On Healing Hands - A Comprehensive WHM Guide (v3) |
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On Healing Hands - A Comprehensive WHM Guide (v3)
Quetzalcoatl.Wakmidget
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What’s the highest tick regen WHM can get with gears?
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This Set is +63 tick.
ItemSet 369805 This would be the highest tick with an extra +9 Regen(Not sure if any of the other equip's % boosts that), but sacrificing duration. ItemSet 374444 edit, apperantly it's not a +3 regen boost per piece, but 3% of base regen potency. Wotasu said: » This Set is +63 tick. ItemSet 369805 This would be the highest tick with an extra +9 Regen(Not sure if any of the other equip's % boosts that), but sacrificing duration. ItemSet 374444 Note that you never want to use the latter set, as the telchine augments aren't flat potency but a percentage of the base amount, so you're using 3 slots to add a meager 3 hp/tick (or maybe 4), which is really, really minor. Af legs/empy hands add 44 base duration which gets multiplied by all duration multipliers, so it's a much better use of your MP and time, you end up with almost 2minute longer Regen. Anyone know the highest resistance for an elemental bar spell? just trying to see where i am sitting currently
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Sylph.Seidell said: » Anyone know the highest resistance for an elemental bar spell? just trying to see where i am sitting currently Mimir shouldn't do much; the enhancing skill part of barspells caps at only 500 skill.
Forgot Light Arts, now its +196 on bar and 490 in skill
There's also the job point category for Barspell potency, which accounts for another +40.
Leviathan.Isiolia said: » There's also the job point category for Barspell potency, which accounts for another +40. Yeah I have 19 upgrades into that atm Sylph.Seidell said: » Yeah I have 19 upgrades into that atm Then it seems odd that you'd only be hitting 196. Basic Barspell potency isn't complicated. As mentioned, you need 500 skill to hit 150 base. WHM then has another +10 from Cat1 merits and +40 available from Job Points. Then Relic pants, which at +3 offer +36 for that 236 total. Are your pants maybe not equipping, or you're testing against something that has -element in your idle set? WHM also gets bonuses to MDB for them, from those merits, Empyrean body under Solace, and Beneficus. Leviathan.Isiolia said: » Sylph.Seidell said: » Yeah I have 19 upgrades into that atm Then it seems odd that you'd only be hitting 196. Basic Barspell potency isn't complicated. As mentioned, you need 500 skill to hit 150 base. WHM then has another +10 from Cat1 merits and +40 available from Job Points. Then Relic pants, which at +3 offer +36 for that 236 total. Are your pants maybe not equipping, or you're testing against something that has -element in your idle set? WHM also gets bonuses to MDB for them, from those merits, Empyrean body under Solace, and Beneficus. Everything looks like it is swapping in okay. This is my current set. I'm new to whm so i am just trying to do it right XD Edit: I also don't have a good belt yet main="Beneficus", sub="Ammurapi Shield", ammo="Homiliary", head="Ebers Cap +1", body="Ebers Bliaud +1", hands="Ebers Mitts +1", legs="Theo. Pant. +1", feet="Ebers Duckbills +1", neck="Incanter's Torque", waist="Fucho-no-Obi", left_ear="Loquac. Earring", right_ear="Andoaa Earring", left_ring="Stikini Ring", right_ring="Stikini Ring", back={ name="Mending Cape", augments={'Healing magic skill +9','Enha.mag. skill +10','Mag. Acc.+4',}}, You have the wrong pants. Theophany is artifact, not relic.
Asura.Geriond said: » You have the wrong pants. Theophany is artifact, not relic. And there we go! At +228 now The barspell set on the main page has the af+3 in them. Offline
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To be clear on the subjob selection front, /SCH also gets Sleep and Dispel, but only via Addendum: Black, which requires an Arts change. Not as convenient as having them always available with /RDM, but /SCH adds the possibility of an AoE Sleep with Manifestation (with triple the recast as a subjob penalty), and just the options makes /RDM even less useful. I honestly can't remember the last time I went WHM/RDM.
you might want to include some other enchaining sets, like Aquaveil and Stone Skin
I am assuming for haste and such, you want to use the enhancing duration set?
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+duration and whatever cmp you have after if you want assuming you have maxed recast for spells like haste that have a fixed value and arent effected by skill
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For the cure sets. twiilight cape is no longer BIS if you aurorastorm yourself? I see Hachinrin-no-obi is still there.
Lilllith said: » For the cure sets. twiilight cape is no longer BIS if you aurorastorm yourself? I see Hachinrin-no-obi is still there. Twilight cape goes in the back slot, Hachirin-no-obi goes in the waist slot, so you can have both. Obi forces the Chatoyant bonus to happen 100% of the time so it's kind of a big deal. That said, Twilight Cape loses to Alaunus cape for single cures casted with Afflatus Solace active. With weather up and Afflatus Solace down (Misery, or no Afflatus due to dispels), Twilight is still good. Twilight always good for weather curagas, since those don't benefit from the Solace bonus on Alaunus cape. If you don't have weather then you can have whatever cape, both mnd and skill don't matter much for whm cures at this point. What grip do you guys use with chatoyant staff? My whm mule has been using Quelled/Genbu’s shield (augmented).
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There is various options:
Conserve MP: Giuoco Grip Mnd: Enki Strap Mnd/-Enm: Achaq Grip And probably some more Im missing. Quetzalcoatl.Wakmidget
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Does WHM get access to any form of 18% movement speed outside of the Adoulin ring, or are we still stuck with 12%?
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forever stuck with tiamat boots, dune boots under earth storm, or using a ring on mov speed
They need to release iLevels of those boots already. Every job should have +18% ilevel options by now. I think Pup, Dnc, and Mnk don’t have an ilevel +18% movement speed item either yet.
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MNK/WAR/DNC/BST/SMN/BLM/SCH/SAM/NIN(25% under AF latent but still)/WHM/PUP off top of my head are still stuck with non-ilvl mov speed, bst/dnc iirc get skadi feet+1 for 18% but its not ilvl
Oh geeze, I figured most of the mages didn’t but there are a lot of DDs too I see.
I would personally 100% go for for the adoulin ring if the jobs I spend most of my time on didn't have an 18% option.
Phoenix.Gennss said: » wouldnt stinkini +1 be better than metamorph for black halo and realmrazer? With the new augments from Unity, the Metamorph +1 ring at rank 15 is +16 mnd(6 native,10 augmented), which is the stat i'm assuming they're going for. |
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