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On Healing Hands - A Comprehensive WHM Guide
Asura.Nanabi
Server: Asura
Game: FFXI
Posts: 340
By Asura.Nanabi 2014-07-15 23:52:57
Thank you!
I have pretty much the same cure set as you Crystal and 8/8 merit on healing too but I don't know why I am short 7 healing magic skill from you :3
Ihina: should've thought about that before Carbite went up in price T.T
Quetzalcoatl.Crystalchan
Server: Quetzalcoatl
Game: FFXI
Posts: 1184
By Quetzalcoatl.Crystalchan 2014-07-16 01:25:23
Sorry, just updated the set right now. Forgot that I augmented Tamaxchi with enmity-10 from Kumhau's wkr KI and no longer needed Lasaia's enmity-8, so I swapped it with Colossus's torque with +7 Healing skill to get 502 skill!
/'-'/ My bad, sorry!
By Heimdel 2014-07-21 11:20:44
Does whms regen 4 have a hard cap? I made a regen set with all the potency and duration pieces but it doesn't seem to match the numbers on the gear. Does this just mean the + on gear isn't actually set potency like 1 point equals one extra regen hp?
Leviathan.Fosco
Server: Leviathan
Game: FFXI
Posts: 70
By Leviathan.Fosco 2014-07-21 11:25:58
Does whms regen 4 have a hard cap? I made a regen set with all the potency and duration pieces but it doesn't seem to match the numbers on the gear. Does this just mean the + on gear isn't actually set potency like 1 point equals one extra regen hp? http://www.ffxiah.com/forum/topic/36540/on-healing-hands-a-comprehensive-whm-guide/14/#2659146
Server: Valefor
Game: FFXI
Posts: 30
By Valefor.Terravcota 2014-07-29 22:01:55
I'm looking to upgrade my mule's MND debuff set and I'm never quite sure how MND/MACC/Enf Skill all sort out. Here's what I was thinking of working toward:
ItemSet 326650
(Genbu's has +5 MACC, assuming upgrade all Artsieq MACC/MND)
Caveats:
- I'm apprehensive to work on Leh+2 augs with the new Skirmish around the corner. Are are the ranges really 7-18 for +1 and 20-28 for +2 or can +1 stones go higher?
- What kind of group is needed to take down AV now for an Aureole?
- I'm too cheap to put gil into Levi+1 ring(s) for the time being.
Are there some gear options I'm not thinking of?
Server: Cerberus
Game: FFXI
Posts: 148
By Cerberus.Flaminglegion 2014-07-30 03:15:59
Thread from last week for other ppls suggestions
1 Skill = 1 Magic Accuracy
+1 Stat = +1 Magic Accuracy until dSTAT > 10~15 at which point 1 Stat = 0.5 Magic Accuracy BG
When it matters, MND=macc
Twebuliij with augments gets to MND24 macc15, with ability to use mephitis grip for 44 total macc from main/sub. Person in other thread suggests muse tariqah (7MND) if you still want to use Yagrush (total of 25macc+7MND=32macc)
If you can get 28macc on skirmish then that's 45 macc with the 12MND and +5 from mephitis. Personally I steer clear of random augments as much as possible but that's up to you
mes'yohi slacks
Ragnarok.Daffel
Server: Ragnarok
Game: FFXI
Posts: 476
By Ragnarok.Daffel 2014-07-30 03:38:46
Hey, I've been gone a little while and noticing a lot of you are capping out -enmity in your single target cure sets. Is this more worth while these days? Or is it just to be able to curaga in the same set and not worry about if you have enough -enm?
Thanks in advance, just wondering to see how much switching around I should be doing. ^^
Cerberus.Spirachub
Server: Cerberus
Game: FFXI
Posts: 516
By Cerberus.Spirachub 2014-07-30 05:05:45
Hey, I've been gone a little while and noticing a lot of you are capping out -enmity in your single target cure sets. Is this more worth while these days? Or is it just to be able to curaga in the same set and not worry about if you have enough -enm?
Thanks in advance, just wondering to see how much switching around I should be doing. ^^
I don't think enmity is a problem at all nowadays. You will not run into hate problems as long as you use the right tiers of cures for the situation (i.e. doesn't spam curaga V for everything). There is no worry on getting hate unless it's an extended fight (like a tojil that's pretty much past the stun resist wall with DDs getting weakened frequently by lahar or died). There's probably less problem with hate in the future since they're increasing hate cap.
That being said there is no harm in putting -enmity gear in slots where you don't need the potency/skill/MND.
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Carbuncle.Bukadan
Server: Carbuncle
Game: FFXI
Posts: 280
By Carbuncle.Bukadan 2014-07-30 05:18:20
you can get +30 macc on skirmish.
Server: Valefor
Game: FFXI
Posts: 30
By Valefor.Terravcota 2014-07-30 06:23:24
Wow - really not sure how I missed that thread. Thanks!
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3592
By Phoenix.Capuchin 2014-07-30 17:46:17
Did the WS update a couple months back change anything for DD WHM?
Just grabbed my muleWHM a Sindri and the basic/easy to get all jobs gear (5/5 Espial, Bladeborn/Steelflash, Asperity, Cetl Belt, etc.) Not planning on using it for anything crazy, more along the lines of speeding up my dualbox Salvage farming, or just bonking stuff on the head for fun in less serious content.
I don't even have Realmrazer unlocked for her at the moment, but could go ahead and do that. Is Realm still worth it, or did anything else get significantly buffed? (or anything close enough to make Realm not that important if you're not super serious about DD, I could always use those merits on other stuff/KIs).
Thanks!
Bahamut.Dannyl
Server: Bahamut
Game: FFXI
Posts: 1550
By Bahamut.Dannyl 2014-07-30 18:00:24
Realmrazer is amazing. Just stack that MND and you'll see its raw power ;)
By camaroz 2014-07-30 18:03:15
Realmrazer is amazing however you could just use Hexa to Smite it makes light, I am presuming you are on pup hence the cap in your avatar. As far as other ws I haven’t noticed an omg difference enough for me to build any sort of set for.
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3592
By Phoenix.Capuchin 2014-07-30 18:48:56
Cool, looks like Realm is still worth investing in, thanks for the confirmation. Will grab it tonight at least to 1/5 and scrounge up a decent MND set. Eventually probably give it 5/5 when I have spare merits.
I'm actually not dualbox on PUP terribly often, but thanks for the SC advice (which does apply when I'm MNK too). I'd probably more likely 2box on THF+WHM or MNK+WHM. PUP's self-sufficient enough that I usually just leave the hassle of bothering with 2 characters behind and go it alone.
Server: Valefor
Game: FFXI
Posts: 211
By Valefor.Lisamarie 2014-07-30 19:22:37
Cerberus.Spirachub said: »Hey, I've been gone a little while and noticing a lot of you are capping out -enmity in your single target cure sets. Is this more worth while these days? Or is it just to be able to curaga in the same set and not worry about if you have enough -enm?
Thanks in advance, just wondering to see how much switching around I should be doing. ^^
I don't think enmity is a problem at all nowadays. You will not run into hate problems as long as you use the right tiers of cures for the situation (i.e. doesn't spam curaga V for everything). There is no worry on getting hate unless it's an extended fight (like a tojil that's pretty much past the stun resist wall with DDs getting weakened frequently by lahar or died). There's probably less problem with hate in the future since they're increasing hate cap.
That being said there is no harm in putting -enmity gear in slots where you don't need the potency/skill/MND.
One major -enmity piece is Tamaxchi (-10 enmity).
I think all of my sets have -50 enmity (between gear/trait) just because I don't like being smacked around :( Don't forget to take into account the different traits that offer -enmity!
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Carbuncle.Bukadan
Server: Carbuncle
Game: FFXI
Posts: 280
By Carbuncle.Bukadan 2014-07-30 19:33:27
-50 total enmity, capped potency, empy body/legs are all that really matter in the end
Ragnarok.Daffel
Server: Ragnarok
Game: FFXI
Posts: 476
By Ragnarok.Daffel 2014-07-31 03:29:06
So the vibe I'm getting is it's just nice to have? (I'm not being intentionally dense) Just with Tranquil heart, and 500+ healing magic skill, that's -22 enm outside of cap.
So on a single target cure, your rocking -77 enmity. Or Have you guys included for this as that seems a little excessive to me?
Ragnarok.Daffel
Server: Ragnarok
Game: FFXI
Posts: 476
By Ragnarok.Daffel 2014-07-31 03:33:00
Valefor.Lisamarie said: »One major -enmity piece is Tamaxchi (-10 enmity).
I think all of my sets have -50 enmity (between gear/trait) just because I don't like being smacked around :( Don't forget to take into account the different traits that offer -enmity!
Ohh how do you get the -10emn on it? Is it an aug or something? I'll check bg to see if I can find info on it but that sounds fantastic.
Valefor.Maranwe
Server: Valefor
Game: FFXI
Posts: 1
By Valefor.Maranwe 2014-07-31 03:38:14
Ohh how do you get the -10emn on it? Is it an aug or something? I'll check bg to see if I can find info on it but that sounds fantastic.
Augmenting WKR weapons
Goodluck!
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Ragnarok.Daffel
Server: Ragnarok
Game: FFXI
Posts: 476
By Ragnarok.Daffel 2014-07-31 03:41:41
Ohh how do you get the -10emn on it? Is it an aug or something? I'll check bg to see if I can find info on it but that sounds fantastic.
Augmenting WKR weapons
Goodluck!
Thanks for the link! Looks like I'm going to be lurking Kumhau a bunch. :D
Server: Cerberus
Game: FFXI
Posts: 148
By Cerberus.Flaminglegion 2014-07-31 03:50:46
So on a single target cure, your rocking -77 enmity. Or Have you guys included for this as that seems a little excessive to me? gear cap -50, Tranquil Heart cap -25% at 500 skill
Final Enmity = (Original Enmity)*(1 - (Enmity Down from Gear)/100)*(1 - (Enmity Down from Trait)/100)
Original Enmity *(1-(50/100))*(1-(25/100)) = Original Enmity * 0.375 = Final Enmity
62.5% reduction from your original enmity at caps
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Ragnarok.Daffel
Server: Ragnarok
Game: FFXI
Posts: 476
By Ragnarok.Daffel 2014-07-31 03:55:58
I thought it was a straight up figure and not a %. Great info ^^
By Heimdel 2014-07-31 11:42:05
I've asked this question before but does regen 4 have a hard cap? Last time was told just go look on bgwiki but that doesn't answer the question. I have a full regen set with +46 potency on it but my regen is only 44 hp a tick. With my full gear it should be 76 hp assuming each point of potency is 1hp. So am I missing something or is this a glitch or what?
The club is +10 body is +36 and the spell by itself is 30hp a tick.
Quetzalcoatl.Crystalchan
Server: Quetzalcoatl
Game: FFXI
Posts: 1184
By Quetzalcoatl.Crystalchan 2014-07-31 11:47:20
Quetzalcoatl.Crystalchan said: »The HQ Piety body's not +36/tick, it's actually 36% (sadly) it is also the same is for the Bolelabunga club, +10%.
Hopefully accurate math below, did it a long time ago, so I most likely forgot, not sure!
If we're talking about Regen IV (+30 Regen / 60 Seconds)
HQ Body+Club=46%.
30x0.46 = +13 HP regen
Marduk Hat+1 = +3 HP Regen
Base Regen IV = +30 HP Regen
=========================
Total = 46, 51 if you have 5/5 Regen merits
--
HQ Theo. Pants = Regen Duration +18 s
Orison Mitts +2 = Regen Duration +15 s
Regen IV Duration Base = +60 s
=========================
Total = 93 seconds, Divide by 3 to get 31 ticks.
--
46 x 31 = 1426 HP cured in 93 seconds (no merits)
51 x 31 = 1581 HP cured in 93 seconds (5/5 merits)
By Heimdel 2014-07-31 11:57:46
Quetzalcoatl.Crystalchan said: »Quetzalcoatl.Crystalchan said: »The HQ Piety body's not +36/tick, it's actually 36% (sadly) it is also the same is for the Bolelabunga club, +10%.
Hopefully accurate math below, did it a long time ago, so I most likely forgot, not sure!
If we're talking about Regen IV (+30 Regen / 60 Seconds)
HQ Body+Club=46%.
30x0.46 = +13 HP regen
Marduk Hat+1 = +3 HP Regen
Base Regen IV = +30 HP Regen
=========================
Total = 46, 51 if you have 5/5 Regen merits
--
HQ Theo. Pants = Regen Duration +18 s
Orison Mitts +2 = Regen Duration +15 s
Regen IV Duration Base = +60 s
=========================
Total = 93 seconds, Divide by 3 to get 31 ticks.
--
46 x 31 = 1426 HP cured in 93 seconds (no merits)
51 x 31 = 1581 HP cured in 93 seconds (5/5 merits)
Thank you that is what I needed to knwo and also that sucks. ; ;
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Server: Odin
Game: FFXI
Posts: 282
By Odin.Skjalf 2014-08-07 01:02:59
Weapon skill sets updated:
ItemSet 318771
ItemSet 322918
Meow :3
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Server: Odin
Game: FFXI
Posts: 282
By Odin.Skjalf 2014-08-07 06:01:03
Realmrazer did 8297 damage on Berserkr during Einherjar with new HQ rings [and NQ earrings]. :o
Meow :3
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3592
By Phoenix.Capuchin 2014-08-07 16:59:57
Skjalf, which augment is on that Buremte hat in your Realmrazer set? MND or STR?
Speaking of which, what other WKR augments are worth getting for WHM?
Tamaxchi: I stuck enm-10 on mine
Buremte Hat: MND?
Kaabnax Hat: MND again for M.acc on enfeebles?
What else am I missing? I'm admittedly a little behind on mage options, just getting more serious about tweaking my mule WHM's sets.
Server: Odin
Game: FFXI
Posts: 282
By Odin.Skjalf 2014-08-07 17:09:08
Skjalf, which augment is on that Buremte hat in your Realmrazer set? MND or STR?
Speaking of which, what other WKR augments are worth getting for WHM?
Tamaxchi: I stuck enm-10 on mine
Buremte Hat: MND?
Kaabnax Hat: MND again for M.acc on enfeebles?
What else am I missing? I'm admittedly a little behind on mage options, just getting more serious about tweaking my mule WHM's sets.
Item Sets » id:322918
WHM - Realmrazer - Artsieq Hose Augments: MP+30 Magic Accuracy+20 MND+7
Buremte Hat Augments: HP+30 MP+30 MND+8
For Tamaxchi... Skjalf initially got Accuracy+45, but then changed it to Magic accuracy+30 and Enmity-10. Don't really use Kaabnax Hat.
Meow :3
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By Creecreelo 2014-08-07 17:17:04
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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