Kaden replied

705 weeks ago

Base stats that affect you and their mechanics:

MND: Every 4 MND = 1 Healing Magic Potency and 1 Magic Accuracy.

VIT: Every 1 VIT = 1 HP. Every 4 VIT = 1 Enhancing Magic Potency.

PIE: Every 1 PIE = 1 MP. Every 4 PIE = 1 Enfeebling Magic Potency.

INT: Every 4 INT = 1 Attack Magic Potency.

For point allotment, you'll want 23 into MND and 22 into VIT.

This Image shows the stat turnovers and how much base magic potency you get with each turnover. These levels apply to all magic potency types (and magic accuracy). Keep in mind that WHM gets +18 Healing Magic Potency, +8 Enhancing Magic Potency, and +8 Magic Accuracy from our traits.



Spell mechanics:

Cures:

Cure and Cura:

Cures are affected by MND and Healing Magic Potency. Every 1 Healing Magic Potency translates into about 1.25 more HP for Cure and 2.5 more HP for Cura. Every 1 MND adds about 0.25 HP to cure and 0.5 HP to cura, however since MND adds healing magic potency as well for every 4 it really translates to ~0.5625 HP per cure and 1.125 HP per cura. But keep in mind this ratio is ONLY if your MND lands on a turnover value and adds healing magic potency (see above chart for turnover values).

For example if you have 307 MND, the turnover values are 304 and 308 so you'd get the 0.56 and 1.125 returns for every point of MND UP TO 304, and the extra 3 MND you have only provide the MND bonus of 0.25 and 0.5. This is because the translated ratios (0.5625 and 1.125) take into account the 1 point of healing magic potency you get for every 4 MND. So for a cura 4 MND would give (MND BONUS: (0.5+0.5+0.5+0.5 = 2)) + (1 HEALING MAGIC POTENCY: (2.5)) = 4.5 HP for Cura.

That being said, just looking at the base ratios if you're comparing a piece with MND vs a piece with Healing Magic Potency, the MND piece has to have at least a 2:1 ratio of MND:Healing potency comparatively. (e.g. For a MND crown to be comparable for cures to WHM AF crown (+25 Healing Magic Potency) it must have at least +50 MND. In actuality you need a little more than a 2:1 ratio, as 2:1 ratio translates to a 2.25:2.5 HP Cured from Cura.)

Curaga:

Curaga will cure HP of party members up to a certain amount. For example, say your Curaga's cap is 2500 HP. Curaga can heal one person for up to half of Curaga's cap, so in our example, Curaga can heal one person for up to 1250 HP. Curaga will continut to cure other party members until it reaches its cap value. It will give healing priority to those with lower HP. For these examples we'll use a hypothetical party of 4 members: Shaydes (4000 HP), Alderton (3000 HP), Ayameko (2500 HP), and yourself (2500 HP). For these examples we assume all party members are within range.

Casting Curaga when your party is:

Shaydes (100/4000)
Alderton (3000/3000)
Ayameko (200/2500)
You (1999/2500)

Curaga would cure Shadyes and Ayameko for 1250 HP each but would not hit anyone else. Curaga gave healing priority to Shaydes first because his HP was lowest, curing him for half of Curaga's cap value (1250). Since Shaydes has reached the cap amount of HP he can be cured, it moves on to the party member who had the next lowest HP, which was Ayameko. Ayameko would be cured for half of Curaga's cap value (1250). Cap value has been reached, so that's the end of that Curaga.

Casting Curaga when your party is:

Shaydes (100/4000)
Alderton (3000/3000)
Ayameko (1500/2500)
You (1999/2500)

Curaga would cure Shaydes, Ayameko, and yourself. Curaga would give healing priority to Shaydes due to him having the lowest HP, and would cure him for half of Curaga's cap value (1250). Since Shaydes has reached the cap amount of HP he can be cured, it moves on to Ayameko (the person who had the 2nd lowest HP), and would cure him for 1000 HP, which would cap Ayameko's HP back to 2500. There's still 250 HP left in Curaga that hasn't been assigned to someone yet, so it then moves to the person who had the third lowest HP, which was yourself, and Curaga would cure you for the remaining 250 HP.

Casting Curaga when your party is:

Shaydes (100/4000)
Alderton (2800/3000)
Ayameko (2500/2500)
Yourself (2500/2500)
PT Member 5 (3000/3000)
PT Member 6 (3000/3000)
PT Member 7 (3000/3000)
PT Member 8 (3000/3000)

Curaga would cure Shaydes for 1250 HP, Alderton for 200 HP, and Ayameko, yourself, and PT Members 5-8 for 0. It gave healing priority to Shaydes due to him having the lowest HP, and since Curaga can only cure a single person for up to half of its cap value, it cured Shaydes for 1250 HP. Ald was the next lowest, and he only was missing 200 HP, so Curaga cured him for that 200. Curaga then had 1050 HP left, however since the other 6 party members are all at full HP, Curaga continuously moved on to each party member, curing them for 0. This type of situation is useful for when the party is asleep, since Curaga is a fast way to wake everyone up if their HP isn't too low.

Enhancing Magic Potency Returns:

Legend:

Red Text with light gray background: This level gives no returns (outside of Stoneskin) with AF Boots equipped.
Red Text with dark gray background: This level gives no returns (outside of Stoneskin) regardless of if AF boots are equipped or not.

NOTE: Stoneskin is only partially filled out because I haven't had a large enough sample size to figure out a formula for sure. The trend shows that for every 25 levels of enhancing magic potency, there's a level where it increases the mitigation by 1 instead of 2, but since it's such a large gap I don't trust it to be accurate constantly, especially considering the formulas for the others are so convoluted. The shown values for Stoneskin are the ones that I have confirmed myself.

NOTE 2: I had the gear for Enhancing Magic Potency levels 396-449. Anything listed on the chart that is not one of the levels in that range is projected data using the formulas that I gathered.



Gear for a new WHM:

Weapon / Sub: Wand of Tremors and Eagle-crested Round Shield or Raptorskin Targe

Healer's Hand [Healing Magic Potency +]on Wand
Lifethirst [HP/MP +] on Shield
Bloodthirst [HP+] on Shield

Head: Healer's Circlet

Body: Healer's Robe

Hands: Healer's Gloves

Waist: Raptorskin Satchel Belt

Touch of Serenity [Enmity -]
Manathirst [MP +]
Bloodthirst [HP+]

Legs: Healer's Culottes

Feet: Healer's Boots

Rings: Turquoise Ring or Amber Ring

Earrings: Anything.

Wrists: Black Pearl Bracelets or Amber Bracelets

Neck: Black Pearl Choker

Why this gear and Materia?:

Wand of Tremors gives VIT+3 which helps your Enhancing Magic and Earth magic Potency +20 which increases your damage output from Stone. It's also a 1 handed CNJ weapon so you can slot healer's hand into it, which is imperative. It really doesn't matter what shield you pick for CNJ, I picked Eagle-crested simply because I can make it as CRP. Healer's Hand is by far the best materia you could ever have as a healer, so you're not going to want to slot anything else in your wand. Lifethirst gives both HP and MP so it's a really nice option for shields. Bloodthirst is the only other option, which is also perfectly viable because HP adds to your survivability and give you higher returns on Blissful Mind.

Your AF is really good as WHM, so it's a great set for your basic armor pieces. They give a lot of Healing Magic Potency, MND, and MP; not to mention enhancing certain skills to make them more effective.

A Raptorskin Satchel Belt gives 15 MP and 2 MND naturally, making it an awesome healing piece. Slot Enmity -, MP, or HP into it. MP is cheaper, but Enmity - is great for those situations when you're having to cure bomb or cure for a long period of time. HP is always a viable option as well because of the added survivability and bonus to Blissful Mind.

For your wrists you can either go with the Black Pearl (-4/5 Enmity) or Amber (+3/4 VIT). The Enmity- is nice, but if you're rarely pulling hate, having that extra Enhancing Magic Potency is nice for Regen and Stoneskin, and the HP will add to the MP you get back from Blessed Mind.

Turquoise rings are the obvious choice for WHM, the MND giving a large boost to your cures and healing magic potency. They'll hold you over until you get a Blessed Ring. Amber Rings are also a perfectly viable option to boost your Enhancing Magic Potency and HP.

Earrings you really don't have options for. Pick anything to hold you over until you get Blessed Earrings.

Optimal Gear for a WHM:

Weapon / Sub: Chiran Zabran's Tempest

+40 Healing Magic Potency is absolutely awesome, that's about triple-meld value of Healer's Hand. The Magic Accuracy loss is unfortunate, but you're going to get a lot more mileage out of Healing Magic Potency since you're hardly nuking or sleeping, which makes this the best weapon choice by far.

Head: Healer's Circlet

Double or Triple slotted Healer's Hand hats can outperform this by having more Healing Magic Potency, but unless you have one that gives +27 Healing Magic Potency at least this is the best option.

Body: Healer's Robe

The Enhances Cure gives a substantial bonus (seems like it's about 10%) to all cures (Cure, Cura, and Curaga) so it's by far the best body piece you can have.

Hands: Darklight Gloves

You lose 7 Healing Magic Potency from AF gloves but gain 80 MP, 10 VIT and 15 Enhancing Magic Potency. The trade-off is more than worth it, the bonus to Regen from the Enhancing Magic Potency is worth it alone.

Waist: Raptorskin Satchel Belt

Slotted with MP, HP, or Enmity-. Not many other choices, the base MND and MP and ability to slot with Materia make this the most viable.

Legs: Darklight Breeches

Lose 6 MND, 3 Healing potency and 30 seconds off of your Presence of Mind recast but gain 100 MP, 10 Piety, 5 Enhancement and 5 Enfeebling. Again, the trade-offs are more than worth it.

Feet: Healer's Boots

The "Enhances Regen" effect on these boots is way too potent to even consider using anything else. No WHM should ever not be wearing these boots.

Rings: Blessed Ring and Turquoise Ring +1 or Amber Ring +1

Blessed Ring's +15 Healing Magic Potency makes it the obvious choice for WHM. Since it's unique and you can only equip one, fill the other slot with an HQ Turquoise or Amber Ring, both are viable.

Earrings: Blessed Earrings

No other real options for earrings, and the +5 Healing Magic Potency makes this an obvious WHM piece.

Wrists: Black Pearl Bracelets +1 Or Amber Bracelets +1

Again, the Enmity- from Black Pearl is nice, but if you're rarely pulling hate, having that extra Enhancing Magic Potency from Amber is nice for Regen and Stoneskin and the HP will add to the MP you get back from Blessed Mind.

Neck: Black Pearl Choker +1

+18 Healing Magic Potency. No other necklaces come anywhere close to how useful this is.




There is A lot more to this write up guide from user Sol Aureus who has it written up Here and has it hosted Here. I strongly recommend any aspiring white mages to read up on this and take a gander at it and probably just learn it. It is well written and very informative. I only put up parts here for reference and to get you started. head to the links!

Katsume Kotomi replied

705 weeks ago

so just need to remake my wand of tremors and not blow it up trying to put two healing potencys in it this time, is that what this guide is trying to tell me???? lol


last edited 705 weeks ago by Katsume Kotomi

Lynnette Admin replied

705 weeks ago

Well I want those hands too but I dont think its this way or no way but its best equipment setup. And I think the goal would always be not blowing it up :p

Katsume Kotomi replied

705 weeks ago

then we need to get winning the new raids to get us some dark light gear, but… for me that may have to wait till i get my pc

Kaden replied

705 weeks ago

well i think we can wait a bit till you get the pc.
also, i would like that cowl, lol
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