Some Gear / Play Tips For A New WHM

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2010-09-08
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Some gear / play tips for a new WHM
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 Shiva.Flionheart
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By Shiva.Flionheart 2010-05-16 06:55:32
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Well I'm going to start levelling whm in the very near future, and I'm wondering about certain gear choices, sub jobs and playing tips from seasoned healers and WHM's.

I heard that the stats you should go for:

Potency > Haste > MP > MND. And Enmity minus is more of an added bonus.

I might of heard wrong though. Also sub jobs wise, The majority of the time I see whm/blm. Is there any reason for this? or would smn or sch be a better a sub all of the time?

Cheers.
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 Siren.Enternius
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By Siren.Enternius 2010-05-16 07:00:44
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WHM/BLM is an old standby from pre-RotZ days. Some people refuse to get with the times *cough*Krizz*cough* and don't want to use /SCH.

/SCH all the time, everytime.

As for gear hierarchy, it depends on what spell you're casting. For Cure V, you'd want to prioritize MND higher than MP, for instance. And all your max MP gear isn't going to do you any good past your first cast or two, so keep that in mind and feel free to cast your first few cures in +MP gear, then switch to Haste, -PDT, Potency, etc.
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 Ragnarok.Vitaru
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By Ragnarok.Vitaru 2010-05-16 07:17:18
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I still use /blm i have a full conserve mp set that i plan to keep using, and i'm lazy to lvl /sch. As for things to focus on, the following are my sets for WHM

Cure 1-Cure 3:
Potency>h. skill>haste.

Cure 4:
Potency>h. skill> -enmity

Cure 5:
Potency>MND>h. skill>VIT

Stoneskin/Protectra/shellra/barspells/etc:
Enhancing skill>MND>conserve mp.

All other spells:
Conserve MP> Haste.

and ofcourse a Hmp set.

I hope that helped/



Edit: there is a softcap for healing skill forgot to mention.




 Siren.Enternius
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By Siren.Enternius 2010-05-16 07:27:32
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Ragnarok.Vitaru said:
I still use /blm i have a full conserve mp set that i plan to keep using, and i'm lazy to lvl /sch.
Keep in mind that /SCH has Conserve MP, AND another -10% casting time, recast time, and MP cost right off the top of every spell.
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 Ragnarok.Vitaru
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By Ragnarok.Vitaru 2010-05-16 07:34:01
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^That's sick, time to level sch.
 Siren.Clinpachi
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By Siren.Clinpachi 2010-05-16 07:41:17
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The thing with /SCH... until you actually level it and try WHM/SCH at it's full potential... you'll never understand it fully.

You can read a book about airplane mechanics all day but it doesn't mean you can walk on site and fix any problem. (Probably a horrible example but you get the point)

Enternius summed it up decently though.
 Ragnarok.Vitaru
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By Ragnarok.Vitaru 2010-05-16 07:48:12
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Might as well take all jobs to 50 for the new level cap.
 Phoenix.Tsukimae
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By Phoenix.Tsukimae 2010-05-16 08:15:21
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Depends on how you play your WHM, really. Some swear by -ENM. The most -ENM I had before changing Ls's was -13. I had no need for more. I have max cure potency and 71 + 53 ( 124 ) MND, 63 VIT and -20 ENM for Cure V resulting in 998 HP recovered. Obviously my WHM would be classified as a "cure ***" as I've heard other WHMs call it.

WHM's who swear by ENM, I've seen take out the MND earring they could have and use Novia, and use Troopers + Tamas as rings.

Also keep in mind that Cure V has less hate than 3, 4 and I'm not sure but maybe even 2. So for for your cure 3's (and especially 4's, if you use it) you'll probably want a little more -enm. My cure 3's look like; - 31 ENM, 71 + 48 (119) MND, and max potency if I choose to use medicine ring.

And since I'm a cure potency + mnd ***, I do carry around a -ENM set for if I find myself pulling hate more often than I'm comfortable with. Which is a -48 build.

Subjob wise, /sch is definitely the winner. I used to hate it, until I tried it. But it's really nice. I don't use sublimation unless the RDM I'm paired with kinda sucks at keeping me refreshed. Or, of course, if I have no RDM. But I try to use Penury whenever I can. I'm too lazy to explain the full usefulness of /SCH. But yeah, it is the better sub.

You can look at my gear-sets if you like for basic ideas, but I'm a career WHM. Not sure on how seriously you're talking about.
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 Ifrit.Thunderlips
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By Ifrit.Thunderlips 2010-05-16 08:30:39
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Ragnarok.Vitaru said:
Stoneskin/Protectra/shellra/barspells/etc:
Enhancing skill>MND>conserve mp.

As far as Stoneskin goes you would want to stack MND first since it has a far greater effect on the amount of damage absorbed.

/SCH is great for WHM for more of the reasons Tsukimae mentioned. Though once thing with Sublimation is that its nice for a WHM to take a full Sub charge into an event then just tell your RDM when you use it so they can add you to the refresh cycle.

/BLM and /SMN still have their uses but they would be more situational where /SCH is more universal.

If you have the time/patience to do it, go for the cure+15% Teiwaz.
 Hades.Neheyiama
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By Hades.Neheyiama 2010-05-16 08:34:58
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i perfer whm/blm as with /blm i got some nuke spells as well i can tractor and warp unlike sch which doesnt have those 2 spells, so very useless if someone dies next to a mob that aggros or u have fallen down a cliff and need to get back up
also sleeps spells x2
 Siren.Scottyb
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By Siren.Scottyb 2010-05-16 08:41:45
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Just something to think about when you start reaching 75 is cure clogs as a macro piece, the -15% cure cast is extremely useful and gives you a bit more confidence when your tank hits red HP ^^.

The reason I say 75 is its a bit expensive for party use imo but once youre taking it to events then well worth the gil!
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By Genesimmons 2010-05-16 09:02:27
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Another thing to bear in mind is that WHM is one of those jobs where race determines your gear choices to a degree. For example if you're Galka, MP should probably be a higher priority, second only to cure potency. If you're Taru, you can probably afford to sacrifice some of that MP for MND or haste.

As for subs, regardless of race you should probably have /SCH leveled. It's by far the superior sub for MP efficiency and all-purpose healing. However, /BLM, /SMN, /RDM, and /NIN all have their uses as well, but are much more situational, so eventually you'd want them all leveled.
 Kujata.Daus
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By Kujata.Daus 2010-05-16 10:14:05
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whm/blm is fine for walking around town and traveling because of warp.

You wouldnt exp on it, you might go to events like sky on it for escape.

But /sch is the far more superior SJ for most situations.

Luckily most whm gear has haste,mnd and mp on it already. Its your standard nobles tunic+blessed set. You'll never lose this combo.

as far as healing skill is concerned, I was never one for math and couldnt care less, but Ive always been told healing skill is broken and never bother with it. So unless something new and spectacular has come out?

My whm also doesnt own a -emnity set. Ive never needed one for what my whm does.
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 Unicorn.Fosgate
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By Unicorn.Fosgate 2010-05-16 10:47:50
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/Sch really is far superior to any other sub for whm.

Light arts: -10% Mp cost, -10% casting time, -10% recast time.

Dark arts: Yay you can use aspir now with a B+ dark skill rating.

And now for the main event.... CELERITY!

Celerity = 50% Casting and recasting per spell per use.

I pair Celerity with R1/R2/R3 every time and also with Esuna. Celerity+Esuna is bad ***. Super ultra mega divine seal erase + multi -na spells all in one little spell on a 15 sec timer. Nice.....

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 Quetzalcoatl.Sectumsempra
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By Quetzalcoatl.Sectumsempra 2010-05-16 10:50:47
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Celerity? Nah, Penury is where it's at, yo.
 Phoenix.Kojo
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By Phoenix.Kojo 2010-05-16 10:52:26
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Just throwing this tip out there. WHM is mind-numbingly boring to the point of making you want to go on a killing spree in the local mall. Make sure you have another game on PSP, DS, or something on PC to play, or some porn to look at. Also, Level sync in Qufim till the Jungle is over, spamming Cure 1 on everyone, one at a time every 3-4 seconds is really goddamn annoying.
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By Solanis 2010-05-16 23:38:29
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Phoenix.Kojo said:
Just throwing this tip out there. WHM is mind-numbingly boring to the point of making you want to go on a killing spree in the local mall. Make sure you have another game on PSP, DS, or something on PC to play, or some porn to look at. Also, Level sync in Qufim till the Jungle is over, spamming Cure 1 on everyone, one at a time every 3-4 seconds is really goddamn annoying.

If you think main healing is boring, don't level WHM. It's as simple as that.

A few suggestions for you while leveling, OP... I see you don't have a mage job leveled, so make sure you do your very best to keep your magic skills capped as you level up, especially divine. Enhancing, healing, and enfeebling can be capped pretty easily in your endgame life as a WHM, but divine can't. You'll need repose to land in the future, so make sure you stay on top of it. Cast banish every mob or something like that, you'll be very happy you did.

There are a number of cure potency+ items for lower levels. I'd suggest going out and getting them all before you begin leveling, since it'll make a big difference. If I remember correctly, pre-AF levels (and after AF levels for that matter) doesn't have much good gear for WHM. Potency items will really help.

Your endgame WHM gear will really depend on your own play style. It goes without saying that you will want to put potency gear in every slot possible, but after that, stacking different amounts of enmity-, MND, skill, etc, is all dependent on what you feel you need. As you find your own style, you'll determine how much MND you need to give up for enmity-, etc.

And yeah, definitely get your SCH sub properly leveled. I've played /blm and /smn and /sch, and you can FEEL the difference when you change to /sch. You don't even have to crunch numbers, it's an efficiency improvement that stands on its own and is significant to the bare eye.
Quetzalcoatl.Sectumsempra said:
Celerity? Nah, Penury is where it's at, yo.

Celerity is awesome for when you need to raise a lot of people. D:
 Ramuh.Lorzy
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By Ramuh.Lorzy 2010-05-17 02:25:28
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Solanis said:
A few suggestions for you while leveling, OP... I see you don't have a mage job leveled, so make sure you do your very best to keep your magic skills capped as you level up, especially divine. Enhancing, healing, and enfeebling can be capped pretty easily in your endgame life as a WHM, but divine can't. You'll need repose to land in the future, so make sure you stay on top of it. Cast banish every mob or something like that, you'll be very happy you did.

it took me forever to cap healing. you can also flash (it helps with casting ichi!) for divine skill, and, like other offensively used magic, can easily be capped in besieged, or as with enfeebling, in sea.
 Caitsith.Silvaria
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By Caitsith.Silvaria 2010-05-17 02:35:06
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1. /SCH is the best way to go, I can't imagine WHM without it now. I only sub BLM when I know I'm going to need to warp, and healing will not be my main priority.

2. Anyone who thinks WHM is boring shouldn't play it, plain and simple. You'll most likely suck at it, and no one likes a WHM that sucks.

3. Noble/Blessed is what I use, and anything that gives me more mp. I know some will disagree with that, but it's worked quite well for me, and I've had very few complaints about my ability to play the job well. 8)
 Sylph.Jax
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By Sylph.Jax 2010-05-17 02:55:58
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Also, /SCH boosts Barspells a little bit. Never hurts. :)
 Ramuh.Lorzy
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By Ramuh.Lorzy 2010-05-17 02:57:57
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the thing about whm is it really isn't very gear dependent. i have a lot of gear for whm-- a lot of nq gear-- and i use it to make the best of my average gear. but you won't notice much of a difference if at all, really, between a whm who bothers to use a lot of different gear for different situations, and one who just has standard noble's/blessed and an hmp set. barring things like cure potency, hmp, and cure clogs, it's all in how you play.

i have some item sets posted; they're nothing special, and if you can't afford the inventory for things like max mp and such, don't bother. max mp set is nice to have, but it definitely won't make or break you, and if you want to make one you can do it with stuff you'll need anyway (turban, blessed body). mnd sets for enfeebles are nice to have if you're duoing or don't have a rdm around to enfeeble for whatever reason, but if you always have that rdm around then it's pretty pointless.
 Sylph.Jax
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By Sylph.Jax 2010-05-17 03:01:58
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um, in certain things endgame, gear really does matter for whm. ive only been able to get max 867HP from a cure V. my bro reaches 960+ something. & People who use mp gear only have like 500 cure Vs. its that much HP that makes a difference and it could make or break a fight.
if it was a merit party though, who cares. go all out mp gear.
 Bismarck.Gael
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By Bismarck.Gael 2010-05-17 03:10:56
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Ragnarok.Vitaru said:
Cure 1-Cure 3:
Potency>h. skill>haste.

Cure 4:
Potency>h. skill> -enmity

Cure 5:
Potency>MND>h. skill>VIT

This is wrong :

Without count the potency which is always the #1
Cure 1
- Need 3 MND to add 1 HP
- Need 14 skill to add 1 HP

Cure 2
- Need 7 MND to add 1 HP
- Need 34 skill to add 1 HP

Cure 3
- Need 8 MND to add 1 HP
- Need 39 skill to add 1 HP

Cure 4
- Need 1 MND to add 1 HP
- Need 4 skill to add 1 HP

Cure 5
- Need 2 VIT to add 2 HP
- Need 4 skill to add 2 HP

http://members.shaw.ca/pizza_steve/cure/Cure_Calculator.html


So MND > Skill and VIT > skill.
Skill is only usefull when you try to remove a doom, or a curse. In other situation, it's very useless.

Btw enmity - is nice but like you said, it's just a bonus. I dont try to have it and i never take hate (except after a tp move which reset hate and let my tank with low HP, cause i dont wait to cure)

Quote:
Stoneskin/Protectra/shellra/barspells/etc:
Enhancing skill>MND>conserve mp.

Wrong again.

Stoneskin : MND > enhancing skill > conserve mp.
Protectra/shellra : conserv MP onry, mnd or skill will not affect it.
barspells : Enhances elemental resistance + Elemental resistance spells > enhancing skill > conserve mp (mnd does nothing on barspell)


http://nullvector.com/enhancing.php

Quote:
and ofcourse a Hmp set.

400% agree. This is the most important set you need. Dont be like too many whm just just a dark staff to recovry mp...


i will add, if you /sch, try to do a dark magic skill set (with magic acc too), get 120 MP + every min is so nice ;)
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 Sylph.Kimble
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By Sylph.Kimble 2010-05-17 03:17:10
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I really wouldnt worry to much about Cure 1-4 since they have hard caps that are very easy to reach.
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By Solanis 2010-05-17 03:25:22
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Sylph.Kimble said:
I really wouldnt worry to much about Cure 1-4 since they have hard caps that are very easy to reach.

No. Are people in this thread giving misinformation on purpose?
 Fenrir.Tiaraa
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By Fenrir.Tiaraa 2010-05-17 03:26:27
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Make sure you get Regen. Nothing worse than being in a level 35 party with a WHM that doesn't have Regen.

As you progress, you may want to use regens a lot. They are a big part of my playstyle.
 Sylph.Kimble
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By Sylph.Kimble 2010-05-17 03:28:18
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If you cant easily cap Cure on 1-4, you are doing something very wrong

As far as I know, Cure II caps at 90, Cure III at 190, and Cure IV at 390. Only way to break those caps is with cure potency gear.
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By Solanis 2010-05-17 03:35:43
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Sylph.Kimble said:
If you cant easily cap Cure on 1-4, you are doing something very wrong

Cures have two soft caps, which can both be broken (very easily). If you don't have an understanding of this, you shouldn't even be posting advice in this thread.
 Sylph.Kimble
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By Sylph.Kimble 2010-05-17 03:37:31
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K, care to show me the 2 different formulas?
 Leviathan.Solanis
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By Leviathan.Solanis 2010-05-17 03:40:29
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Sylph.Kimble said:
K, care to show me the 2 different formulas?

Sure. http://members.shaw.ca/pizza_steve/cure/
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