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On Healing Hands - A Comprehensive WHM Guide
Cerberus.Conagh
Serveur: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2014-08-28 11:06:19
Cerberus.Spirachub said: »Replace your DDs with pups, that should keep you entertained for a while
[+]
Bismarck.Stanislav
Serveur: Bismarck
Game: FFXI
Posts: 120
By Bismarck.Stanislav 2014-08-28 13:24:20
Cerberus.Spirachub said: »Replace your DDs with pups, that should keep you entertained for a while
Challenge #2. All mages /SMN and Aerial Armor order. Go.
Cerberus.Conagh
Serveur: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2014-08-28 13:52:47
Bismarck.Stanislav said: »Cerberus.Spirachub said: »Replace your DDs with pups, that should keep you entertained for a while
Challenge #2. All mages /SMN and Aerial Armor order. Go.
Seems like a plan ~
I assume without Ballads?
By Jetackuu 2014-08-29 18:22:16
Ragnarok.Ghishlain said: »Part 6 - Applying Mace to Face - “Stop! It's Hammer Time!”
For all aspiring White Mages looking to smash face and take names, this section is for you! However, be warned that going down this route is not for the faint of heart. The route of a White Mage DD is long and arduous, with very little rewards and potentially even less opportunity to be effective. It takes an monumental amount of gear to be truly successful and respected as a White Mage damage dealer. Still, if pushing the class to the extreme is your desire, nothing can feel as fulfilling or satisfying as taking a hammer and applying it to the face of your enemies.
This section will not go into much detail about the basics of combat. Instead, it will focus more on important tactics, equipment, and other miscellaneous details.
Motenten's DPS spreadsheet is a great place to gauge your smashing prowess and is an incredible resource of any damage dealer (regardless of class). His spreadsheet can be found here. It even has a nice White Mage section for all of us hammering White Mages! It is recommended to download the respective spreadsheet and edit it in an Excel style program. Open Office is a free document editing software that can open the spreadsheet.
WHITE MAGE DAMAGE DEALING IS NOT FOR THE FAINT OF HEART!! PLEASE BE AWARE OF THE TRIALS AND TRIBULATIONS ONE MAY FACE WHEN WALKING DOWN THE ROUTE OF THE HAMMER!! THOSE WITH EXTREMELLY HIGH EXPECTATIONS WITH LITTLE WORK NEED NOT APPLY!
Without further ado, let's get started.
The Right Tools - "Preparation time!"
Section Contents
Sub Job Selection Ninja is the life blood sub job of any melee White Mage. The terms "Whinja", "Winja", or "Whmja" are all coined from this sub job selection. 25% Dual Wield and Utsusemi - this sub job may only provide two tools but both are those tools are incredibly potent. Dual Wield is one of the most powerful increasers in damage dealing potential. Utsusemi adds another layer of defense to a White Mages already potent tools. A variety of fast cast and haste equipment as well as both the Haste and Aquaveil spells allow for a White Mage to reapply shadows repeatedly and effortlessly. Combine with a White Mages enfeebles and Stoneskin and a White Mage can mitigate a huge chunk of damage being thrown their way.
Dancer provides an acceptable sub job for those looking to get the benefit of Dual Wield while still able to get small bonuses like Accuracy Bonus (or the ability to proc mobs in Dynamis). Haste Samba can partially reduce the difference in Dual Wield tiers, but comes are at a fairly steep TP cost for most non-Kraken Club White Mages who may also be casting quite a bit of magic to support their party.
Red Mage provides both Phalanx and Refresh to those White Mages looking to tank a number of foes at once. This happens most frequently when a White Mage tries to solo Cataclysm burn mobs in mass quantities. The addition of Magic Attack Bonus helps this strategy as well.
Merit Selection Strength or Dexterity or Mind stat merits? Answering this question is matter of what OTHER goals the player wishes to complete on other jobs they have acquired. The break down of these merits are as follows:
12/12 Strength - Provides about 2 to 3 fSTR for overall damage, 9 attack, and 12 strength for mods on the majority of WHM Weapon Skills
12/12 Dexterity - Provides 9 accuracy (no dDEX critical hit increase on any target worth its salt)
12/12 Mind - Provides about 6 magic accuracy, 12 mind for dMND potency spells, and 12 mind for mods on the vast majority of WHM Weapon Skills
The question to ask here is what content does one participate in on other jobs. If one has a powerful damage dealer they bring to events frequently, going STR + DEX is the choice for you as it gives a substantial boost to your performance on that job. Going this route for White Mage DD isn't necessarily bad either, just do not expect to get full returns on the dexterity as white mages dexterity values are natively low and lack any sort of dexterity gear. This makes it almost impossible for White Mages to make use of the crit bonus provided by dDEX as White Mages will most like have negative difference on any target worth its' salt.
For a more career centric White Mage, STR + MND would be the best way to go. This maximizes a White Mages support abilities while adding mods to almost every single Weapon Skill in their arsenal. This slightly alleviate the loss of magic accuracy since a White Mage cannot equip an appropriate elemental or Magian stave. On targets that White Mages should generally be fighting, the accuracy the dexterity merits will provide will be negligible.
Food Red Curry Buns are the staple food choice for the majority of damage dealers and White Mage is no exception to this rule. These 30 minute buns give a significant attack and STR buff - both something White Mages natively lack. This is compounded by the fact that White Mages also have no gear that provides significant attack stats or any job abilities natively that can boost their damage output. Unfortunately, White Mages sub job selection is generally restricted to anything that can Dual Wield, and neither of those jobs have any job abilities that significantly boost their damage. As such, Red Curry Buns are incredibly important to any White Mage looking to make a dent in the monsters life.
Sole Sushi provides a niche use for those lowman groups where the party is fighting something that is highly evasive but non-threatening. In groups where White Mages are meleeing things for end game events, they will most like be riding Accuracy buffs with the rest of their DDs and can afford to eat a Red Curry Bun instead.
Marinara Pizza is a nice hybrid food that provides White Mages with both attack and accuracy bonuses. Though neither stat are increased as significantly as their specialized food counterparts, Marinara Pizza is best used in areas where the increased accuracy will boost your accuracy to between 90%-95% accuracy without going over that threshold. This allows a player to maximize both aspects of the Pizza.
Tavnazian Taco is a defense boosting food and is used when a White Mage is super tanking an angry mob of baddies. This tends to happen when White Mages are trying to Cataclysm burn their way through large quantities of monsters. Because Cataclysm is a magic-based Weapon Skill, it is dependant on stats and not on the attack values. As such, this is the perfect food for a White Mage to reduce the damage taken from the mob they are building.
Bison Steak is a three hour food that boosts attack and strength. Though not as significant as Red Curry Buns, this food is useful for melee White Mages who participate in Dynamis frequently. This food is generally cheaper than using four Red Curry Buns and lasts the entire duration of the player's run. In general, great for long events with low risk.
Hedgehog Pie is another three hour food that boosts both STR and attack. It gives the same amount of attack and strength as a Bison Steak but also boosts mind and accuracy as well. This item also is a frequent drop from the Gobbie Box, and thus there is generally stock of it on the Auction House.
Miscellaneous Supplies Shihei for those who use the Ninja subjob frequently. Because of White Mages abysmal evasion, if a White Mage is looking to mitigate damage from a single target, they need not look no further than spamming Utsusemi. The ninja tool for Utsusemi are Shiheis and a White Mage looking to seriously evade damage out of a mob should not leave home without these wooden figures.
How much of this stuff is still accurate?
By camaroz 2014-08-29 18:31:31
Well pretty much all of it is - the merit part which was before you could max all 3.
By Jetackuu 2014-08-29 18:49:15
Well pretty much all of it is - the merit part which was before you could max all 3. so the gear is? it hasn't been all replaced?
By camaroz 2014-08-29 18:56:04
Oh I was going by what you quoted which is food/sj etc. Ghishlain only plays 14 now so I highly doubt gearwise it is up to date. Skjalf of Odin puts sets here and there. Gonna be your best bet.
By Jetackuu 2014-08-29 18:56:50
kk, and woops, did quote the wrong section...
Serveur: Odin
Game: FFXI
Posts: 282
By Odin.Skjalf 2014-08-29 19:01:13
:3
Flash Nova can do a lot of damage in Abyssea with this set:
ItemSet 322134
along with Beyond, Hell's Guardian and Ultimate Atmas.
[Aput Mantle +1 and Sekhmet Corset up for consideration]
:3
By Jetackuu 2014-08-29 19:17:07
This is what I have relic wise (along with some accessories):
ItemSet 327726
I also have the full empy +2 set, am currently working on the pages to 109 the af set, then I'll +1 it and relic.
ItemSet 327727
I swap in a Beir Belt for WS, and still am using woodsman rings for tp accuracy on tp gain.
By dragomair 2014-08-29 19:28:40
This is what I have relic wise (along with some accessories):
ItemSet 327726
I also have the full empy +2 set, am currently working on the pages to 109 the af set, then I'll +1 it and relic.
ItemSet 327727
I swap in a Beir Belt for WS, and still am using woodsman rings for tp accuracy on tp gain. You should get Tamaxchi.
By Jetackuu 2014-08-29 19:33:14
Need to learn delve apparently...
Cerberus.Conagh
Serveur: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2014-08-29 19:37:24
This is what I have relic wise (along with some accessories):
ItemSet 327726
I also have the full empy +2 set, am currently working on the pages to 109 the af set, then I'll +1 it and relic.
ItemSet 327727
I swap in a Beir Belt for WS, and still am using woodsman rings for tp accuracy on tp gain. You should get Tamaxchi.
A low Damage club for what melee Purpose?
119 Relic Relic is one of the strongest weapons in game, Tamaxchi is only good for cures.
By Jetackuu 2014-08-29 19:39:14
I'm in the process of upgrading Mjollnir, just got it yesterday. Randy kills are a ***.
I need that as well, going to full circle it.
Serveur: Odin
Game: FFXI
Posts: 282
By Odin.Skjalf 2014-08-29 19:46:53
ItemSet 327727
I swap in a Beir Belt for WS, and still am using woodsman rings for tp accuracy on tp gain.
For meleeing WHM:
Light Gorget, Light Belt, Espial Sparks gear, Wildkeeper Reive pieces, so many other things :3
Some older pieces to consider [if they are easier to get] before you get the best stuff/newer stuff: Khthonios Mask, Magavan Beret, Goading Belt, Virtuoso Belt, Iuvenalis Mittens.
:3
By Jetackuu 2014-08-29 19:48:25
yeah... idk why I didn't even think to check the espial to see if whm could wear it.
By camaroz 2014-08-29 19:55:49
ItemSet 327728
Tp phase what I use
By Jetackuu 2014-08-29 19:56:59
What server are you on?
By camaroz 2014-08-29 19:57:37
Fenrir
By Jetackuu 2014-08-29 20:05:23
Ah, am looking for a Randy partner, these trials are blowing my mind.
By minikomby 2014-08-30 17:56:19
Hey guys anyone know what exactly this means
Increases potency of Cure while under the effects of Afflatus Solace.
Increase Cure potency by 2(*).
* Potency will increase by a fixed amount, not a percentage.
how much is this? just 2 extra HP in each upgrade to a total 10?
Asura.Loire
Serveur: Asura
Game: FFXI
Posts: 563
By Asura.Loire 2014-08-30 18:47:34
Hey guys anyone know what exactly this means
Increases potency of Cure while under the effects of Afflatus Solace.
Increase Cure potency by 2(*).
* Potency will increase by a fixed amount, not a percentage.
how much is this? just 2 extra HP in each upgrade to a total 10? 2 extra hp base on all cures per job point up to 10 points into it so 20 extra hp base.
Carbuncle.Bukadan
Serveur: Carbuncle
Game: FFXI
Posts: 280
By Carbuncle.Bukadan 2014-08-30 19:22:39
it tabs on to the base so itll be 30 after 50% cure pot, which should 100% be involved. so unless you are a terrible, terrible whm (by standards of efficiency), itll always add up to 30 more hp cured. (which should add to cureskin amounts too i guess, even more reason to use empy+2 body if you dont already.)
By minikomby 2014-08-30 19:56:37
minikomby said: »
Hey guys anyone know what exactly this means
Increases potency of Cure while under the effects of Afflatus Solace.
Increase Cure potency by 2(*).
* Potency will increase by a fixed amount, not a percentage.
how much is this? just 2 extra HP in each upgrade to a total 10?
2 extra hp base on all cures per job point up to 10 points into it so 20 extra hp base.
sound really bad, i guess i will save JP until something better come out
By mortontony1 2014-08-30 20:07:57
sound really bad, i guess i will save JP until something better come out
Changes base hp so it makes cure potency even more... potent. As well as cureskin amount, as stated above.
By Selindrile 2014-09-01 19:37:45
I assume this is answered somewhere but I can't find the actual duration bonus on Dynasty Mitts, is +5 five seconds? or +5%? Boils down to Orison Mitts+2 or Dynasty for Regen set?
Quetzalcoatl.Crystalchan
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1184
By Quetzalcoatl.Crystalchan 2014-09-01 20:29:22
It's +5%, Orison Mitts+2(+15 seconds) for sure!
[+]
By Selindrile 2014-09-01 21:12:05
Ty!
One more thing that's driving me crazy, unless I'm going absolutely insane, my curagas are firing unfailingly at 20%, and yet my single target cures are firing around 30~40%, they use the exact same set:
ItemSet 327849
I turned on gearswap showswaps, and they appear to both be equipping that, exact same set.
-3 Curecast time on the shield.
I calculate it as -79% Cast time for cures, and I'm usually sub scholar, thus Light Arts, so I should be 9% over cap.... and yet, single target cures are super slow, any ideas?
Serveur: Cerberus
Game: FFXI
Posts: 1809
By Cerberus.Shadowmeld 2014-09-02 10:54:02
Two things, the cast times for single target cure spells are so short, you can't really rely on looking at the casting bar for that.
Second is that cast time and light arts cast time are not additive bonuses. They are multiplicative.
79% cast time + 10% light arts fast cast gives you an effective cast time of 81.1% faster cast times (Light arts may break the normal 80% max cast time rule, based on testing I did a while back).
Note: The guide will not be updated at this time due to personal real life commitments. My completely biased opinion is that this guide is still an incredible resources for any WHM, aspiring or not, and the majority of the theory presented in this guide will most likely remain appropriate for many years to come. Item sets have not been updated since August 17, 2013.
On Healing Hands - A Comprehensive WHM Guide
Part 1 - Introduction - “So… I hear you enjoy healing!”
Part 2 - Job Traits and Abilities - “Wait… I can do that…?”
Part 3 - Sub Job Selection and Merits - “I put on my wizard’s hat, no wait!”
Part 4 - Spells and Equipment - “Ooooh… shiny!”
4a) Healing Magic - “Making sure a DD only cares about flattening things”
4b) Enhancing Magic - “Proccing Haste, huh?”
4c) Divine Magic - “I got a laser… that was blessed by the heavens!”
4d) Enfeebling Magic - ~ Insert malicious grin here ~
4e) Miscellaneous Spells and Gear Sets - “What’s that in your Gobbie bag?”
Part 5 - Tips and Tricks to playing White Mage - “Nuances? What’s a nuance?”
5a) White Mage Spellcast - “Can you PLEASE stop blinking?!”
Part 6 - Applying Mace to Face - “Stop! It’s Hammer Time!”
6a) The Right Tools - “Preparation Time”
6b) Weapon Selection - "Do I use Meat Tenderizer A or B?"
6c) Wardrobe of Mass Destruction - "I think the title says it all"
6d) Nuances of Smashing Face - "How many hands do you think I have???"
6e) White Mage Melee Spellcast - “Smashing Supporting!”
Part 1 - Introduction - “So… I hear you enjoy healing!”
White Mages are masters and mistresses of the healing arts. No class in the game can heal as quickly, efficiently, and effectively as a White Mage. With defensive job abilities and traits, the most powerful Cures, several status recovering methods, and a wide variety of enhancing magic - it is difficult to compete with a White Mage on the defensive scale. If fast paced spike heals and a challenge to keep your allies alive and unhindered in even the most desperate of situations is your cup of tea, than White Mage is for you.
White Mages is one of those classes where you are more dependent on your knowledge and your wits than you are in your gear. Does this mean gear is less important for a White Mage? Not at all, but a lack of gear can be made up with quick reflexes and prior knowledge to an encounter. It doesn’t matter if you have the best gear in the world if you do not realize that one of your party members is petrified thanks to a Rock Smash from an opposing troll or if your entire offensive line is paralyzed thanks to a potent Roar from a tiger. Not only are there reactive measures, there are also preventative measures a White Mage can employ. You see that notorious monster readying a highly damaging Area of Effect attack? Prepare that Curaga IV and watch as your parties HP goes from red back to white in an instant.
Where a White Mage truly shines is in large scale melees with huge spike numbers. White Mages are capable of revitalizing your entire front line by themselves, and with a little support can keep up that scale of healing indefinitely.
In this guide, you will find a comprehensive review of many of the spells and abilities White Mages bring to table. Included in this review are optimized gear sets as well as good and easier to acquire alternatives for some equipment.
As a disclaimer, the majority of this guide is written from my own personal experience and knowledge as playing a White Mage as my only job for the majority of my FFXI career. There are different playstyles and some may be more suitable for an individual than others. I wish to present this guide in a way where it can provide players with insight and knowledge that may otherwise be hard to find or located in an obscure part of cyberspace. How an individual wishes to apply this knowledge afterwards, it is up to them. I hope you enjoy this guide!
Version Update
1.9 - August 17, 2013 - Updated item sets to reflect new gear introduced August 8th, 2013 as well as adjusted iLevel gear
1.81 - July 14, 2013 - Updated items sets to reflect near gear introduced in July patch
1.8 - July 11, 2013 - Rough melee sets completed for melee guide; aesthetic and description updates to specific sections in the guide
1.7 - May 23, 2013 - Partially completed Melee section added
1.6 - May 2, 2013 - Gearset update with the April 29, 2013 patch including some clarifications
1.5 - March 28, 2013 - Gearsets update with the introduction of SoA
1.41 - March 18, 2013 - Small update for optimal single target Cure and Tips section
1.4 - March 10, 2013 - Aesthetic updates and links for most spells to a respective FFXIAH page so players may have quick access to other wiki's. Also, pictures!
1.3 - March 7, 2013 - Minor tweaks and edits as suggested by the community.
1.2 - March 3, 2013 - Added Section Content section for easy searching
1.1 - March 2, 2013 - Edits and clarifications
1.0 - March 2, 2013 - First iteration posted
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