On Healing Hands - A Comprehensive WHM Guide (V2)

言語: JP EN DE FR
2010-06-21
New Items
users online
フォーラム » FFXI » Jobs » White Mage » On Healing Hands - A Comprehensive WHM Guide (V2)
On Healing Hands - A Comprehensive WHM Guide (V2)
First Page 2 3 ... 59 60 61 ... 95 96 97
Offline
By Shichishito 2019-03-02 18:41:04  
Bismarck.Ihinaa said: »
What's the best shield for whm for not taking damage? Genmei Shield, Deliverance +1 or Culminus? PDT/MDT does not matter.

i'd say genmei for the couple extra shield skills. the others only offer 1-3 more def which shouldn't make a noticeable difference. +HP is neglectable too if you don't full time it, counter only works when engaged facing the mob if i'm not mistaken... could make a argument for culminus and its 10% spell interuption rate down for midcast set i guess but you asked for damage mitigation.
 Ragnarok.Martel
Offline
サーバ: Ragnarok
Game: FFXI
Posts: 2899
By Ragnarok.Martel 2019-03-02 19:57:20  
Shichishito said: »
Bismarck.Ihinaa said: »
What's the best shield for whm for not taking damage? Genmei Shield, Deliverance +1 or Culminus? PDT/MDT does not matter.

i'd say genmei for the couple extra shield skills. the others only offer 1-3 more def which shouldn't make a noticeable difference. +HP is neglectable too if you don't full time it, counter only works when engaged facing the mob if i'm not mistaken... could make a argument for culminus and its 10% spell interuption rate down for midcast set i guess but you asked for damage mitigation.
I'd actually lean towards Deliverance +1. Genmei's Block+ 6 vs Deliverance's Block+9. And Gemnei's 5 skill lead(1%~ block rate) isn't going to make up for that.

However, Deliverance is a size 2 shield, where as Genmei is a size one. I've never figured out the exact values, cause Size 1 and 2 shields suck, but the size 2 should have a bit more dmg reduction. Although supposedly it would also have lower block rate. But my few tests weren't able to pin down the difference. So while I lean towards the better stats on Deliverance I'm lacking info to actually math out the difference.

I'm curious to know the intended foes for this shield use. Cause with WHM's shield skill, block rate is probably gonna be pretty bad even on trash mobs, and floored on high end content.
 Bismarck.Ihinaa
Offline
サーバ: Bismarck
Game: FFXI
user: Ihina
Posts: 160
By Bismarck.Ihinaa 2019-03-02 21:35:28  
It's just another slot for more def. Blocks are just a bonus. I'm well, well overdue for replacing that terra staff.
 Asura.Meliorah
Offline
サーバ: Asura
Game: FFXI
user: DatGoose
Posts: 576
By Asura.Meliorah 2019-03-12 09:30:27  
How does Maxentius look to hold up for debuffing vs something like Gada?
Code
DMG:200 Delay:288 
INT+15 MND+15 CHR+15 
Accuracy+40 Magic Accuracy+40 
"Magic Atk. Bonus"+21 Magic Damage+232 
Club skill +250 Parrying skill +250 
Magic Accuracy skill +250


vs
Code
DMG:118 Delay:217 
INT+6 MND+6 
Magic Accuracy+20 "Magic Atk. Bonus"+16 Magic Damage+124 
Club skill +242 Parrying skill +242 
Divine magic skill +18 Healing magic skill +18 
Enhancing magic skill +18 Enfeebling magic skill +18 
Magic Accuracy skill +215 "Cure" potency +18%


and as an example of augments..

 Asura.Pergatory
Offline
サーバ: Asura
Game: FFXI
user: Pergatory
Posts: 1328
By Asura.Pergatory 2019-03-13 11:37:09  
It seems marginally better than a good Gada (maybe by 15 macc or so), worse than an augmented Yagrush.
 Cerberus.Shadowmeld
Offline
サーバ: Cerberus
Game: FFXI
Posts: 1663
By Cerberus.Shadowmeld 2019-03-13 11:49:51  
A perfect augment on a Gada probably matches it or pretty close, so the question is which is more time consuming, perfect gada or pulse item farm. I'd bet pulse farm is going to win.

It comes down to what the extra 35 magic accuracy skill actually means. I know magic accuracy skill isn't = to magic accuracy, but I don't know what the actual ratio is.

Perfect Pel Gada would be:
16 MND
45 macc
18 enfeeble skill
215 macc skill

vs

Perfect Taupe Gada:
21 MND
40 macc
18 enfeeble skill
215 macc skill

vs

15 MND
40 macc
250 macc skill
 Shiva.Samanosuke
Offline
サーバ: Shiva
Game: FFXI
Posts: 19
By Shiva.Samanosuke 2019-03-16 18:54:44  
What food do WHMs use nowadays?
 Bahamut.Agerine
Offline
サーバ: Bahamut
Game: FFXI
user: Agerine
Posts: 431
By Bahamut.Agerine 2019-03-16 19:10:04  
Shiva.Samanosuke said: »
What food do WHMs use nowadays?

I usually buy up and use Miso Ramen. All the stat boosts are a nice addition to keepin whm alive and resisting as many negative status effects as possible.
[+]
Offline
Posts: 1109
By DaneBlood 2019-03-16 21:33:54  
Shiva.Samanosuke said: »
What food do WHMs use nowadays?

i us pear crep.
- its cheap
- its helps on landing enfeebles in low man scenarios
[+]
 Asura.Finbar
Offline
サーバ: Asura
Game: FFXI
user: Finbar
Posts: 86
By Asura.Finbar 2019-03-17 18:08:41  
Not sure if this has been mentioned, but I just noticed the enfeebling set recommends a highly augmented Chironic Hat, but if you include the set bonus, Theophany Cap +3 will just about match even a perfect Chironic Hat. Theo. Cap, with set bonus (body and feet), has 37 MND and 62 macc. A perfect Chironic (barring DM augments), with +15 MND and +40 macc, will have 44 MND and 55 macc. Chironic has the MND advantage, but I don't think many people would want to chase a perfect Chironic Hat augment just for WHM enfeebles.
Offline
Posts: 1109
By DaneBlood 2019-03-17 21:56:53  
Asura.Finbar said: »
Not sure if this has been mentioned, but I just noticed the enfeebling set recommends a highly augmented Chironic Hat, but if you include the set bonus, Theophany Cap +3 will just about match even a perfect Chironic Hat. Theo. Cap, with set bonus (body and feet), has 37 MND and 62 macc. A perfect Chironic (barring DM augments), with +15 MND and +40 macc, will have 44 MND and 55 macc. Chironic has the MND advantage, but I don't think many people would want to chase a perfect Chironic Hat augment just for WHM enfeebles.

THank you for the info. hopefully next week will not be bad and i will update my thread about whm gear with and enfeeble set as well
Offline
Posts: 42642
By Jetackuu 2019-03-17 22:25:00  
Asura.Pergatory said: »
It seems marginally better than a good Gada (maybe by 15 macc or so), worse than an augmented Yagrush.

Who even AG's their Yagrush? Oh wait.
[+]
Offline
Posts: 47
By Valafar 2019-04-08 08:55:43  
Hey folks,
I'd like to ask about entry-level enfeebling sets. I'm a returning player (gone >~5yrs) looking to catch up (so assume no Omen/Dyna-D access for +2/+3 gear yet), and given this month's ambu (& the importance of landing silence), would like to put together an accessible set that can hold me/those like me over until the top-tier stuff becomes more accessible.

Can anyone share their sets/possible options? Or the relative importance of skill+ gear vs. macc/MND?

I found the below back on page 53 for an optimal (as of last aug) set, but sadly can't find much up-to-date info on weaker pieces to guide progression.

Shiva.Arislan said: »
Valefor.Angierus said: »
Piety Mitts +3 vs Kaykaus Cuffs +1, which would be better for enfeeble? I'm not sure how enfeeble magic skill translates to magic acuracy, is it 1:1? or 1:0.9?

Kaykaus Cuffs +1 Path A has more macc than AF+3, before you even consider the enfeebling skill. Assuming you're using Regal Earring, you should be maxed on AF set bonus w/o hands.

ItemSet 360761
- MND/Macc on Gada,
- Kaykaus Path A
- MND/MAcc on Cape.
Offline
Posts: 1109
By DaneBlood 2019-04-08 09:23:44  
Valafar said: »
Hey folks,
I'd like to ask about entry-level enfeebling sets. I'm a returning player (gone >~5yrs) looking to catch up (so assume no Omen/Dyna-D access for +2/+3 gear yet), and given this month's ambu (& the importance of landing silence), would like to put together an accessible set that can hold me/those like me over until the top-tier stuff becomes more accessible.

Can anyone share their sets/possible options? Or the relative importance of skill+ gear vs. macc/MND?

I found the below back on page 53 for an optimal (as of last aug) set, but sadly can't find much up-to-date info on weaker pieces to guide progression.


ItemSet 366065

most of this is from ambuscade
ammo is form a T1 in escha ruan
Earrings are from delve rewards so also easy get/farm
Neck is from delve as well
rings are abmu/sparks
belt is from AH

This was just quickly gathered with the mentality of
- nothing more than T1 NM's in escha zone
- no reisnijima gear
- no gear with random augments
- nothing form omen vagary
- nothing costing above 100k on ah


I was unable to finf good easy to get wpn,
I am using staff from SR both tha again randum augments
Ambuscade Club is very nice but then you have to farm the cells to finish it.
Club is however second to AG yagrush for enffebling i believe


-- edit ---
add'ed in kaja rod from eliross suggestion
adde in shield from AH
[+]
Offline
Posts: 2442
By eliroo 2019-04-08 09:28:15  
Pretty sure a well augmented Gada is second best. You can get the Kaja club though which is suitable and doesn't require a pulse weapon. Further more you can melee with it and deal some damage.

Edit: Checked the Magic Accuracy Skills and Ambu Pulse should beat a perfect Gada out by around ~10 Macc.
[+]
VIP
Offline
Posts: 675
By Lili 2019-04-08 10:06:29  
DaneBlood said: »
ItemSet 366065
most of this is from ambuscade

It's a nice entry level set, but for a returning player it will take at least 3 months to get full +2 Inyanga set. You can only get 20 Abdhaljs metals per month (5 from hallmarks, 5 from total hallmarks, 10 from gallantry), and each +2 piece requires 10 to upgrade from +1.

My suggestions:
- for legs, Chironic Hose are decently easy to get with an entry level group, and the Immunobreak +1 is well worth the (small) loss in magic accuracy even in an all bis set. Aim for +20/25 Magic Accuracy augment, it's not hard to get (with DM you can get silly stuff like +40 or more) and it will be good for a very long time. Requires Reisenjima access which you should be getting asap anyway.
- for hands, Inyanga Dastanas +2 are very good, and only behind Kaykaus Cuffs by a couple of points (MND 47, Macc 43, skill 20, against MND 47, macc 53, skill 16). As WHM, Inyanga body and hands +2 are bis for a bunch of stuff so get these 2 first, rest can sit at +1 for a bit longer.
- Head and Feet can be Inyanga +1 until you get better options.

As a freshly returning WHM you're probably not going to consistently land enfeebles on VD ambu anyway, I'm afraid, but the above should enable you to silence N without too much trouble.

DaneBlood said: »
I was unable to finf good easy to get wpn,

Ambuscade Club is possibly worth it for magic accuracy even at Eletta stage, but that requires spending ambu points that, as a returning whm, might be better invested in a good cape/Inyanga pieces instead, or for stuff for other jobs.

Super base entry level options are:
Arasy Rod (AH or bought from an NPC): MND 6, Magic Accuracy +10, Magic Accuracy skill 215
Eminent Staff (free! Well, sparks): MND 12, Magic Accuracy skill +203, Latent effect: Magic Accuracy+10 (latent is active when under 1k tp, which is always on whm)
Marin Staff/+1 (drop from an easy Unity NM): MND 12, Magic Accuracy 15, Magic Accuracy skill +228
Nibiru Cudgel (easyish farm from Escha - Zi'Tah): MND 21, Magic Accuracy 22, Magic Accuracy Skill 215 (and cure potency +25, which can be good for a returning player)

Shields:
Thuellaic Ecu +1 (AH): Magic Accuracy +10, good for some other stuff and can be resold.
Chanter's Shield (drop from an easy NM in Adoulin): Magic Accuracy 5 and some fastcast, it's a good shield

Grips:
There's a bunch with Magic Accuracy 2-5 that are easy to get, but you might just want to splurge for a Clerisy Strap/+1 (400k for NQ on AH, has Magic Accuracy +10/+15), can always resell later, or keep for the fastcast.

Verdict:
Arasy Rod/Thuellaic Ecu +1 is probably the best budget combo that can just be bought on a whim.
Eminent/Clerisy is probably even cheaper and is comparable, but a bit weaker.
Consider farming Marin/Nibiru (to use with same shield/grip), since the effort required to get them is low and they also transfer nicely as entry nuking weapons for other mages (BLM, GEO, RDM, BLU).
Then once you have done enough Ambuscade, get Kaja Rod and use it until you can get an augmented Gada, or Maxentius. After that there's only Yagrush.
[+]
 Asura.Toralin
Offline
サーバ: Asura
Game: FFXI
user: toralin
Posts: 1362
By Asura.Toralin 2019-04-08 10:26:49  
Maxentius vs Gada enfeebling?

Gada
MND +6 (10 perf aug) = 16MND
Macc 20 + (25 perf aug) = 45macc
Enfeeble Skill + 18
Magic Accuracy skill +215

Maxentius
MND 15
Magic Acc 40
Magic Accuracy Skill +250

so whats better +35 Magic acc skill or 18 Enfeeble?

Silly question... Magic Accuracy Skill = Magic Accuracy?
 Leviathan.Comeatmebro
Offline
サーバ: Leviathan
Game: FFXI
user: Rairin
Posts: 6052
By Leviathan.Comeatmebro 2019-04-08 10:39:52  
M.acc skill : m.acc is roughly 2:1.

So really, you have 1 mnd, 21.2 m.acc (if we still believe enfeebling skill is 0.9 m.acc) vs 18 m.acc. The perfect Gada wins, but not by very much assuming you only care for accuracy and not the actual enfeebling skill.

June 10, 2016 SE Post said:
Furthermore, the property “Weapon Skill+” and “Magic Accuracy Skill+” translates out as follows.

Weapon Skill +242: Attack +195, Accuracy +195
Weapon Skill +269: Attack +216, Accuracy +216

Magic Accuracy Skill +228: Magic Accuracy +115
Magic Accuracy Skill +242: Magic Accuracy +122
Magic Accuracy Skill +255: Magic Accuracy +128
Magic Accuracy Skill +269: Magic Accuracy +135
[+]
Offline
Posts: 694
By Wotasu 2019-04-08 10:50:37  
From what I hear Magic acc skill is a meh attribute, but idk where & how that's tested.

This is what I have and it wont land silence on VD.

main={ name="Gada", augments={'"Fast Cast"+4','MND+1','Mag. Acc.+20','DMG:+11',}},
sub="Thuellaic Ecu +1",
ammo="Kalboron Stone",
head={ name="Chironic Hat", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','"Cure" potency +8%','Mag. Acc.+14','"Mag.Atk.Bns."+5',}},
body="Theo. Briault +2",
hands="Inyan. Dastanas +2",
legs={ name="Chironic Hose", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','"Cure" spellcasting time -6%','CHR+5','Mag. Acc.+15',}},
feet="Theo. Duckbills +2",
neck="Erra Pendant",
waist="Luminary Sash",
left_ear="Lifestorm Earring",
right_ear="Psystorm Earring",
left_ring="Stikini Ring",
right_ring="Stikini Ring",
back={ name="Alaunus's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10',}},
Offline
Posts: 1109
By DaneBlood 2019-04-08 10:55:16  
Leviathan.Comeatmebro said: »
M.acc skill : m.acc is roughly 2:1.

Do you have a link for the testing for that?

-- edit --
found it

you would think SE would made it easy to just directly translate since there is no other effect but NAAAAH

I have been calculating my Macc wrong all the time :(
[+]
Offline
Posts: 47
By Valafar 2019-04-08 10:57:38  
Great, thanks guys, I appreciate the input - all really useful. Realistically I don't expect to be running VD for awhile, but this certainly gets me on the right track to progress towards it & more!
Offline
Posts: 1109
By DaneBlood 2019-04-08 11:22:48  
now since we are talking keepings us out of reinsjima and only T1 in escha zones or previous older events.
What can we replace the yiangan set with ?

in this case delve. WKR (we get kupon for that) sparks & bayld gear , skirmish gear ( with midle of the road augments_
 Cerberus.Shadowmeld
Offline
サーバ: Cerberus
Game: FFXI
Posts: 1663
By Cerberus.Shadowmeld 2019-04-08 12:58:15  
Wotasu said: »
From what I hear Magic acc skill is a meh attribute, but idk where & how that's tested.

This is what I have and it wont land silence on VD.

main={ name="Gada", augments={'"Fast Cast"+4','MND+1','Mag. Acc.+20','DMG:+11',}},
sub="Thuellaic Ecu +1",
ammo="Kalboron Stone",
head={ name="Chironic Hat", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','"Cure" potency +8%','Mag. Acc.+14','"Mag.Atk.Bns."+5',}},
body="Theo. Briault +2",
hands="Inyan. Dastanas +2",
legs={ name="Chironic Hose", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','"Cure" spellcasting time -6%','CHR+5','Mag. Acc.+15',}},
feet="Theo. Duckbills +2",
neck="Erra Pendant",
waist="Luminary Sash",
left_ear="Lifestorm Earring",
right_ear="Psystorm Earring",
left_ring="Stikini Ring",
right_ring="Stikini Ring",
back={ name="Alaunus's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10',}},

How far into Omen do you have access.

Ammurapi shield is really potent there, and obviously getting +3 body/feet is another +20ish macc.

For other slots,
gwati earring | dignitary's earring until you can get regal earring for the set bonus. I think pemphredo tathlum would beat kalboron stone. WHM doesn't really need MND or skill. They are already at capped potency for all enfeebling magic, so we're really talking about which pieces have net more macc.

Ammurapi shield was a real game changer for my WHM. I couldn't really land enfeebles on anything reliably until I got that piece. It's roughly +42-45 macc over it's next best option.
Offline
Posts: 694
By Wotasu 2019-04-08 13:05:50  
That is actually my whm mule, I have all those on main Whm, but he was talking about cheap/easy gear, so I posted my mule.

My Main set. Still need to +3's etc
main={ name="Gada", augments={'"Fast Cast"+5','MND+7','Mag. Acc.+19','"Mag.Atk.Bns."+9',}},
sub="Ammurapi Shield",
ammo="Pemphredo Tathlum",
head={ name="Chironic Hat", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','INT+10','Mag. Acc.+13','"Mag.Atk.Bns."+8',}},
body="Theo. Briault +2",
hands="Regal Cuffs",
legs={ name="Chironic Hose", augments={'Mag. Acc.+23 "Mag.Atk.Bns."+23','"Resist Silence"+6','Mag. Acc.+15',}},
feet="Theo. Duckbills +2",
neck="Incanter's Torque",
waist="Luminary Sash",
left_ear="Regal Earring",
right_ear="Digni. Earring",
left_ring="Stikini Ring",
right_ring="Stikini Ring",
back={ name="Alaunus's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20',}},

So I went in on main and landed silence on VD so the small difference in gear is enough.
 Asura.Sirris
Offline
サーバ: Asura
Game: FFXI
user: Safiyyah
Posts: 728
By Asura.Sirris 2019-04-08 16:35:18  
Looking at WHM idle, is this about as good as it gets for a status resist/DT idle:

ItemSet 362116

-6 pdt on Dark Ring would put me at PDT cap, and then cape would be pure MEVA. Looking at earrings, Hearty is tempting but isn't resist status negatively affected on NMs?
 Asura.Ladyofhonor
Offline
サーバ: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2019-04-08 16:38:42  
Mafic/Genmei gives you some more VIT/def over Terra/grip.
VIP
Offline
Posts: 675
By Lili 2019-04-08 17:09:23  
Asura.Ladyofhonor said: »
Mafic/Genmei gives you some more VIT/def over Terra/grip.

Mafic/Genmei also does not reduce your iLvl, which is an important factor in magic evasion calculations.
Offline
Posts: 319
By aisukage 2019-04-08 19:04:41  
Lili said: »
Asura.Ladyofhonor said: »
Mafic/Genmei gives you some more VIT/def over Terra/grip.

Mafic/Genmei also does not reduce your iLvl, which is an important factor in magic evasion calculations.

i was pretty sure ilvl for the player is just representation. We get the mevasion from the gear for this reason. Weapons only defensive stats is parrying and shield skill both that are pretty weak on whm really.

Edit: i also idle in chatoyant + irenic strap for 35 more mevasion in my non pdt set
 Asura.Ladyofhonor
Offline
サーバ: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2019-04-08 19:10:40  
While shield skill for WHM is weak, they do have it, and Genmei comes with +6% block rate, so at least 11% of attacks (assuming 5% is the low bound for block rate) will get reduced. And if you add in Mafic/Genmei to the above set, it sits at 49% PDT, so the Terra/Grip is overcapped. You could consider swapping in a Gelatinous ring and that'll get the PDT back to cap with no risk to MDT because of Inyanga and Shell.
[+]
 Leviathan.Kingkitt
Offline
サーバ: Leviathan
Game: FFXI
user: kingkitt
Posts: 517
By Leviathan.Kingkitt 2019-04-08 20:17:12  
I usually run a hybrid idle set on my whm

ItemSet 366076

MND +20, Meva/Eva +20, Meva +10, PDT -10 on cape
[+]
First Page 2 3 ... 59 60 61 ... 95 96 97
Log in to post.