So idk if its just on my server or what, but i noticed that a lot of the small things that you would think all whms know, most dont. So I figure we could start a small compilation of small facts about whm. Ill start and will add more as they are posted.
-Divine Veil works on people who aren't in your party.(You can paraylnaga the tank party after Byakko's paralyzga move for example.)
-Divine Seal + Raise I, II, III does not affect anything.
-Using Elemental Seal with /blm sub increases the accuracy of your next spell. So casting a spell like Aspir or Drain with it active will increase the amount of MP/HP recovered.(Still don't expect a fantastic result like BLMs can get. Even if you don't get resisted, the amount you can recover is still dependent on your Dark Magic skill, which WHM doesn't have much of.)
-If you have Stoneskin up, then do Devotion, your HP won't be effected.
-Cure V is LESS hate than cure IV
-Even though Cure V generate less hate than normal Cures, Curaga IV which gives AOE effect of Cure V generate hate normally.(in other words, never use this mid battle.)
-Barwater helps lower the damage of poison from venom(not like anyone fights flys much anymore, but still)
-Stoneskin is enhanced by MND. The cap is 350damage absorbed. The formula is: S is the the amount of damage absorbed by Stoneskin.
X = ([Enhancing Magic Skill] / 3) + MND
S = X (if X < 80)
S = X * 2 - 60 (if 80 <= X <= 130)
S = X * 3 - 190 (if X > 130)
-Raise 2 and 3 won't lesson the exp loss for a player who is level 50 or below. (But will still give the weakened player 25% and 50% of max weakened Hp upon raising up)
-When weakened, the spell Haste doesn't affect recast timers, only haste from equipped gear does.
-The spell Banish lowers Undead's resistance to certain types of damage that it may be strong against. For example: Ghosts. Ghost resist blunt dmg by 50% (so DD hit for 50 instead of 100) and they resist slashing by 25%
-All tiers of Banish have the same resistance-removal effect, higher tiers just make the effect last longer.
This makes for longer, more annoying fights. Casting Banish strips the ghost of these resistances so its perfect to use before a big WS or SC. Also the spell is more powerful (does 150% dmg) to undead.
-While barspells might not completely block a bad status from taking effect, they usually reduce the duration of the bad status effect such as the length of sleep from a mandragora's dream flower. Similar to the effect of Barfira vs. a Goblin's Bomb Toss
-Stack your Barspells : Even if you don't have barspell merits having the bar element and barstatus of the same element will increase your odds of resisting said status and raise mdb.
Common combos - Barfira + Barvira
Barblizzara + Barparalyzra
Baraero + Barsilencra
White Barspells - Barsilencra and Barblindra give white magic
-Enhancing Magic helps barspell's potentcy.
-Flashing mobs can help get long casting spells like Stoneskin up.
-VIT is a small modifier to cure spells.
-To help with long Haste/Regen cycles, start off by hasting yourself. Although this will not lower your casting time it will lower the recast time. This will allow you to finish your cycle earlier.(This also applies to when you have to raise multiple people, as long as you are not weakened.)
-If you are soloing as whm/Blm,keep ice spikes up. They damage the mob slightly and they will paralyze the mob from time to time. This allows you to save Mp on Para. It may only save 6 mp, but spikes also damage the mob and when para wears, it can proc again while spikes are still up.
-If kiteing a mob, or if you are planning on running from a mob, throw up shock spikes. A successful proc will stun the mob, allowing you to get a few steps ahead of them, allowing you a better chance at survival.
-Since the addition of the spell repose, Maat can be slept with under 150 divine skill(including the AF pants). Odds are it won't be the full 90 seconds, but every second he's asleep is 1 less he's beating on you.
-There are two different levels of curse in the game. One is easily removed with Cursna, the other is actually Bane. Bane is rare, but does exist. It's a much tougher version of Curse partly due to the fact that there is a quest involving this status (and I believe one or two other status). You can actually make a small amount of gil if you have Bane on (really tough to remove; there's an NPC in Windurst Waters that will remove it for you).
-If you don't have Erase yet, put up Stoneskin and you can still rest with Bio or Dia on.
-Until about lvl45ish parties, you can Regen1 and Cure1 the entire party and usually have time to rest MP within the battle and keep your entire party alive without a problem of gaining hate. Casting Cure1 will give you a better MP-HP ratio than Cure 2 or 3 and with Regen on, you shouldn't have any problems keeping everyone alive. Note: I said till lvl40ish... after that, Cure1 almost ebcomes useless.
-Dont heal mages in a party unless they are in direct danger of dying. They have to rest for MP anyways, they dont need to be fully healed to do so, save your MP for the melee classes.
-A WHM58+/BLM29 with escape can go to bastok in less than 2 minutes by Casting Teleport-Altep, pick up a chocobo and enter Korroloka tunnel. Then cast escape, and walk through Zeruhn Mines. This is actually faster than taking a Teleport-Dem or OPing to Gustaberg (And possible even faster than OP gustaberg + Speed chocobo via whistle)
- From the Highlands, if you go to Gusgen then to Movapolis and escape you get put out in North Gustaberg, not far from Palborough mines. This proves useful for getting to Waughroom Shrine, where popular KSNM and BCNMs are held.
-You can get to Mount Zhayolm pretty easily by simply zoning into halvung and escaping.
-There are multiple ways to use teleport and use a close Outpost(OP)to quickly go from anywhere to your home nations. These include:
Tele-Mea > Buburimu OP
Tele Dem/Holla > Dunes Op
Tele-Altep > Run south for OP
Tele-Vzahl > Run down stairs and to the left a little, Op is behind a rock.
-Unless you set up some complicated macros, it is not better to rest in Noble's Tunic after the first tick. (This is when errant becomes available.)And full yigit set is currently the best resting set available. Offering hmp+8 and a 1mp/tick refresh.
- Cures are actually not weakened by having a Dark Staff equipped.(Although dark weather will sometime weaken your cures by 10%)
-Macro your cure clogs!
sample macro modify as your wish
/equip feet "Cure Clogs"
/equip main "Dryad Staff" (or any cure potency eq)
/ma "Cure xx" <t>
/wait 2(3 for cure 4/5) [I have cure cast time macros so you may need to increase this number]
/equip feet "Blessed Pumps" or whatever you use
/panic motion (taru's only)
-If farming a monster with Mp, grab a lilith Rod and fight. Every few hits(unles the Mob is dark elemental or undead) you should "Aspir" the mob for 10~25Mp. Pair this with your Aspir spell and Starlight WS. Very useful if playing in Ballista or Doirama.***May not work as well on enemies that have spikes up***Needs confirmation
-A lot of whm's have trouble with quick targetting in an alliance, and a simple trick is to have a hate macro, which'll automatically target the person currently getting beat on. This macro is simply "/assist <stnpc>" Just hit the macro and click your sub-target on the mob you're fighting. You can also add some party/linkshell chat to the macro to announce who has hate, which helps tremendously in a lot of fights.
-To perform a double light MB, start casting banish 3 right before the 2nd weapon skill and when that goes off, spam holy. This should result in you doing a banish 3 and a holy MB.
-If you are crafting and a mob does an Aoe it will sometimes miss you. Ex: Happened in a party in jungles. I(dmhlucky) was in range, gobbie did bomb toss, I was mid craft, and I finished the craft w/ no damage. This also applies to teleport spells. If you are mid-craft when a party member finishes casting a teleport spell you will get left behind. This works the same with other AoE party spells.
-If you are casting and are knocked back, move to the spot where you started casting for a chance to resume the cast. Also works if you start a spell, like a tele, and run around. If you return to the exact spot where you started casting, the spell will still go off. This works for all types of magical spells.
-Put in /recast "Name of Spell" at the top of any macro whose spell has a significant cooldown:
/ma "Haste" <stpc>
If there is still a cooldown, you can cancel this macro. If the cooldown is
low, you can choose to wait it out and then confirm the macro. Lastly, <stpc> allows you to "precast" Haste. That is, if you are in the middle of casting, say, Regen, you can set up Haste as your next spell to put onto standby along with the desired target.
-The /recast works for any job ability too.
-To easily cap your Enhancing and Healing Magic, stand outside a mog house, cast Cure1, Regen1, Protectra, etc until your MP is gone. Run into your nog house for a quick full-heal, walk back outside, repeat process. I usually get to lvl 80-90 doing this.
P.S. - another quick note to noobs, just like this forum post will get, there's always gonna be other players who will tell you you're wrong and correct you and tell you all this other high level jargon about magic bursts and all that... just tell them youre new and you'll learn about it all later. Learn the basics first and make sure you have a solid understanding of those before you listen to them. They just wanna impress you anyways, and sometimes that leads to untrue information as well. You'll eventually learn everything, dont worry, just take steps like these for now and learn what you can at YOUR pace, not theirs and most importantly just have fun cause this game rules!
Feel free to post any other useful facts!
Edited, May 10th 2008 7:20pm by TheBadGuy