% PDT in a lot of situations, anyway.
Server: Phoenix
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By Phoenix.Gaiarorshack 2013-09-10 22:28:28
Ragnarok.Ghishlain said: »Phoenix.Gaiarorshack said: »pdt set has club + shield which is 21 pdt
earthsthaff + eisein grib = 22% pdt a better alternative an raw dmg prevention
also you can now make you idle set have 22pdt or 20 pdt + refrsh/regen with oneirso grip in case you mp/hp is low. so alot better utitliy for spelclast users
Sadly, eisen grip cannot be equipped by WHM.
DOH....
Server: Siren
Game: FFXI
Posts: 84
By Siren.Hermaeus 2013-09-12 01:42:09
im sure its out there somewhere but was wondering if nq mitra would still be a nice piece to have over gend head with augs any insight would be appreciated thanks
Server: Sylph
Game: FFXI
Posts: 529
By Sylph.Binckry 2013-09-12 08:40:19
I think they'd be about the same? Paean has 7mnd/healing magic, which would be about, 10ish power? And Gendewitha has 20mnd which is 10 power, unless the power formula changed again :3 so if thats right then i think they're about the same?
Phoenix.Warusha
Server: Phoenix
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Posts: 62
By Phoenix.Warusha 2013-09-12 09:00:27
Ragnarok.Ghishlain said: »If I recall correctly, this recast is added to the Fast Cast term, but I do not personally know if it helps the Fast Cast term exceed the 40% "cap" on recast that it has. There is no current minimum recast value associated with magic. Also, I believe the recast on staff is multiplicative with total recast term instead of additive with 80% fastcast / 40% maximum recast reduction term. Easy to test on RDM main, capped fastcast, and staff.
Server: Siren
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By Siren.Hermaeus 2013-09-12 10:23:44
I think they'd be about the same? Paean has 7mnd/healing magic, which would be about, 10ish power? And Gendewitha has 20mnd which is 10 power, unless the power formula changed again :3 so if thats right then i think they're about the same?
well gendwetha head has the mnd on it has 10% pot+ and another 5% on top with aug, nq mitra would be getting aug of i belive it was 9% curecast time down on it, if i did decide to make nq i can still maintain the 50% potency but i would gain healing skill and the cure cast down. i tried that cure calculater and not sure if i did it 100% right but seen only a difference in 10hp for cure4 so not sure if thats helps with a little more insight on the situation
Ragnarok.Ghishlain
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By Ragnarok.Ghishlain 2013-09-12 12:25:47
the 24 defense on genbu's shield likely outweighs 1% PDT in a lot of situations, anyway.
Very true, now that defense is a factor again. Even include Shield Defense Bonus too in that regard, though we're not entirely sure how it works yet.
im sure its out there somewhere but was wondering if nq mitra would still be a nice piece to have over gend head with augs any insight would be appreciated thanks
Gendewitha caubeen itself can be augmented to up to 17% potency, allowing you to free up quite a bit of space in other gear for potency (A 15% head seems most reasonable, however). It also provides a good -enmity boost and some Haste for those who are looking at secondary stats. The head is 0.5 power short from paean mitra which can be made up in other slots where you will free up the 2-9% potency in. I'd highly recommend the Skirm II head since it provides quite a bit of nice secondary stats to boost its effectiveness, especially on the defensive side of the spectrum.
Ragnarok.Ghishlain said: »If I recall correctly, this recast is added to the Fast Cast term, but I do not personally know if it helps the Fast Cast term exceed the 40% "cap" on recast that it has. There is no current minimum recast value associated with magic. Also, I believe the recast on staff is multiplicative with total recast term instead of additive with 80% fastcast / 40% maximum recast reduction term. Easy to test on RDM main, capped fastcast, and staff.
This test states that the staff is additive with the Recast part of Fast Cast unless a futures test has debunked this. Again, I'm not sure is this allows the Recast term of Fast Cast to exceed that 40% cap due to Fast Cap capping at 80%, but it's easy to test as stated before, I just do not happen to have a staff nor a RDM to test this with.
Server: Siren
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By Siren.Hermaeus 2013-09-12 20:52:17
Gendewitha caubeen itself can be augmented to up to 17% potency, allowing you to free up quite a bit of space in other gear for potency (A 15% head seems most reasonable, however). It also provides a good -enmity boost and some Haste for those who are looking at secondary stats. The head is 0.5 power short from paean mitra which can be made up in other slots where you will free up the 2-9% potency in. I'd highly recommend the Skirm II head since it provides quite a bit of nice secondary stats to boost its effectiveness, especially on the defensive side of the spectrum.
so stick with skirm 2 head? would it be feesable to think that maybe use the mitra for aga's or single target and skirm 2 head as well vise versa? or would it just be best to stick with skirm 2 head and wait for a mitra -1 to pop up?
Ragnarok.Ghishlain
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By Ragnarok.Ghishlain 2013-09-12 21:28:38
so stick with skirm 2 head? would it be feesable to think that maybe use the mitra for aga's or single target and skirm 2 head as well vise versa?
Skirm II head should pretty much decimate NQ Hexed head in every facet possible. I can't really think of a time I'd use NQ Hexed head over Skirm II head short of a Cure Cast piece.
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By Siren.Hermaeus 2013-09-12 21:41:19
Ragnarok.Ghishlain said: »so stick with skirm 2 head? would it be feesable to think that maybe use the mitra for aga's or single target and skirm 2 head as well vise versa?
Skirm II head should pretty much decimate NQ Hexed head in every facet possible. I can't really think of a time I'd use NQ Hexed head over Skirm II head short of a Cure Cast piece.
so wait for a mitra -1 got it thanks ghish^^
Ragnarok.Ghishlain
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By Ragnarok.Ghishlain 2013-09-12 22:06:31
so wait for a mitra -1 got it thanks ghish^^
To be honest, I can't even think of a time where I'd use Iaso mitra over a decently augmented Skirm II head @_@.....
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By Valefor.Lisamarie 2013-09-12 22:34:25
I've noticed more and more that I've been using my -enmity cure build. It seems like a really nice trade-off. Capped -enmity versus ~100 more HP cured. I rarely cure for the full amount anyways, unless i'm dropping maybe a cure5 because of someone is in the red. Anyone else on a similar boat? I just don't see the point in going full-on cure power for fights that last 4-5 minutes or longer (delve boss/naakual)
Phoenix.Warusha
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By Phoenix.Warusha 2013-09-12 23:24:48
Ragnarok.Ghishlain said: »This test states that the staff is additive with the Recast part of Fast Cast unless a futures test has debunked this. Again, I'm not sure is this allows the Recast term of Fast Cast to exceed that 40% cap due to Fast Cap capping at 80%, but it's easy to test as stated before, I just do not happen to have a staff nor a RDM to test this with.
Reread what you quoted, there is no information for recast in your source. It is true that the cast time reduction staves are additive with fastcast term, it is not true that recast reduction staves are additive with fastcast term on recast value. Also, 40% is still the cap on fastcast term for recast.
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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