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Random Whm FactsFollow

#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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Dmhlucky Tarutaru
Whm/Blm/Rdm/Mnk/Thf/Pld/Blu/Smn/Dnc/Pup/Bst/Drg 99, War 91, Brd/Sch/Sam/Nin/Cor/Drk/Rng/Geo/Run 60

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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#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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75 whm/blm75/smn(48)/Cor(48)
Aristocrats Coat/Errant Cape/Gaitors - check! ^_^
Bastok Rank 10 / Windy Rank 6
ROTZ/COP/TAU - Complete
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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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Chocobo Status: Retired Green, Black, Red, Yellow

Dmhlucky Tarutaru
Whm/Blm/Rdm/Mnk/Thf/Pld/Blu/Smn/Dnc/Pup/Bst/Drg 99, War 91, Brd/Sch/Sam/Nin/Cor/Drk/Rng/Geo/Run 60

Alch 72+1, Cook 66, CC 61+1, Wood 61, Synergy 56, Bone 54, Leather 51, Gold 49, Smithing 45, Fish 15

http://ffxi.allakhazam.com/profile.xml?143946
[ffxivsig]426979[/ffxivsig]
#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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Chocobo Status: Retired Green, Black, Red, Yellow

Dmhlucky Tarutaru
Whm/Blm/Rdm/Mnk/Thf/Pld/Blu/Smn/Dnc/Pup/Bst/Drg 99, War 91, Brd/Sch/Sam/Nin/Cor/Drk/Rng/Geo/Run 60

Alch 72+1, Cook 66, CC 61+1, Wood 61, Synergy 56, Bone 54, Leather 51, Gold 49, Smithing 45, Fish 15

http://ffxi.allakhazam.com/profile.xml?143946
[ffxivsig]426979[/ffxivsig]
#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

Curing Calculator
#38 Nov 28 2007 at 10:40 AM Rating: Good
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Quote:
-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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Chocobo Status: Retired Green, Black, Red, Yellow

Dmhlucky Tarutaru
Whm/Blm/Rdm/Mnk/Thf/Pld/Blu/Smn/Dnc/Pup/Bst/Drg 99, War 91, Brd/Sch/Sam/Nin/Cor/Drk/Rng/Geo/Run 60

Alch 72+1, Cook 66, CC 61+1, Wood 61, Synergy 56, Bone 54, Leather 51, Gold 49, Smithing 45, Fish 15

http://ffxi.allakhazam.com/profile.xml?143946
[ffxivsig]426979[/ffxivsig]
#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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Chocobo Status: Retired Green, Black, Red, Yellow

Dmhlucky Tarutaru
Whm/Blm/Rdm/Mnk/Thf/Pld/Blu/Smn/Dnc/Pup/Bst/Drg 99, War 91, Brd/Sch/Sam/Nin/Cor/Drk/Rng/Geo/Run 60

Alch 72+1, Cook 66, CC 61+1, Wood 61, Synergy 56, Bone 54, Leather 51, Gold 49, Smithing 45, Fish 15

http://ffxi.allakhazam.com/profile.xml?143946
[ffxivsig]426979[/ffxivsig]
#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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The friendliest Dynamis linkshell on Phoenix
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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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Chocobo Status: Retired Green, Black, Red, Yellow

Dmhlucky Tarutaru
Whm/Blm/Rdm/Mnk/Thf/Pld/Blu/Smn/Dnc/Pup/Bst/Drg 99, War 91, Brd/Sch/Sam/Nin/Cor/Drk/Rng/Geo/Run 60

Alch 72+1, Cook 66, CC 61+1, Wood 61, Synergy 56, Bone 54, Leather 51, Gold 49, Smithing 45, Fish 15

http://ffxi.allakhazam.com/profile.xml?143946
[ffxivsig]426979[/ffxivsig]
#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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Quote:
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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Quote:
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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