On Healing Hands - A Comprehensive WHM Guide (V2) |
||
On Healing Hands - A Comprehensive WHM Guide (V2)
Haven't seen Triple attack, except from the DM campaign. Where you can get DA/TA/QA
Skjalfeirdotter said: » Or you can get a Grunfeld rope, a combo of those belts. STR/DEX+5, acc+10, att+20, DA+2% Offline
Posts: 874
camaroz said: » Would also like some clarity in the Club/shield vs Club/club combo. Since there was no definitive answer. Offline
Posts: 60
Skjalfeirdotter said: » Unless I'm missing something or am terrible at math (Both plausible), this set is only giving 22% Gear Haste. Unfortunately, WHM doesn't have a lot of accessory options outside of the belt slot or Theullaic Ecu +1 for gear haste, so I figure it's a lot more practical to sacrifice a belt slot in the long run. The best two options for that are either Ninurta or Cetl. Personally, I use Cetl; while you lose out on some accuracy from giving up Grunfeld, you do retain quite a bit of DA. As far as side/down-grades go: -Divinity main-hand if you don't have Mjollnir -Amar Cluster for ammo slot which offers the same accuracy if you don't need the haste/atk from Pinion, and no -S.TP -Lissome Necklace if you don't have Combatants -Brutal over Telos, although Eabani+Suppa is probably better if you're dual wielding. You can also get +Dual Wield on Chironic to achieve DW cap, so it's more of a mix/matching game. -Rajas over Karieyh, since Karieyh isn't a popular ring choice. -Kayapa offers a little more accuracy over Relucent Cape, but not by a whole lot. -Telchine is a reasonable alternative to Chironic pants, since max augment trades 5~ accuracy for an extra +2 DA. This is assuming no Dark Matter augments, though Disclaimer: I only use melee WHM to farm Reisen mobs for JP, so that's the full breadth of the viability of the gear I've suggested. Vorseals and JP gifts will also affect performance, but I suggest at least aiming for 1000~ accuracy in gear (before buffs/food) if you intend to melee Apex or Reisen mobs. Also, keep in mind that Afflatus Misery Auspice + Boost DEX can give you an extra 50ish accuracy when making gear selections. Siren.Kyte
Offline
It's possible to get Haste as an augment on Chironic. That said, just using Cetl isn't necessarily worse.
Yeah, you have to hope for a lucky roll. Since it comes from the healing side only. So, you have to hope for haste and you get lucky for a acc/attack roll ontop of that lol
Offline
Posts: 874
I am not having any issues with the gear or even how to gear Whinja, my question remains. Stamos brought up that he was seeing better performance from WHM/WAR than WHM/NIN or /DNC. I think there was a statement made that due to fencer it would be superior then having dual wield.
Also would be nice to have an updated WHM spreadsheet. Thanks in advance. camaroz said: » I am not having any issues with the gear or even how to gear Whinja, my question remains. Stamos brought up that he was seeing better performance from WHM/WAR than WHM/NIN or /DNC. I think there was a statement made that due to fencer it would be superior then having dual wield. Also would be nice to have an updated WHM spreadsheet. Thanks in advance. Take opinion below with heavy heaping of salt due to not knowing many of the nuances of the game anymore I'm tempted to say DW will still win because even with the TP changes DW still grants you both more attacks per attack round (and thus more TP) as well as reducing your overall attack rounds. Faster TP means more WS means more damage overall (unless the melee dynamic has changed dramatically since I played). Assuming Realmrazer is still the WS to go with, Fencer also doesn't add much to Realmrazer. The added Crit means nothing to a non-crit WS and the TP bonus adds to your accuracy. If you gear single handed Realmrazer correctly, you should still consistently get 8-hits though due to native DA + a few DA pieces on a 7-hit WS so I consider that a non-factor. Fencer seems to be much more beneficial to Hexa Strike as it's both a Crit WS and its Crit Rate goes up based on TP. You can also make the arguement with /WAR the native DA + any additional DA can match the seven-hit you get from DW (and even potentially spike to eight hits without too much issue) to give it a more spiker potential with single wielding Hexa Strike. Due take in mind if MP is a concern you'll lean towards DW due to getting MP back on both hits of Mystic Boon (Guaranteed outside of missing the target) versus hoping for a DA/TA/QA proc while 1-handing. You'll judge this depending on how potent your Mystic Boon is and the target you're fighting. Again, I'm not sure how true any of this information is in this day and age of XI but that's my thoughts based on my prior experience. [EDIT] Just BGWiki'd Hexa Strike and realized its fTP is transferred across all hits now. That probably changes my thoughts above. Give me a moment to think this one out. [EDIT2] With elemental gorgets/belts, we have the following: Hexa Strike (6-hit) = (1.125 + 0.2) * 6 = 7.95 fTP Hexa Strike (7-hit) = (1.125 + 0.2) * 7 = 9.275 fTP Hexa Strike (8-hit) = (1.125 + 0.2) * 8 = 10.6 fTP Realmrazer (7-hit) = (0.88 + 0.2) * 7 = 7.56 fTP Realmrazer (8-hit) = (0.88 + 0.2) * 8 = 8.64 fTP Hexa Strike has the overall better fTP but Realmrazer still has the much more friendly WS mods to work with. That being said because Hexa Strike is a crit WS that also gets nice bonuses for DA/TA gear, it has a much higher spike potential that is definitely boosted with going /WAR. Again, take with a massive heaping of salt. lol Probably can do more with Flash Nova though... :3
Best to make 3 or 4 Chironic sets ^o^ Like I said, I assume Mote's spreadsheet for WHM is really old or bugged. Since, it is the only job where I literally just switch from club/shield, to club/club and the DPS just drops significantly. Not even with just fencer, even switching from /war to /nin had club/shield winning. Mind you, this is with capped magic haste.
Originally I thought I may have done something wrong on accident with my SS, so I re-downloaded the original and the same kept happening. So, not sure at all lol Siren.Kyte
Offline
I think someone noticed dual wield being broken in another spreadsheet recently, so that wouldn't be surprising. I can't really see /WAR winning outside of getting Haste Samba from a DNC.
It is still increasing DPS when I swap to /nin and plug in the remaining dual wield needed to cap delay. Not sure
Siren.Kyte
Offline
Quote: Also single hand WHMDD is probably significantly better if you're in a party situation and your getting a substantial amount of Haste from other sources (Trusts/BRDs/GEOs) as the more Haste you get, the less value DW means to you (20% DW in 80% haste situation = DW giving 4% reduced delay | 20% DW in 50% haste situation = DW giving 10% reduced delay). Can't really do the math ATM but you might even get TP faster single wielding in capped haste scenarios versus DW due to the TP loss from DW's reduced delay. This is incorrect. Dual wield gains effectiveness up until you're delay capped. It's also important to note that nothing here is considering the accuracy gain from using an offhand, which is very significant when needed. Siren.Kyte said: » Quote: Also single hand WHMDD is probably significantly better if you're in a party situation and your getting a substantial amount of Haste from other sources (Trusts/BRDs/GEOs) as the more Haste you get, the less value DW means to you (20% DW in 80% haste situation = DW giving 4% reduced delay | 20% DW in 50% haste situation = DW giving 10% reduced delay). Can't really do the math ATM but you might even get TP faster single wielding in capped haste scenarios versus DW due to the TP loss from DW's reduced delay. This is incorrect. Dual wield gains effectiveness up until you're delay capped. It's also important to note that nothing here is considering the accuracy gain from using an offhand, which is very significant when needed. Yeah, I'm just reworking the math on a napkin (notepad!) ATM since I'm kinda curious. I haven't theorycrated XI in a long time so my knowledge is rusty at best ATM. So, to modify my previous opinion, DW, even in high haste should win just on the fact alone DW gives you two hits per attack round versus a single hit single wielding - effectively doubling your WS frequently with DW (it's not quite since DW also reduces your TP/hit/hand). In capped Haste scenario that margin probably narrows a bit due WS delay but still pushes DW ahead and more WS frequency = more damage. So, I'll just scratch out the bits in my previous post that makes me look like an utter fool that hasn't played / looked at the game for faaaaaaar too long~! Also, to answer the post earlier, Nightfyre noted an issue with DW on this post which could be reflected in the current WHM spreadsheet. Convincing someone to edit it is probably difficult since I dunno how many spreadsheet guru's there are that take WHMDD as passionately as the people who post on here. Also, are the accuracy gains on the off hand really that good? I can see maybe +30 to +40 which to me doesn't seem significant when you're considering content that requires 1,200+ accuracy to cap. Again, not really an expert nor playing but am genuinely curious as an older vet. Siren.Kyte
Offline
+30-40 is quite a lot anyways, but Sindri gives +77 accuracy (among other things) when fully augmented.
Mkay, good to know. Yeah, +77 to me is pretty significant in a single slot for a WHMDD.
==== I can definitely see /WAR Hexa Strike doing more average damage than /NIN or /DNC Hexa Strike or Realmrazer due to Fencer and a proper build but the WS frequency on DW should allow you to stay ahead in overall DPS. So, yes, to answer your query, Stamos, the spreadsheet is probably bugged. Who knows when the last time it was actually updated. Out of curiosity, can you link the spreadsheet? If I get time tonight I'll take a peak and see if I can at least see how its bugged out. [EDIT] Also, outta curiosity, were you using a really high tier target with maximum GEO / COR / BRD (I'm not sure what's right on buffs anymore) debuffs / buffs? Or just a mid tier target (I think Apex mobs would be considered a good target for this? I know nothing, lol) with capped Haste and no extra buffs? Mote's DPS SS.
There is Mote's. Obviously doesn't include the FTP changes. But there it is without my corruption! ItemSet 342834
Ghish here is a working set to work from that has stats in the notes, since I have you around :) Leviathan.Nitenichi said: » ItemSet 342834 Ghish here is a working set to work from that has stats in the notes, since I have you around :) GDI a 4% DW Earring too? Where was this 3 years ago? >>; lol And if you don't want to Onca Ghish, all the Chironic pieces can have +5% DW or +4 DA. Along with +30~ acc/attack
Offline
Posts: 60
Siren.Kyte said: » I can't really see /WAR winning outside of getting Haste Samba from a DNC. This is probably the main reason why Dual Wielding always wins unless you're WAR-main with massive Fencer bonuses. I mean, even if you did have a DNC ally, we'd have to assume you're both magic haste capped, so the DNC wouldn't really see any benefit from Haste Samba unless they had a single-wield build. Basically, it seems like an impractical situation to use /WAR whether solo or in party. I'm mainly speaking from a non-NM point of view though, because I can't really comment on melee WHM viability due to 0 experience on that front. On the subject of farming CP, however, I do think there's a possibility where /WAR can trump /NIN in non-apex farming, and that's if you can muster enough damage to kill CP mobs with one WS. My current build with /NIN requires two Hexa Strikes to kill most Reisen mobs, but most other jobs I have use builds to kill with one WS. I find this to be pretty vital in keeping CP chains, as you it gives you some leeway in time to deal with reapplying buffs or working around people taking your mobs. The damage over time is probably less than /NIN because you generate TP slower, but using two WS per fight creates a lot of "lost damage" because the second WS is dealing more damage than the mob has HP. /NIN can even solo SC with capped Haste/DA procs with Black Halo <> Realm/Hexa, but that too is nothing but lost damage against normal mobs. I mean, it murders Ascended mobs if you're farming augment stones while CPing, but it's pointless on the regular trash. Obviously, the best case scenario is killing with one WS on /NIN, but I don't think WHM can pull this off. Point is, if /WAR turns a 2-WS kill into a 1-WS kill, /WAR might be more "practical", albeit still less damage on paper. Maybe Mjollnir can pull that off, because I don't see Fencer/Berserk turning my Hexas into OHKOs any time soon, even including Berserks boost to AA damage. /NIN or /WAR I have zero issues 1 shotting Reisinjima mobs. Hell even Randgrith almost kills them. Things in general melt. Can call it ws gear, vorseals or even choice of trusts. I think honestly we are going to have to wait to see if the Dual wield is broke on the spreadsheet. Stamos came up with some pretty hilarious numbers.
Issue with using the whole Chironic set is the lack of haste. You're at 20%. Made a couple quick sets for /nin
ItemSet 338496 Sub nin, haste II only ItemSet 342868 sub nin, capped haste. The difference between the second set and just using onca suit/telchine hat/suppa/eabani is minimal I took a very quick peek at the WHM sheet Stamos linked above, and at a glance the DW implementation looks fine. Out of the half dozen or so sheets I've looked at, only the RUN sheet had that particular implementation. I'm honestly not sure why it differed at all, since a common theme in Motenten's tools is standardization. The WAR sheet (and maybe a couple others I didn't look at) doesn't account for DW gear in WS sets, but I imagine that's more an issue of technical accuracy than anything these days.
Only thing I noticed that was definitely outdated was Fencer was listed at 20 tp bonus, not 200.
Leviathan.Stamos said: » Issue with using the whole Chironic set is the lack of haste. You're at 20%. Made a couple quick sets for /nin ItemSet 338496 Sub nin, haste II only ItemSet 342868 sub nin, capped haste. The difference between the second set and just using onca suit/telchine hat/suppa/eabani is minimal I ask because I dont know anyone sane that would let me melee on my whm during events lol. Flippant helped me setup TP sets based on SJ for my LUA. But, my basic set is basically the set Nite posted. Just Genmei shield/Hasty Pinion +1, then Brutal/Cessance changed from the set he posted.
If you mean Solo with trusts, those sets are near ideal. I had the target Serac Rabbits with Sublime sushi. The first set is 31 DW, and the second is 10. Just a little under capped on the second set Sorry i been messing with Ashitacast is it possible to add something like this... into my xml, that one copy from a Gearswap
function select_default_macro_book() -- Default macro set/book if player.sub_job == 'WAR' then set_macro_page(1, 9) elseif player.sub_job == 'WHM' then set_macro_page(2, 9) elseif player.sub_job == 'DNC' then set_macro_page(3, 9) elseif player.sub_job == 'NIN' then set_macro_page(5, 9) else set_macro_page(1, 9) end Dang Mjoll/sindri seems strong my geo is sad.
|
||
All FFXI content and images © 2002-2024 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|