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Part 4 - Spells and Equipment - “What should I wear today....!”

Part 4 - Spells and Equipment - “What should I wear today....!”



Whitemage, the king (or Queen) of healing, no other job in game can really cure as well, as fast, as high or as cheaply as Whitemage at this time.

In this section I will outline the different types of spells and the various sets can use, please note I will show alternative sets but I will not provide a list of every single piece of gear available for "less than perfect" sets, I'll leave that to your judgement. Fundamentals for any Whitemage should be, Cap cure potency while using one of the HP > MP convert legs. After that its all about Healing skill and Stacking MND and VIT.

Cure (Single Target)

Now as in the original guide, a cure calculator was provided by Furen, this is still up to date with the latest cure formula's:
Cure Calculator Made Easy

For those wondering how the maths works, see below.
BG Wiki Link

Quote:
Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill
Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor

Note: Power caps at 700, more power equals more cure, but its affected by each spell, the link above for BG shows you how it all works.

Curaga's still follow the old Cure formula so keep this in mind.

Tier 1 Level 1 8 MP
Tier 2 Level 11 24 MP
Tier 3 Level 21 46 MP
Tier 4 Level 41 88 MP
Tier 5 Level 61 135 MP
Tier 6 Level 80 227 MP

Some beginner sets:

Starter Pack
Delve Era
Escha Era


HQ Cure sets: (Aka you better kidnapp a crafter or make a bazillion ton of gils)

Capped JP WHM
Max Cure & Enmity & JP
Max Cure & Enmity & AF3 & JP
As strange as this look, this set caps everything.Queller: Path D, Kaykaus: Path B, except hands(Hands path A for enfeebles). You could fill the empty spots with conserve MP if you want. Queller: Path D ,Kaykaus: Path B(except hands, they are path A for enfeebles)


Uncapped JP WHM
Max Cure & Enmity & noJP
Max Cure & Enmity & AF3 & noJP
Queller: Path D, Kaykaus: Path B (except hands: path A), capped healing skill mending cape. Queller: Path D ,Kaykaus: Path B (except hands Path A), capped healing skill and cure potency (4%) mending cape.


Obtainable Sets:
Max Cure & Enmity & Af3 JP
Max Cure & Enmity & Af3 noJP
This is an exemple of a set you can make that cap power.Queller: Path D , Kaykaus: Path B, Gendewitha: 6% cure potency augment. Queller: Path D , Kaykaus: Path B, Gendewitha: 6% cure potency augment



A set for the Console User/Encumbrance/Inventory Saving:

Max CCT,Cure & Enmity
This have 80% CCT with merits and JP, 50% Cure potency and -50 enmity with merits. Queller's Path D, Kaykaus path B(Aggain, except hands, hands are Path A), Alaunus's with FC







Lets talk about scholar subjob awesomness
Having scholar as a subjob means we grant access to a spell named Aurorastorm. If you can spare the time, you should deffinitly keep this effect on you and make use of the following sets. This breaks the cure potency limit and will turn you into an holy god of the unlimited MP whm as the amount healed will surpassed by far the spell cost. Keeping a party healed only using Cure 3, impossible you say? Not anymore.

Unobtainable QQ Weather sets

Capped Job Points
Cure
Max Cure & Enmity
Max Cure & Enmity & AF3
Kaykaus Path B, Hands Path AKaykaus Path B, Hands Path A


Curaga
Max Curaga & Enmity
Max Curaga & Enmity & AF3
Kaykaus Path B, hands path AKaykaus Path B, Hands Path A


Obtainable sets!
Max Cure & Enmity & Af3
Max Curaga & Enmity & AF3
Kaykaus Path B, hands Path AGendewitha with 6% Cure potency Augment, Kaykaus Path B(hands path A)


  • The “Cureskin” granted from Afflatus Solace is based on the maximum amount your Cure can restore regardless of how much HP the Cure actually restored and it doesn't work with curagas

  • Cure VI should never be used in any situation except in Abyssea, and even than, used sparingly - Cure VI’s HP per MP ratio is too low to be of any use outside of high HP instant restorations; likewise, Cure V's should be the emergency cure and should be used only in the most dire of situations as a White Mage's MP efficiency suffers once they start to use Cure V and beyond

  • Those sets consider the -5 enmity merits.

  • Enmity generated by Cures I - IV are dependent on the amount cured; however, enmity generated from Cure V and VI have static values, thus making them 'safer' cures in a high enmity situation



Full Cure Oh Sh*t Button!
To obtain Full Cure, you must get the 1200 Job Point gift. This spell consume all MP (requires a minimum of 1), Heal the target based on the Mp consumed, cures most status ailments (Except the most annoying ones and requires 30 mp at least to remove most), have a 3 minute recast that can be shorten by haste, fastcast and quickcast gears and give a stoneskin effect similar to the effect with Afflatus: Solace. This spell potency is affected by Cure potency gears and his stoneskin effect can be enhanced by ebers bliaud +1.

This is a last resort cure spell and the maximum stoneskin effect still need to be tested.


Curaga Cure's for everyone!

Curaga works off the old cure formula, meaning MND is more important than skill is on these, and have a lower Cap.

HQ Max Curaga & Enmity
NQ Max Curaga & Enmity
Queller's path D, Kaykaus Path B (except hands, path A), alaunus's with MNDQueller's Path B, Kaykaus Path B, alaunus's with MND


Tier 1 Level 16 60 MP
Tier 2 Level 31 120 MP
Tier 3 Level 51 180 MP
Tier 4 Level 71 260 MP
Tier 5 Level 91 380 MP

Notes:
■ Please note that Afflatus: Solace Stoneskin does not work with Curagas.

Cura: Why would I ever use this....

This healing spell is the black sheep of the cure family. This spell is centred around the caster and hits all party members who are within 10 Yalms of the caster. Because of the nature of the spell, it can be potentially very dangerous to use, and at the same time, can also be one of the best spells possible to use in very select instances. Cura’s hard cap is very low but also has a very low MP cost as well. What makes Cura interesting is that it is enhanced by Afflatus Misery, namely by how much damage the White Mage has taken in their last hit of damage. It does not take very much damage to cap out the “Misery” potency of this spell - my own observations being that Cura III seems to cap out when the White Mage has taken around 250 damage.

You can use Potency received items on this as it hts the WHM as well and its easily the lowest MP cost Cure spells a WHM has, although its not very strong and why would you ever be close to the mob?? (Useful for Melee WHM sets but we will touch on those later)

Notes:
■ Casting Cura while Afflatus Misery is activated grants a potency bonus to the spell based on the most recent damage you sustain.

■ The bonus from Afflatus Misery resets upon cast.

■ Appears to soft cap at 175 HP with a sufficient bonus value from Afflatus Misery.

■ Cura is calculated on the same principle as Curaga, so you can use the same sets on Cura as in Curaga

■ This spell is affected by "Cure" related equipment (e.g. Light Staff, Cure Clogs)
Taking this from the last guide:

Alternative Potency Equipment - This section will be focussing on potency pieces as those are the most important pieces a White Mage should be aspiring for. Though Power pieces are important, capping potency is even more important.

-na + Erase
These spells remove debilitating effects from allies in your group and one of the most important aspects of a White Mage. Your damage dealers cannot kill efficiently if they are paralyzed, blinded, or have their stats reduce. Plague is the bane of any damage dealers existence and bio can greatly reduce the damage output. Curse can cause the next powerful attack to wipe your front line off the field. As such, it is imperative for a White Mage to pay attention to their allies and the foes and know what effects they need to remove quickly, as this can be the difference between life or death in an event. Combined with the Job Trait Divine Benison, White Mages has the fastest cast and recasts for any -na and Erase spell possible.

Unfortunately for White Mages, the most ideal -na and Erase set revolves around owning an extremely expensive piece of gear. The benefit is apparent in the current meta of massive Area of Effect status ailments, and if one is a career White Mage at heart, they will be making an effort to build this item.

Note that between Divine Benison and the pieces of equipment that provide a Divine Benison bonus, a White Mage’s recast is incredibly low. As such, it may be more prudent for a White Mage to stack Conserve MP gear versus Haste and Fast Gear. This gearing decision is completely based on the individual player’s style.

PoisonaLevel 68 MP
ParalynaLevel 912 MP
BlindnaLevel 1416 MP
SilenaLevel 1924 MP
CursnaLevel 2930 MP
EraseLevel 3218 MP
VirunaLevel 3448 MP
StonaLevel 3940 MP


Sets Using Yagrush

Yagrush
Yagrush + Divine Caress



Sets without Yagrush:

Basic lyna
Basic Lyna + Divine Caress


Cursna
The doom removal effect chances is based on Cursna + gears and healing magic skill. For more info, heres the link from the Devs: Cursna commented by the Devs Translation:

"Cursna (2016/9/14)

In the past, we had made posts regarding the effectiveness of the spell Cursna. However, some of that information was inaccurate, so we wish to correct the record.

The success rate of the spell varies with Healing Magic Skill, and at 500 skill, it has a 26% chance of removing the status effect. It should be noted that there is no cap on how much Healing Magic Skill can affect the spell.

Equipment that increase the effects of Cursna will multiply with the base removal rate rather than simply adding to the percentage value. This effect is 1% for every +1 effect on equipment. With this, it is possible to raise the removal rate to 100%.

The more you boost the effect, the more effective the spell will be. We hope players take advantage of this! "

HQ Cursna
Cursna



Raises
White Mages gain access to four forms of Raise including a Raise that only has a three minute weakness timer and grants a Reraise III buff on the target. Heaven forbid if you get into a wipe recovery mode, but it is times like those where a White Mage with enough Refresh can get up an entire party by themselves. Due to the heavy MP expenditure of these spells, it is best to combine these casts with Penury and a Conserve MP set to maximize their efficiency. One exception is Arise when it may be more prudent for a White Mage to stack recast gear so the two to three damage dealers that fell can recover in an expedient manner. Base your decision on the current situation.

RaiseLevel 25150 MP10% HP Restored; 50% EXP Refunded
Raise IILevel 56150 MP25% HP Restored; 75% EXP Refunded
Raise IIILevel 70150 MP50% HP Restored; 90% EXP Refunded
AriseLevel 99300 MP100% HP Restored; 90% EXP Refunded; 3 Minute Weakness, gives target reraise 3 effect (5 minute weakness Timer)
Author: onagh
Collaborators: disregardhope
Date Created: 2014-10-25 05:52:11
Date Last Modified: 2016-12-29 20:22:45
Updates: 69
Bytes: 17984