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On Healing Hands - A Comprehensive WHM Guide (V2)
Server: Asura
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Posts: 1408
By Asura.Toralin 2020-02-25 09:57:05
Cerberus.Shadowmeld said: »main={ name="Grioavolr", augments={'Enh. Mag. eff. dur. +10','INT+7','"Mag.Atk.Bns."+2','Magic Damage +6',}},
head={ name="Telchine Cap", augments={'"Elemental Siphon"+35','Enh. Mag. eff. dur. +9',}},
body={ name="Telchine Chas.", augments={'"Elemental Siphon"+30','Enh. Mag. eff. dur. +10',}},
hands={ name="Telchine Gloves", augments={'"Elemental Siphon"+25','Enh. Mag. eff. dur. +9',}},
legs={ name="Telchine Braconi", augments={'"Elemental Siphon"+35','Enh. Mag. eff. dur. +10',}},
feet={ name="Telchine Pigaches", augments={'Enh. Mag. eff. dur. +10',}},
is the bulk of my non-barspell/regen enhancing sets, enhancing skill being filled in as needed for things like boost-stat, im not sure off-hand if af+3 feet beat telch feet or not but that could be an alternative, but for the other slots theres not really any alternatives
as far as skill goes you only need to fill the remaining 106 or more likely 80 skill with /sch light arts active, /sch gives you more flexibility, +9 skill with fi follet or +10 with aug'd reive back, +16 through befouled, +10 through rings, +5 through olympus sash, andoaa, +16 through gada, +10 through incanter's, and +25 through emp feet
so something like this for a /sch enhance that requires hitting 500 skill
ItemSet 371488
I'd probably recommend that you use two of the new items from DI if you can. Embla sash and Mimir earring
With the set you have linked, you don't actually need befouled crown to hit 500 /sch, so you could swap that for telchine cap for more +duration.
You don't even really need the +skill on mending cape. perimede cape if you can do Reisenjima gives +7 skill and would still keep you over +80. Mimir earring isn't necessary at all either, but useful for the below
For not /sch, you'll need an additional 20-23 depending on if mending cape has perfect augment or if you have perimede cape. Then you can add Mimir earring. From there, I'd probably say I'd swap in piety pantaloons +3 or whatever level you have them at before befouled crown
Edit: theophany duckbills +3 beat telchine pigaches as long as you are using at least 30+ duration in augmented gear on other slots, even with the new Embla sash+1 this is all great advice, get befouled out, get as much enh duration in while still getting your skill where it needs to be.
By SimonSes 2020-02-25 09:57:41
Cerberus.Shadowmeld said: »Perimede Cape is good for instant cast.
I personally only use Instant cast on SMN for Summoning Magic, because it requires none midcast. I wouldn't use Instant cast for anything that requires midcast gear tho and I dont think you have anything like that on WHM?
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By Cerberus.Shadowmeld 2020-02-25 10:57:22
na spells (minus cursna), you should be precasting in Yagrush anyway for the Divine Benison Bonus.
Raises
Various others.
If you don't gearswap or ashita it's valid to not use Instant cast, but either of those can use instant cast and still have midcast sets.
Asura.Dibble
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By Asura.Dibble 2020-03-18 03:13:01
I have some questions about the guide.
First, why do these two sets use a Mending Cape when all others use Alaunaus?
ItemSet 342040
ItemSet 342041
Second, the difference between capped and uncapped JP isn't explained, why different sets?
Third, is the AF3 in the set names a reference to the Empy Pants?
Thanks!
By Wotasu 2020-03-18 05:48:57
I have some questions about the guide.
First, why do these two sets use a Mending Cape when all others use Alaunaus?
ItemSet 342040
ItemSet 342041
Second, the difference between capped and uncapped JP isn't explained, why different sets?
Third, is the AF3 in the set names a reference to the Empy Pants?
Thanks! The Guide is old and outdated.
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By Siren.Attaxia 2020-03-18 06:37:29
I have some questions about the guide. Always use Alaunus's Cape for single target cures, the sets could have been made pre-ambu therefore Alaunus's not included.
The AF3 is in reference to Eber pants but you shouldn't have any cure set without them in except where a gearswap function can reliably omit under specified conditions (for example if caster has capped/near capped mp).
"No JP" sets are perhaps due to cure power being below cap without the healing magic gifts, the comparison sets you copied are pretty confusing.
Asura.Dibble
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By Asura.Dibble 2020-03-18 12:05:34
The Guide is old and outdated. Can you point me at some more recent sets, pls?
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By Carlyle 2020-04-04 23:20:50
Recently returned to the game and have been slowly re-gearing my White Mage -- what are the top three or four priorities for Artifact/Relic/Emperyean gear is concerned after Ebers Pants? Apologies if that's been asked before -- tried reading through as much of this thread as I could.
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By Asura.Meliorah 2020-04-04 23:36:00
Artifact:
Hands +3
Legs +3
Feet +3(could get around this with skirmish feet, body would be your replacement for this spot until Shamash)
Relic:
Legs +3
Empyrean:
Legs +1
Body +1
Hands +1
I don't remember anything else from relic really standing out worth getting for WHM.
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By trinironnie 2020-04-11 22:10:40
The Guide is old and outdated. Can you point me at some more recent sets, pls? Yes plz
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By Asura.Meliorah 2020-04-11 23:12:44
Here are the sets I was using when I last played last year around July and they were perfectly fine for everything I could throw myself at.
PDT/MDT Idle
ItemSet 364115
High M.Eva Idle
ItemSet 367496
Full Refresh Idle
ItemSet 364114
Fast Cast no SU3 or weapon swap needed for cap
ItemSet 364126
Cure with weather.
ItemSet 365946
Curaga
ItemSet 372280
Enfeeble set
ItemSet 364113
Enhancing Set
ItemSet 372279
SIRD for Arise/Raise in dire situations.
ItemSet 364102
here are my augments on any gear that I used on white mage.
Code
gear.gada_enhancing_club = {name="Gada",augments={'Enh. Mag. eff. dur. +4','MND+1','Mag. Acc.+22',}}
gear.grioavolr_fc_staff = {name="Grioavolr",augments={'"Fast Cast"+5','Magic Damage +1',}}
gear.chironic_enfeeble_hands = {name="Chironic Gloves",augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','MND+10','Mag. Acc.+15',}}
gear.chironic_enfeeble_legs = {name="Chironic Hose", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','Haste+3','MND+4','Mag. Acc.+15',}}
gear.chironic_treasure_feet = {name="Chironic Slippers",augments={'Attack+5','"Treasure Hunter"+2','Accuracy+20 Attack+20',}}
gear.chironic_refresh_head = {name="Chironic Hat", augments={'"Dbl.Atk."+1','Spell interruption rate down -1%','"Refresh"+2',}}
gear.chironic_refresh_hands = {name="Chironic Gloves", augments={'Attack+6','"Refresh"+1','Mag. Acc.+13 "Mag.Atk.Bns."+13',}}
gear.chironic_refresh_feet = {name="Chironic Slippers", augments={'Pet: "Subtle Blow"+7','STR+2','"Refresh"+1','Accuracy+5 Attack+5',}}
gear.Alaunus_Cure = {name="Alaunus's Cape", augments={'MND+20','Eva.+20 /Mag. Eva.+20','Enmity-10','Phys. dmg. taken-10%',}}
gear.Alaunus_FC = {name="Alaunus's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10',}}
All my cure sets assume wather. If I didn't have weather on I was using
Queller Rod
Sors Shield
Luminary Sash
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By Wotasu 2020-04-12 00:31:23
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By Cerberus.Shadowmeld 2020-04-12 01:09:21
Artifact:
Hands +3
Legs +3
Feet +3(could get around this with skirmish feet, body would be your replacement for this spot until Shamash)
Relic:
Legs +3
Empyrean:
Legs +1
Body +1
Hands +1
I don't remember anything else from relic really standing out worth getting for WHM.
I would add AF +3 body for best curagas, relic +3 body for massive regen bonus, and you should have all the empy +1 items for bar element spells (minus legs).
By Carlyle 2020-04-14 10:42:47
Does an Embla Sash need to be equipped for the full duration of Sublimation to receive the benefit, or just when the job ability is activated?
By Nariont 2020-04-14 10:49:10
has to be worn as its charging
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By Carlyle 2020-04-15 03:14:03
has to be worn as its charging Thanks!
Cerberus.Dekar
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By Cerberus.Dekar 2020-04-15 16:38:10
Is there ever a point where stacking Healing Magic Skill, MND, or VIT does nothing for your Cures I-VI?
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By Asura.Pergatory 2020-04-16 11:19:21
Yes, cure power caps at 700 (less for Cure1).
That's healing skill + (MND/2) + (VIT/4). If you're a master WHM, it's pretty easy to hit this without even trying.
Cerberus.Dekar
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By Cerberus.Dekar 2020-04-16 15:57:50
Yes, cure power caps at 700 (less for Cure1).
That's healing skill + (MND/2) + (VIT/4). If you're a master WHM, it's pretty easy to hit this without even trying.
I looked over the page on the BG wiki and it didn't specify whether or not Curaga or Cura capped at 700. Is it safe to assume that they do?
I feel like I'm over doing it with my Cure sets. I've got capped Cure Power, Potency, and -enmity down. I've also got sizable Cure Potency II. I take it once I've got capped power/potency/-enmity I should put on DT gear?
ItemSet 372370
Cure Potency: 62 (way over capped)
Cure Potency II: 17
-Enmity: -65 (way over capped)
Conserve MP: 7
ItemSet 372372
Cure Potency: 62 (way over capped)
Cure Potency II: 23
-Enmity: -69... nice (way over capped)
Conserve MP: 7
ItemSet 364026
Cure Potency: 50
Cure Potency II: 21
-Enmity: -61 (way over capped)
Conserve MP: 7
EDIT: All of this is assuming I'm /SCH and have Aurorastorm. I know I could probably use the Chatoyant Staff (Iridescence) for non-Cura spells but I like club and shield.
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By Asura.Meliorah 2020-04-16 16:57:20
If you have Aurorastorm on use Chatoyant staff, it easily out performs the +2% Cure Pot II from Queller rod and you should easily hit -50 enmity cap without the need of it with your sets.
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Server: Shiva
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By Shiva.Applesmash 2020-04-16 17:52:32
yeah not using Chatoyant is just holding yourself back especially since you're already using Aurorastorm.
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By Shiva.Applesmash 2020-04-17 01:52:33
Speaking of sets, I made a WHM nuking set for those Omen objectives:
sets.midcast['Divine Magic'] = {
main="Daybreak",
sub="Ammurapi Shield",
ammo="Pemphredo Tathlum",
head={ name="Chironic Hat", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','Enmity-6','MND+10','"Mag.Atk.Bns."+15',}},
body={ name="Chironic Doublet", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','Enmity-3','MND+6','Mag. Acc.+9','"Mag.Atk.Bns."+13',}},
hands={ name="Chironic Gloves", augments={'Phys. dmg. taken -3%','"Mag.Atk.Bns."+25','Accuracy+2 Attack+2','Mag. Acc.+18 "Mag.Atk.Bns."+18',}},
legs={ name="Chironic Hose", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','"Fast Cast"+2','Mag. Acc.+13',}},
feet={ name="Chironic Slippers", augments={'Mag. Acc.+23 "Mag.Atk.Bns."+23','Mag. Acc.+5','"Mag.Atk.Bns."+12',}},
neck="Mizu. Kubikazari",
waist="Hachirin-no-Obi",
left_ear="Regal Earring",
right_ear="Malignance Earring",
left_ring="Weather. Ring",
right_ring="Freke Ring",
back={ name="Alaunus's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','MND+10','"Mag.Atk.Bns."+10',}},}
All augments were obtained with Pellucid stones except the hands with DM.
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Server: Shiva
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By Shiva.Xelltrix 2020-04-17 07:53:09
Just an FYI since I also have a nuke set on my WHM, Cath Palug Crown and Kaykaus Tights +1 should probably beat out most things you get from stones and you likely already have them lying around anyway. Kaykaus Bliaut and Fanatic Gloves won't be stronger but they're also likely already in your inventory so you could use them to save space.
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By Asura.Toralin 2020-04-17 08:33:42
Speaking of sets, I made a WHM nuking set for those Omen objectives:
sets.midcast['Divine Magic'] = {
main="Daybreak",
sub="Ammurapi Shield",
ammo="Pemphredo Tathlum",
head={ name="Chironic Hat", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','Enmity-6','MND+10','"Mag.Atk.Bns."+15',}},
body={ name="Chironic Doublet", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','Enmity-3','MND+6','Mag. Acc.+9','"Mag.Atk.Bns."+13',}},
hands={ name="Chironic Gloves", augments={'Phys. dmg. taken -3%','"Mag.Atk.Bns."+25','Accuracy+2 Attack+2','Mag. Acc.+18 "Mag.Atk.Bns."+18',}},
legs={ name="Chironic Hose", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','"Fast Cast"+2','Mag. Acc.+13',}},
feet={ name="Chironic Slippers", augments={'Mag. Acc.+23 "Mag.Atk.Bns."+23','Mag. Acc.+5','"Mag.Atk.Bns."+12',}},
neck="Mizu. Kubikazari",
waist="Hachirin-no-Obi",
left_ear="Regal Earring",
right_ear="Malignance Earring",
left_ring="Weather. Ring",
right_ring="Freke Ring",
back={ name="Alaunus's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','MND+10','"Mag.Atk.Bns."+10',}},}
All augments were obtained with Pellucid stones except the hands with DM. Was this with Malaise?
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By Shiva.Applesmash 2020-04-17 10:01:12
Yeah, malaise but not sure if my GEO used blaze of glory.
Caitsith crown definitely beats out Chironic hat but I don't have it and have no intention of farming another ToAU/WoTG HTBF right now.
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By Asura.Pergatory 2020-04-17 11:40:04
I looked over the page on the BG wiki and it didn't specify whether or not Curaga or Cura capped at 700. Is it safe to assume that they do? No, it gets weird with those. I don't actually know about Cura, but Curaga uses the older cure formulas that Cures used to use before they were changed.
As such, they benefit more from MND than anything else, and I don't think they have a cap on healing/MND/VIT benefits.
I believe the cure power for Curagas resembles something like this:
3*(MND + Healing Magic/5) + VIT
By Jetackuu 2020-04-20 22:31:09
What is the general go-to for enhancing?
Am I reading right that you want to have a minimum of 500 skill? Could somebody elaborate? (Trying to maximize duration but maintain potency while at it).
By Wotasu 2020-04-21 03:00:12
What is the general go-to for enhancing?
Am I reading right that you want to have a minimum of 500 skill? Could somebody elaborate? (Trying to maximize duration but maintain potency while at it). 500 skill is needed for maxed Barspells & boost-spells. Other enhancing spells dont need skill, like Haste, Pro, Shell, Aquaveil(355+ 2 interrupts).
This is what I use. Code
sets.midcast.BarElement = {
main="Beneficus",
sub="Ammurapi Shield",
ammo="Homiliary",
head="Ebers Cap +1",
body="Ebers Bliaud +1",
hands="Ebers Mitts +1",
legs="Piety Pantaln. +3",
feet="Ebers Duckbills +1",
neck="Incanter's Torque",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back={ name="Alaunus's Cape",
Code
sets.midcast['Enhancing Magic'] = {
main={ name="Gada", augments={'Enh. Mag. eff. dur. +6','Mag. Acc.+8','DMG:+7',}},
sub="Ammurapi Shield",
head={ name="Telchine Cap", augments={'Enh. Mag. eff. dur. +9',}},
body={ name="Telchine Chas.", augments={'Enh. Mag. eff. dur. +10',}},
hands={ name="Telchine Gloves", augments={'Enh. Mag. eff. dur. +9',}},
legs={ name="Telchine Braconi", augments={'Enh. Mag. eff. dur. +8',}},
feet="Theo. Duckbills +3",
neck="Incanter's Torque",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
waist="Embla Sash",
back="Mending Cape",
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Asura.Laboob
Server: Asura
Game: FFXI
Posts: 14
By Asura.Laboob 2020-04-25 02:00:12
My sets-
WHM idle refresh:
ItemSet 372531
WHM MEVA/MDT:
ItemSet 372532
WHM Cure(solace):
ItemSet 372533
WHM Curaga:
ItemSet 372539
(swap in obi for day/weather)
Cursna:
ItemSet 372535
Barspell:
ItemSet 372536
Regen:
ItemSet 372537
Enhaincing Duration: (Pro/shell/haste/boost/sneak/invisible etc):
ItemSet 372538
I'll be posting more in the future, but would like to share what I use -
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Server: Asura
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By Asura.Toralin 2020-04-25 08:47:11
Am I understanding the argument properly for raetic rod+1 correctly?
Yes its costing more MP to cure, but since you are curing in Ebers Pants, I am getting more MP back because I am curing for more and its pretty much a wash as far as ripping your MP apart?
Node 207
Disregardhope is now also contributing to the sets on this guide.
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