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On Healing Hands - A Comprehensive WHM Guide (V2)
サーバ: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2016-05-15 21:18:21
Like Shadowlina said, if you don't have janniston's ring and you aren't at the 700 power cap, replace it with any Healing skill ring.
If you are power capped but not enmity capped, use that ring from delve that have -enmity on it.
If boths are capped, leave the rings empty.
By napup 2016-05-20 11:38:06
Anyone know what's the highest magic accuracy augment you can get for Gada? So far I've only seen up to +25.
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By Sylph.Shadowlina 2016-05-20 11:44:42
Anyone know what's the highest magic accuracy augment you can get for Gada? So far I've only seen up to +25. Out of curiosity. Why Gada? Grioavolr is going to be better long run for Enfeebling magic. Otherwise should more than likely be used as a Buff club. >:
Ihave no idea on the cap for Macc for Gada though. Sorry.
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By napup 2016-05-20 12:32:43
I think the base Gada comes out about even for enfeebling (Macc skill 215 + Macc 20 + Enfeebling skill 18 + 3 ~ 6 macc(?) from mind). Grio should beat it a bit if you compare grip to shield (not sure if I want to spend too much money on Clerisy Strap +1, so it's Mephitis Grip vs Chanter's).
I just happen to have a Gada lying around that already has macc on it, but no extra Grio at the moment. But I think either option should work, if they can get the same macc augments.
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By Sylph.Shadowlina 2016-06-07 05:26:56
New Ambuscades stuff is the WHM set.
I HIGHLY recommend the body and head.
Hopefully this Tiara wont be broken. [AmIRight?]
By Skjalfeirdotter 2016-06-07 06:40:16
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サーバ: Sylph
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By Sylph.Shadowlina 2016-06-07 07:33:23
As good as those hands are, they dont even have emmity - on them. So yeah... 1 extra skill and 5? extra MND >_>; and throwing away -5 enmity.
R.I.P
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By Yandaime 2016-06-07 07:56:44
As good as those hands are, they dont even have emmity - on them. So yeah... 1 extra skill and 5? extra MND >_>; and throwing away -5 enmity.
R.I.P
Forgive me if this question seems off, but why would missing 5 enmity be a problem? I never see decent tanks lose hate to anything other than DDs (usually amped up BLUs, WARs and DRKs)
It just doesn't seem (to me) that enmity is that big a concern
サーバ: Cerberus
Game: FFXI
Posts: 1774
By Cerberus.Shadowmeld 2016-06-07 08:23:31
As good as those hands are, they dont even have emmity - on them. So yeah... 1 extra skill and 5? extra MND >_>; and throwing away -5 enmity.
R.I.P
Are you comparing these to Theophany Mitts +1? What is the value of +healing magic skill to Cure Potency II? Wouldn't you use Kaykaus Cuffs (NQ) for the extra 2% CPII rather than Theophany +1?
I think most people are excited about these for enfeebling. It has 2 skill, 4 macc, and 5 MND over Kaykaus +1 for landing enfeebles, with the added bonus that it can be a great Repose/Flash piece as well.
It wouldn't beat Kaykaus Cuffs +1 with a Path A augment, but it still comes out ahead of Kaykaus Cuffs Path A.
Edit: Seems Kaykaus Cuffs Path A have -3 skill, +1 macc and +5 MND, so I think they would still win.
By Boshi 2016-06-07 09:17:34
Cerberus.Shadowmeld said: » What is the value of +healing magic skill to Cure Potency II? Wouldn't you use Kaykaus Cuffs (NQ) for the extra 2% CPII rather than Theophany +1?
Only the +1 kaykaus have CPII and only as set bonus with another +1 piece
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サーバ: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2016-06-07 10:09:40
Cerberus.Shadowmeld said: »As good as those hands are, they dont even have emmity - on them. So yeah... 1 extra skill and 5? extra MND >_>; and throwing away -5 enmity.
R.I.P
Are you comparing these to Theophany Mitts +1? What is the value of +healing magic skill to Cure Potency II? Wouldn't you use Kaykaus Cuffs (NQ) for the extra 2% CPII rather than Theophany +1?
I think most people are excited about these for enfeebling. It has 2 skill, 4 macc, and 5 MND over Kaykaus +1 for landing enfeebles, with the added bonus that it can be a great Repose/Flash piece as well.
It wouldn't beat Kaykaus Cuffs +1 with a Path A augment, but it still comes out ahead of Kaykaus Cuffs Path A.
Edit: Seems Kaykaus Cuffs Path A have -3 skill, +1 macc and +5 MND, so I think they would still win. There is a cap in cure power (700, totalising healing skill, mnd/2 & vit/4), when you hit that cap, healing skill doesn't do any good for you so the only way to go even further is the cure potency II set effect from Kaykaus +1. Which doesnt make the new hands better for the Power capped people (aka master whms who uses /sch) but for everyone else, they can be an option if they can cap enmity else where, because yes, enmity is still a thing.
Also the new hands aren't better than the Kaykaus +1 with the mind/macc path (which is +12 mnd and +20 macc).
The body is the same FC as Zendik Robe but it has haste on it.... Meh. If you only have whm/Smn/Brd got for it, if you are like me and also have geo/Blm/Sch go for Zendik.
The head is new Regen head, no doubts.
Ps: I cant add the new items to the sets yet. FFXIAH need update, I will when it's up.
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サーバ: Sylph
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By Sylph.Shadowlina 2016-06-07 10:28:23
Yeah rooks has been busy he will probably patch the whole site at the same time seeing achievements are broke too.
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サーバ: Cerberus
Game: FFXI
Posts: 1774
By Cerberus.Shadowmeld 2016-06-07 11:24:07
Cerberus.Shadowmeld said: » What is the value of +healing magic skill to Cure Potency II? Wouldn't you use Kaykaus Cuffs (NQ) for the extra 2% CPII rather than Theophany +1?
Only the +1 kaykaus have CPII and only as set bonus with another +1 piece
Wow, I don't know how I didn't notice that CPII is +1 version only... I'm lame
Bismarck.Ihina
サーバ: Bismarck
Game: FFXI
Posts: 3187
By Bismarck.Ihina 2016-06-07 11:41:07
Forgive me if this question seems off, but why would missing 5 enmity be a problem?
Because not every fight is a standard fight, nor is every whm a pro.
This circulating mentality has led to an unnecessarily high number of awful WHMs and I wish you people would knock it off.
By Boshi 2016-06-07 17:45:49
The body is the same FC as Zendik Robe but it has haste on it.... Meh. If you only have whm/Smn/Brd got for it, if you are like me and also have geo/Blm/Sch go for Zendik.
#RdmLivesMatter
サーバ: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2016-06-07 18:52:01
The body is the same FC as Zendik Robe but it has haste on it.... Meh. If you only have whm/Smn/Brd got for it, if you are like me and also have geo/Blm/Sch go for Zendik.
#RdmLivesMatter OMG lol I forgot rdm ;_; sorrrrrrrrryyyyyyyyyyy
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By Sylph.Shadowlina 2016-06-08 08:16:26
So for real. The new Tiara. Does it take in to account armor as a part of its potency calculation?
How much is WHM regen without it and how much is it with it.
DO WE KNOW THAT IT WORKS!? *Cough the original Marduk tiara +1 did not work*
Sylph.Braden
サーバ: Sylph
Game: FFXI
Posts: 397
By Sylph.Braden 2016-06-08 09:00:05
Lina go get 370 accolades and be a science today
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サーバ: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-06-08 09:02:39
Lina go get 370 accolades and be a science today I have 6000.
but im on GEO and running ambuscade atm lol
they wont let me change job
By Skjalfeirdotter 2016-06-08 09:05:41
So for real. The new Tiara. Does it take in to account armor as a part of its potency calculation?
How much is WHM regen without it and how much is it with it.
DO WE KNOW THAT IT WORKS!? *Cough the original Marduk tiara +1 did not work*
Yes it does increase regen potency when used with other regen potency pieces.
Sylph.Braden
サーバ: Sylph
Game: FFXI
Posts: 397
By Sylph.Braden 2016-06-08 09:05:43
tell em Americans need you
North American Grizzlies
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By Sylph.Shadowlina 2016-06-08 09:06:25
But i need this fast cast body T____T
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サーバ: Sylph
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Posts: 6115
By Sylph.Shadowlina 2016-06-08 10:01:56
Ok the hat does work.
without a hat on i had 49 HP a tick regen on myself.
(I took away for 3 native regen i had from armor and such, because ya know thats armor and zone)
I tossed the hat on, and took away the auto-regen stuff and had 53 a tick.
It's a very minor difference.
0 Merits Regen potency.
edit: this also means its not taken into account armor. 30tick regen. 12% of it is 3.6 so.... it rounded up to 4 with it on.
12% of 49 = 5.88
Meaning Regen Potency (%) is calculated first. Then Regen Potency (+)
edit2: Futher note, if it was calculating armor it would technically be +6 a tick .
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サーバ: Sylph
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By Sylph.Shadowlina 2016-06-08 17:12:42
I do wonder if that is a mistake on SE side or not though.
If some brave soul wants to take it to the forum be my guest.
Also if someone wants to see if Merit points effect it. Also be my guess. Just don't forget if your disabling gearswap. with full Regen armor on, you need to -3 away. 2 Auto-regen traits on WHM and Bolebunga has +1 regen on it.
サーバ: Asura
Game: FFXI
Posts: 1363
By Asura.Pergatory 2016-06-10 14:17:50
Isn't that a bit like expecting Store TP to work on regain stats?
Regen potency has always only affected regen spells and not other sources of regen. All "regen potency" and "regen effect" found on equipment is percentage-based.
Also, Marduk's Tiara +1 was never broken as far as I'm aware, although it was possible in certain configurations to see no benefit from it so maybe that's what had you confused? Here's a link to Nivlakian's testing back in the day: https://www.bluegartr.com/threads/108196-Random-Facts-Thread-Magic?p=6033366&viewfull=1#post6033366
Notice that with Cleric's Briault +2, Regen1 offered 7hp/tick, and adding Marduk's Tiara +1 did not increase it further because it wasn't a high enough boost to push it up to 8hp/tick. I could see that leading to people thinking it was broken.
Edit: To answer your most recent question, as far as I know the bonus from regen merits should be added before regen potency calculations are applied, much like the Afflatus Solace job points are added before cure potency is applied. I'm not 100% sure on that, though.
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サーバ: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2016-06-20 22:35:35
I finally added the Ambuscade pieces to the sets. Sorry for the delay and don't be shy to tell me if I forgot something :)
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By Nemn 2016-07-07 14:50:42
Hello all. I was combing through the guide posts here and couldn't find and answer to my Q. In terms of Curagas, which ones are used most and give the most "bang per buck"? Do well gear WHM stick with III-IV? Is V used at all? Too much MP? Thanks.
サーバ: Odin
Game: FFXI
Posts: 22
By Odin.Gimpers 2016-07-07 15:14:27
With AF3 pants, as long as you aren't over curing by a ton, you should be able to use any curaga the situation calls for.
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Bismarck.Laurelli
サーバ: Bismarck
Game: FFXI
Posts: 889
By Bismarck.Laurelli 2016-07-07 20:36:57
I never use curaga v. Or even cure v for that matter. Best thing to do is see how strong your cures are and decide what works best for you. If C4 cures for 1200, and C3 cures for 900, there's no need to use anything higher.
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Asura.Baddog
サーバ: Asura
Game: FFXI
Posts: 52
By Asura.Baddog 2016-07-07 20:50:59
V is faster and less hate, and your idle set doesn't suck you can afford the extra stoneskin effect.
Node 207
Disregardhope is now also contributing to the sets on this guide.
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