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Random Whm FactsFollow

#1 Nov 21 2007 at 5:09 PM Rating: Excellent
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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.

Job Abilities/Traits

-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.

Spells

-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.

Travel

-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.

Equipment

-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

Misc.

-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:

/recast "Haste"
/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
#2 Nov 21 2007 at 5:25 PM Rating: Decent
Wow, I didnt know about the divine veil.

Dunno about alot of whms on my server but mind affects the strength of stoneskin.
#3 Nov 21 2007 at 6:05 PM Rating: Good
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Are you sure Barwatera reduces Cursed Sphere damage? I think it is dark based (someone should confirm with blu job)...
WHMs should cast Barwatera vs flies because it reduces the initial damage taken on the poison frontal AOE ws.
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#4 Nov 21 2007 at 6:17 PM Rating: Decent
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You are correct. That is what I meant but I didnt make it as clear as I thought. I'll fix that.
#5 Nov 21 2007 at 6:32 PM Rating: Good
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Quote:
-Stoneskin is enhanced by MND. (The cap is 350damage absorbed. The formula is X = ([Enhancing Magic Skill] / 3) + MND where X= Damage Absorbed.)


Try this:


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)

350 Cap


With 100 MND and 240 skill, it's a whole lot more than the 180 you have listed with your formula.

#6 Nov 21 2007 at 6:41 PM Rating: Decent
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Nice, didn't know that about Divine Veil. Now if only I could cast Regen outside the party ...

I'm hearing rumors of Relic gloves effecting potency on Repose. Might be a new hidden effect or maybe "Enhances Banish" was another mistranslation and it actually just heavily boosts Divine Potency in some way.

Edited, Nov 21st 2007 8:44pm by JingWoo
#7 Nov 21 2007 at 7:38 PM Rating: Good
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TheBadGuy wrote:

-Cure V is LESS hate than cure IV

From what I've seen like 5% of whms know this ._. It's about that of a cure III REGARDLESS of the amount of hp recovered.

Quote:
-Divine Veil works on people who aren't in your party.(You can paraylnaga the tank party after Byakko's paralyzga move for example.)

I <3 you... I had no idea....

Quote:
-Barwater helps lower the initial damage taken from cursed sphere(not like anyone fights flys much anymore, but still)

Mob using cursed sphere=dark based
Blue Mage using cursed sphere=water based
weird but true! What Tsunade said is correct though, Venom dmg can be greatly reduced with barwatera.


and yay Thanks for the stoneskin breakdown....I always go to look it up and get distracted....pretty sure I've been overdoing it with gear I don't need to carry on blm and rdm lol...


Another fact most newer whms aren't aware of~ Raise 2 and 3 won't lessen 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)





editted for spelling ._.

Edited, Nov 21st 2007 11:12pm by sidusseraph
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#8 Nov 21 2007 at 7:54 PM Rating: Decent
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I'm glad at least that one thing wasn't common knowledge. I actually found this out by accident. I was outside healing at a Byakko and hit Divine Seal instead of paralyna while trying to unparalyze a melee. Figured "Oh well, no big whoop. I'm not main healing anyways." Paralyna'd the melee, and next thing I know it paralyna'd all of them. I was estatic lol.

And The stoneskin breakdown is straight off of wiki btw.
#9 Nov 21 2007 at 8:10 PM Rating: Decent
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Ya.. I figured it was on the wiki. Like I said, I get distract.....- oooooo shiny-
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#10 Nov 22 2007 at 2:48 AM Rating: Good
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Even though Cure V generate less hate than normal Cures, Curaga IV which gives AOE effect of Cure V generate hate normally.
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#11 Nov 22 2007 at 2:12 PM Rating: Excellent
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A WHM58+/BLM29 with escape can go to bastok in less than 2 minutes by Casting Teleport-Altep, picking up a chocobo towards Korroloka tunnel, casting escape, and walking 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)

I guess that's random enough? xD
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#12 Nov 22 2007 at 2:34 PM Rating: Excellent
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Not that any smart player would do this, but Cures are actually not weakened by having a Dark Staff equipped.
#13 Nov 22 2007 at 3:11 PM Rating: Good
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I thought all this was common knowledge, especially that about cure 5...

When weakened, the spell Haste doesn't affect recast timers, only haste from equipped gear does.
#14 Nov 22 2007 at 6:17 PM Rating: Good
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Thanks for the replys guys. I'm sure someone out there will find this pretty useful!
#15 Nov 22 2007 at 6:29 PM Rating: Excellent
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The spell Banish is not just a pretty minor damage spell that costs alot of MP.

It actually lowers the monsters 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%

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.
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#16 Nov 22 2007 at 11:28 PM Rating: Good
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The "Enhances Banish" effect on relic gloves refers to the above effect of damage on undead. On relic gloves, it increases the length of time that the effect is in place.

That said, I'll perform some timed tests with my cleric's mitts +1 this weekend and see if there is any effect at all.
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#17 Nov 23 2007 at 1:36 AM Rating: Good
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Whren wrote:
I thought all this was common knowledge, especially that about cure 5...

When weakened, the spell Haste doesn't affect recast timers, only haste from equipped gear does.


It's a ghost! :O
#18 Nov 23 2007 at 5:19 PM Rating: Excellent
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Quote:
It's a ghost! :O


Ahhhhh :O
#19 Nov 24 2007 at 12:24 AM Rating: Excellent
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Drakonite wrote:
A WHM58+/BLM29 with escape can go to bastok in less than 2 minutes by Casting Teleport-Altep, picking up a chocobo towards Korroloka tunnel, casting escape, and walking 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)

I guess that's random enough? xD


Something kind of similar, 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. I used this alot back when CoP first came out and we were doing BCNM 40s. anyways, just another little short cut. this and altep are the only ones I know of though.
#20 Nov 24 2007 at 4:01 AM Rating: Decent
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Quote:
Something kind of similar, 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. I used this alot back when CoP first came out and we were doing BCNM 40s. anyways, just another little short cut. this and altep are the only ones I know of though.


Never thought of that.. thanx
#21 Nov 24 2007 at 8:12 PM Rating: Good
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Oh, this one gets me all the time

Divine Seal + Raise I, II, III does not affect anything.

The other one was a Haste doesn't affect Weakened status.


My main is whm so I hate seeing people do this, I'm like, OMG you're dumb.

But since I don't wanna seem rude, I just smile and say "Thanks". XD
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#22 Nov 24 2007 at 9:09 PM Rating: Excellent
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I'm sick of subpar whm's in Yuhtunga jungle who didn't buy Barsleepra (~250 gil in jeuno) because it's a "useless spell". All others for that matter that call the bar spells "useless spells". :begin sarcasm: Yes, Square decided to add status resistant spells that have absolutely no effect, just for eye candy :end sarcasm:

Add in something like "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."
It may increase exp by speeding up the mandragora slaughtering process (by lessening the mandragora napping process), increasing chains, and upping exp/hour.

Too many people fail to realize that they actually -do something- useful. It's an empty barspell slot, why -wouldn't- you use it? It's not like Bard's Fowl Aubade that uses up a song slot for barsleepra.

(Sorry, my last whm in yuhtunga was kind of awful, and I'm still kind of bitter because I love whm and I hate when people slack on it. And when I asked them to barsleepra they said they didn't have it. 250 gil, and npc'd in jeuno, no less. Why do some WHMs think that we have a whole family of spells that don't do anything? I'm sure someone is going to throw in the limited uses of deodorize now...)
#23 Nov 24 2007 at 11:05 PM Rating: Good
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Ferigor wrote:
Drakonite wrote:
A WHM58+/BLM29 with escape can go to bastok in less than 2 minutes by Casting Teleport-Altep, picking up a chocobo towards Korroloka tunnel, casting escape, and walking 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)

I guess that's random enough? xD


Something kind of similar, 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. I used this alot back when CoP first came out and we were doing BCNM 40s. anyways, just another little short cut. this and altep are the only ones I know of though.


Also you can get to Mount Zhayolm pretty easily by simply zoning into halvung and escaping.
To tell you the truth, I've never actually walked through halvung to get to the mountain from the woodlands

Also I've met quite a few whms on my server who didn't know about flashing the mob to get SS up when you're getting interrupted.(People on here seem to talk alot about using flash but in reality i don't see that many whms use it myself that often.) Also works with sleep. When trying to figure out the skill repose is based on, I ended up having to flash the skeleton I was testing on. When I'd get a resist and SS would wear before repose came back up(was rare but my skill was only in the lower 200s)

Edited, Nov 25th 2007 2:38am by truirony
#24 Nov 25 2007 at 1:50 AM Rating: Good
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Not really a pure white (no pun intended) mage fact, but casting 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.
No, seriously, I had to tell 2 separate whms about this, I cried a little inside when the first whooped in party "Woot I've got 16 MP from Aspir!"
Also, that Bar-element spells help protect against related status effects, e.g. casting Barthundra will help reduce damage from lightning spells as well as helping to reduce/resist possible paralyze effects.
The same whm again >.< Still, she listened and actually took note of what I said, so I felt a little good about myself ^^
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#25 Nov 25 2007 at 4:19 AM Rating: Decent
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Quote:
Not really a pure white (no pun intended) mage fact, but casting 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.
No, seriously, I had to tell 2 separate whms about this, I cried a little inside when the first whooped in party "Woot I've got 16 MP from Aspir!"


Even if you ES it, 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 decidedly doesn't have much of.

Quote:
Also, that Bar-element spells help protect against related status effects, e.g. casting Barthundra will help reduce damage from lightning spells as well as helping to reduce/resist possible paralyze effects.


Paralyze is an ice-element enfeeble, not thunder. There might be a few isolated cases where that isn't true though, like Ramuh's Thunderspark.
#26 Nov 25 2007 at 5:45 AM Rating: Good
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barthundra = reduce stun effects.

Edited, Nov 25th 2007 8:47am by Penwynno
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#27 Nov 25 2007 at 8:13 AM Rating: Excellent
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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.
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#28 Nov 25 2007 at 9:24 AM Rating: Good
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Barspell Tricks -

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 mdb



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)



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#29 Nov 25 2007 at 3:52 PM Rating: Good
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I made it a little less random and put things into sub sections. Keep up the good work everyone ^^.
#30 Nov 26 2007 at 12:22 PM Rating: Good
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The divine Veil trick works wonders, cept, may wanna add, its alliance only, you can't Div seal Paralyna a random party.

Timing for double burst(if anyone wants to try anymore) Start casting banish 3 right before the 2nd weapon skill and when that goes off, spam holy, this should result if you doing a banish 3 and a holy MB.

Easy OP's.

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.

These are all very fast ways to get back to hometown if you have the Op clamied for them.

Fast mp regeneration while farming: If farming a monster with Mp, grab a lilith Rod and fight. Every few hits(unles the Mob is dark elemental or undead) you shoudl "Aspir" the mob for 10~25Mp. Pair this with your Aspir spell and Starlight WS. Very useful if playing in Ballista or Doirama.

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#31 Nov 26 2007 at 1:37 PM Rating: Decent
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dmhlucky wrote:
The divine Veil trick works wonders, cept, may wanna add, its alliance only, you can't Div seal Paralyna a random party.


I was a little unsure as to whether this was true or not. So I went out and did just what you said, Divine Seal + Paralyna on a random party that I was not allianced to, nor have I ever been in. The paralyna effected all party members, even though it had no effrct on any of them since they weren't paralyzed.

Basically, this trick will work even outside alliances. I play on ps2 or I would post a screenshot. You can go out and test this yourself though if you want to be completely sure.
#32 Nov 26 2007 at 1:49 PM Rating: Good
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Vitality affects the potency of our cure spells as a VIT25% modifier.
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#33 Nov 26 2007 at 2:30 PM Rating: Decent
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Can anyone else confirm the VIT=Cure potentency thing? Or can you post a link? Not to say I dont believe you but I have never heard of this before and I would like some proof before I add it to the OP.
#34 Nov 26 2007 at 3:36 PM Rating: Good
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It's a minor component of the Cure 5 calculation.
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#35 Nov 27 2007 at 8:08 AM Rating: Good
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yeah, sry, you're right on the Dev veil on other parties not in alliance.

If you are having a problem with cureing speed, or keeping everyone hasted, haste yourself, it knocks down the recast for all your spells by 15% on top of any haste gear you are wearing. It will NOT effect the casting time, but will lessen the recasts, allowing you to cast spells w/o waiting as much in between.

If you play whm/Blm,keep ice spikes up, they damage and when will paralyze the mob from time to time. This allows you to save Mp on Para, i know its only 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 a better chance at survival.

If you have to raise Multiple poeple, haste yourself first(unless weakened)

Trying to think of more, i know they are out there lol

Here are 2 thats not whm only, but is still pretty cool.

If you are crafting and a mob does an Aoe it will sometimes miss you, happened in a party in jungles, i was in range, gobbie did bomb toss, i was mid craft, and i finished the craft w/ no damage. Happened several times.

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. (got this one from another post)

Edited, Nov 27th 2007 11:15am by dmhlucky
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#36 Nov 27 2007 at 10:56 AM Rating: Good
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PS, someone Sticky this, its really useful info ^^

And Confirmed if you are crafting and something like protectra is cast, you will not recieve the Effect. Inversly, if you are casting a Spell and someone starts a craft(in their window) and your Spell finishes before they actually sit to craft, their craft will be cancelled. (items and crystal will not be lost, you just have to do it again) However if you are crafting on say the Airship, and it takes off and zones before you finish, you WILL lose everything for the craft you were attempting. And if the above(goblin bomb toss)Does hit you, you lose your craft items as well.



Edited, Nov 27th 2007 3:32pm by dmhlucky
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#37 Nov 27 2007 at 12:45 PM Rating: Good
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Quote:
Can anyone else confirm the VIT=Cure potentency thing? Or can you post a link? Not to say I dont believe you but I have never heard of this before and I would like some proof before I add it to the OP.



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

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#38 Nov 28 2007 at 10:40 AM Rating: Good
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-The spell Banish lowers the monsters 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%


So I was reading this and I think its a little confusing. Banish only removes defense bonus on undead mobs. From BG-wiki:

The Banish line of spells removes damage resistances from Undead mobs (e.g. Piercing attacks would do normal damage versus Skeletons).
Damage is increased by 50% against Undead mobs.

So don't banish against a colibri and go "What? I'm giving it Def down."

On a banish related side note, does anyone know these following things?
Do higher level banishes remove more damage resistance or is it all static? (Like does banish say remove 25% resistance and banish II 50%? just throwing it out there).
How long does the banish effect last on undead? I've heard that its a short duration, but I've never really watched for it.
WTF do Cleric's Mitts do? I know it enhances the effect of banish, but how so? If the damage resistance down isn't static, does it go up with cleric's mitts? Does it increase the duration of the effect? Does it increase damage at all?

I don't have cleric's mitts myself so I can't test it, but I've never heard much on the actual effect of banish.
#39 Nov 28 2007 at 10:57 AM Rating: Good
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My Guess* based on how things usually work. The banish series would remove more resistance with higher spells, based on say, the Dia Series. However since it is its own line and only does this to undead, i think its removes all the resistance no matter which spell you cast. But why woudl you cast a spell thats only gonna do 50 damage when you can cast one thats gonna do 300+.

I just know the resistance down does not last long, however this one MAY be effected by spell level. I think Clerics Mitts also lengthen the duration of the resistance down effect. Whm banish Merits add more damage and increase the duration of the Resistance down. I would guess the mitts work like this, seeing as the regen potancy is silimar to the whm AF2 that offers that as well.

Its a hard spell to test, since its effects only stick to undead, and well, we don't have undead players. Best way to play with it is parse data and try all forms w diff attacks and see if you notice a significant differance.

I'll play with it a bit when i have some time, the banish part, not the mitts, as i don't have either.

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#40 Nov 28 2007 at 12:09 PM Rating: Good
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All tiers of Banish have the same resistance-removal effect, higher tiers just make the effect last longer.
#41 Nov 28 2007 at 12:29 PM Rating: Decent
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Thanks Fy, that makes sence ^^
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Alch 72+1, Cook 66, CC 61+1, Wood 61, Synergy 56, Bone 54, Leather 51, Gold 49, Smithing 45, Fish 15

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#42 Nov 28 2007 at 2:28 PM Rating: Good
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Thanks for clearing that up. OP has been adjusted accordingly
#43 Nov 28 2007 at 2:31 PM Rating: Good
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yes, thanks very much for this info. not something that comes in handy terribly often, but one of those things I've always wondered.
#44 Nov 28 2007 at 4:14 PM Rating: Good
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I did this testing for another thread: Linky
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#45 Nov 29 2007 at 2:47 AM Rating: Decent
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Does anyone have some information regarding Cursna and Doom ? Like the probability to actually save the target from Doom status?

When someone gets hit with Doom, depending on what you're also casting, and your quickness to target, you can fire off 2 to 3 Cursna and pray to the gods that it works.
Actually, I think I can recall a only a handful of time I got a successful Cursna.
There was this urban legend stating that Healing magic skill helped with Cursna, but it got debunked quickly.
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#46 Nov 29 2007 at 5:44 AM Rating: Decent
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From my EXP with cursna/holy waters it seems totally random. I've seen a tank pop 1 holy water and remove it, while the other tank popped 3 and got about 8 cursna's and Still Died.

no proof, but i definatly noticed no pattern. But again, the barspell may help with the stick or removal rate, and the best thing to do, is just face away to avoid the whole mess.
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#47 Nov 29 2007 at 1:09 PM Rating: Default
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Go the extra mile with your macros on Stoneskin, it makes a differance. Throw on all the MND you can find. 2x Sapphire Rings, Healer's Condom Hat, Errant Houpplande, Ajari Necklace, Templar/Numinous. Basically, your Cure V build but with Errant Houpplande instead.

Edited, Nov 29th 2007 3:10pm by JingWoo
#48 Nov 29 2007 at 2:30 PM Rating: Decent
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Inversly, if you are casting a Spell and someone starts a craft(in their window) and your Spell finishes before they actually sit to craft, their craft will be cancelled. (items and crystal will not be lost, you just have to do it again)


Are you sure about this? Because every time I've heard about this happening, it caused a critical failure with materials completely lost, just as if you zoned.

This is why that SE had to implement a ghetto fix that stopped people from casting on people that are synthing (and also made AoE spells pass over them) but the effect is not 100% encompassing; if you cast on someone at just the right time before they start to synth, it can still cause the crit fail.

Quote:
no proof, but i definatly noticed no pattern. But again, the barspell may help with the stick or removal rate, and the best thing to do, is just face away to avoid the whole mess.


What Barspell?

Quote:
Go the extra mile with your macros on Stoneskin, it makes a differance. Throw on all the MND you can find. 2x Sapphire Rings, Healer's Condom Hat, Errant Houpplande, Ajari Necklace, Templar/Numinous. Basically, your Cure V build but with Errant Houpplande instead.


By the level you're talking about, that's really overkill. It does not take much equipped MND to be able to easily reach the 350 HP cap for Stoneskin if your Enhancing is capped. For lower levels though, it definitely helps to macro in whatever you can.
#49 Nov 29 2007 at 2:39 PM Rating: Good
JingWoo wrote:
Go the extra mile with your macros on Stoneskin, it makes a differance. Throw on all the MND you can find. 2x Sapphire Rings, Healer's Condom Hat, Errant Houpplande, Ajari Necklace, Templar/Numinous. Basically, your Cure V build but with Errant Houpplande instead.


You really don't need that much MND to reach the stoneskin cap. Even if your enhancing isn't capped, you shouldn't need more than 110-120 total MND to max out your stoneskin. On BLM, with only 200 enhancing, I can reach the cap with 114 MND. On WHM, usually with the blessed and normal xp equipment I can can get above 100 MND very easily.
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#50 Nov 29 2007 at 10:19 PM Rating: Good
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Another fact: WHM is the funnest support job in the game.

And no I wont defend this point, cause I'm the only one left that believes it.
#51 Nov 30 2007 at 4:15 AM Rating: Decent
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You really don't need that much MND to reach the stoneskin cap. Even if your enhancing isn't capped, you shouldn't need more than 110-120 total MND to max out your stoneskin. On BLM, with only 200 enhancing, I can reach the cap with 114 MND. On WHM, usually with the blessed and normal xp equipment I can can get above 100 MND very easily.
Good to know, thanks
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