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Enhancing Magic - “Proccing Haste, huh?”
Enhancing Magic - “Proccing Haste, huh?”Spells in this category do one of two things. They can make their allies stronger and faster, increase their survivability, and overall try to shorten the length of a fight as much as possible. Or they can make the White Mage more durable in the face of a giant dragon smacking their face off. A White Mage only has a C+ skill in Enhancing Magic. This can be augmented by Light Arts from the Scholar Sub Job and is incredibly useful to White Mages who are trying to hit that coveted 500 skill tier for Enhancing Magic, although it is now possible to hit 500+ skill without light arts (but it's inventory - so...) Section Contents Regen A utility spell that grants the target a HP/tick buff that generally lasts for one minute. This spell is very useful in situations where a damage dealers life bar may be ping ponging back and forth a lot and a tick or two of Regen can keep a damage dealer from face planting. Regen excels in the HP per MP efficiency category due to its’ Heal over Time nature. Unfortunately, thanks to the prevalence of Cure potency gear and Orison Pantaloons +2, Regen has fallen into a niche use category for White Mage. This is not to say a White Mage cannot make use of it, as it is still a great spell to use in the early parts of a Salvage run and in some cases may be the only spell a White Mage needs to cast against certain fights. Regen’s efficiency also rises dramatically when combined with the power of Accession and hitting a party of five damage dealers at once.
Merits and Items that Enhance Regen Effect
This set is the best you can get at this moment. I will highly suggest you to fill in the blank spots with conserv MP as we uses this spell with accession very often. Enhancing Duration This is most likely a niche set but it can give you a 5 minutes ish haste duration, it's a nice set to have but not mandatory. Each telchine piece can be augmented with 10% Enhancing magic duration using Duskdim stone +1 or +2. The known max duration for Gada is currently +6 with Fern stones and possibly +8 with dark matter but this information still needs to be confirmed. Note: You can also get enhancing duration augment on Grioavolr & telchine pigaches for a maximum of 10 enhancing duration. Also there is Oranyan with +10 duration. Bar-element A staple for any White Mage, these spells provides magic evasion against the appropriate element to themselves and any party member within 10 yalms. White Mages can protect their allies from the primary elements of the Elemental magic trees, but not against Light or Dark magic. The strength of a White Mages’ bar- spell is proportional the amount of Enhancing Magic they have as well as any other equipment that increases that provides a bonus. Additionally, the duration of a bar-element is dependent on the Enhancing Skill of the White Mage as well. Additionally, White Mages should be aware of the elemental properties of individual enfeebles as they may be able to stack both the Bar-status and Bar-element and increase the chances of resists against these spells dramatically. Enfeebles and Their Elements
Only one Bar-elemental spell can be active at a time. Bar-elemental spells can be augmented to give bonus MDB against spells of that element with select equipment and merits.
Items, Skills, and Merits that Enhance Bar-elemental spells
Bar-status Bar-status spells provides magical evasion against the specific enfeebling effect. Like its’ bar-element counterpart, this spell is centred around the caster and hits anyone within 10 yalms of them. At this time, there is no metric to determine how effective this is. One can naturally assume that more Enhancing Skill increases the potency of this effect. Unfortunately, on any on-par content, the Bar-status spell will not negate the effect. It might be useful for partial resists, but partial resists affect duration and in the majority of cases, it is better to remove the effect outright than to let it linger for a shorter duration. This makes Bar-status spells underwhelming in the grand scheme of things. The only expcetion to the rule is Baramnesra as there is no spell that actually removes this enfeeble and thus can be potentially useful against mobs that amnesia. Like the Bar-elemental spells, a player can only have one Bar-status spell up at a time. Additionally, White Mages should be aware of the elemental properties of individual enfeebles as they may be able to stack both the Bar-status and Bar-element and increase the chances of resists against these spells dramatically.
It has been regarded that bar-status is incredibly potent in Player versus Player settings like Ballista, so do not discount it if you plan to use a White Mage in that regard.
Boosts A simple spell that grants the White Mage and those within 10 yalms of them a positive bonus to a particular stat. That stat cannot be cancelled by the player but can be dispelled enemy mobs. A player may only have one Boost active at a time, but the bonuses a Boost gives can be tremendous. The minimum amount of stats a single casting of the spell can Boost is 5 and gains an additional stat point for every 10 Enhancing Magic Skill beyond 300. A Boost spell caps at 500 Enhancing Magic and every White Mage should be striving to reach this number. At this cap, a White Mage’s Boost can give +25 to a single stat, which has huge implications for any weapon skill, especially the merited weapon skills with 100% stat mods. If Enhancing is fully merited and a White Mage is sub jobbing Scholar, they should be able to hit at least 475 Enhancing with very little work. Same as Bar Status
Those are sets with enhancing gears that you will most likely have for other purposes in order to save inventory. There is other easy to obtain enhancing pieces listed below.
Haste The bread and butter of any damage dealing buff. For 40 MP, this spell gives the target an additional 15% magic Haste. Simple, efficient, and highly effective. No gear or merits affect this spell. In terms of gearing, it is best to gear this for Recast and Occasionally Quickens Spellcast as you will most likely need to cast Haste on multiple targets and in some instances, you may need to reapply Haste as soon as possible.
Auspice Another simple enhancing spell, this buff provides a Subtle Blow effect for the White Mage and all party members within 10 yalms. The base bonus is +10 Subtle Blow and can be boosted to +20 when equipped with orison duckbills +2. Be cautious when using this spell as the buff it provides overrides a Paladin’s En-light buff and a Dark Knight’s En-dark buff. This happens because Auspice also grants the effect of En-light to a White Mage while under the effects of Afflatus Misery, thus my reasoning is that En-Light, En-Dark, and Auspice are all considered the 'same' buff because of their similar effects (in some respects). Also, the spell loses its’ effectiveness in a zerg scenario because of the monumental TP feed that happens. Where Auspice excels is any low man or non-zerg content. Because the only piece of gear that augments Auspice are the boots, it is recommended to use Conserve MP gear in every other slot, as you will not need to cast it more than once every three minutes.
Items that Enhance Auspice
Protectra and Shellra Another bread and butter spell for any White Mage. The -ra spells are equiviant to their single target counterparts except they also hit all part members within 10 yalms of the caster. Protectra bolsters defense while Shellra provides a -MDT bonus. Shellra V is one the most important spells to a White Mage’s spellbook. This spell, when fully merited, and augmented with specific equipment, can provide a total of -31% MDT bonus in a single casting, making it incredibly easy for a other front liners and the White Mage themselves to cap out their -MDT when facing down extreme magical damage. Protectra V provides a solid defense buff. Because of these buffs have thirty minute duration, a White Mage need only to cast the buff once and the party can forget about the rest until they wear off or dispelled. These spells are also a non-Enhnacing Magic dependant spell. As such, stacking Conserve MP on other slots can be beneficial if a White Mage is forced to reapply buffs in the middle of combat.
Items that Enhance Shellra and Protectra
Stoneskin Stoneskin shields your White Mage against damage. It has an HP value that will break once it is out of HP. Stoneskin caps at 350 HP, which a White Mage should be able to cap naked at level 99. There are pieces of gear that increases the amount of damage Stoneskin can absorb to a total of 445. Effectively, Stoneskin increases the White Mages HP by at least 350 while Stoneskin is up and it also allows for a White Mage to /heal while getting ticks of Sublimation. Stoneskin is also Accession-able, thus giving another layer of defense for your front liners before they engage in combat. Note that any gear that enhances the effect of Stoneskin does not transfer to the White Mages allies.
Items that Enhance Stoneskin
Aquaveil and Blink Two other self-defence enhancing spells that protect the White Mage. Blink provides two shadows, but unlike Utsusemi, only has a chance to block an oncoming attack. This spell has lost some of its charm in a time of true Area of Effect attacks and when White Mage have a difficult time pulling hate off the damage dealers. Aquaveil provides a shield that protects the White Mage from casting interruption. There is gear that enhances the effect of Aquaveil, but it is unclear how. The common thought process of Aquaveil is that protects the caster from X amount of hits that interrupt their casting. However, much like Blink, Aquaveil is not effective anymore as the chances of a White Mage pulling hate of their damage dealers is next to none.
Items that Enhance Aquaveil
Reraise Grants the White Mage a buff that automatically applies a specific tier of Raise on them when they are incapacitated. The amount of EXP recovered and HP restored is exactly like the targetable spell that White Mages can cast. At this time, there is no Arise-Reraise spell. The buff itself lasts for one full hour, so the White Mage would only ever need to cast this spell once in any given time, thus this spell should be cast with Conserve MP gear.
Alternative Enhancing Pieces Author:
onagh
Collaborators:
disregardhope
Date Created: 2014-10-25 05:53:42
Date Last Modified: 2016-12-29 20:26:57
Updates: 32
Bytes: 27723
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