"Whm don't need gear" >Nirrti

WHM is one class that can get by without gear actually. If the player is skilled at the job and the group isn't scrubby it's more than possible. Seeing as many WHM I've partied with rarely ever go under half MP with okay gear on, it's definitely plausible to say WHM does not need gear to party. =]

Now don't go trying that on a warrior. I don't think you'll get the same kind of results
 
That's assuming "okay gear" still includes basic stuff for cure potency and hMP.

I fully admit it's not as stat-dependent as other jobs (so it suffers less from bad gear and benefits less from good gear), but it does still benefit from it enough to justify reasonably priced stuff over complete gimptitude.
 
Yeah, whm is one of the few jobs that can get by without any awesome gear and barely lose any effectiveness. As long as you have the cheap but effective gear no one will really complain. And before another idiot chimes in saying it's elitist to expect decent gear, I'm talking about:

Seer's set(35k total) to be replaced by AF
Gold Hairpin (12k)
Light/dark staves (80k/50k)
Electurm Rings (8k)
Assault earrings (free from assault, 100k if you buy both)
Hierarch belt (10k)
blue cape (10k)
RSE depending on your race as well.

Based on that, you're looking at 213,000 gil to in gear to level the job to 70+, not counting if you buy the assault earrings. At 72, you'd buy an errant body for 80k, so under 300k to take the job to 75 with decent gear. You'll also make that 35k from your seer's set back when you get your AF, plus the 12k from the hairpin as well if you'd rather save money and use your AF. There's no reason even in today's economy why you couldn't scrounge up 293k, especially every other job will spend that much on a single piece of armor. Hell, just tele-whore for a few days and you'll probably get 300k, something you can do in between parties and requires virtually no effort on your part.

So, a gimp white mage has no excuse.
 
Hell, just tele-whore for a few days and you'll probably get 300k, something you can do in between parties and requires virtually no effort on your part.

So, a gimp white mage has no excuse.

I agree 100% with this whole post and will elaborate right here. Go to Aht Urtgan and tele-farm. One saturday night I made 100k in one hour of tele-farming.
 
It is that easy, but lazy people aren't going to do it.
Then they don't deserve EXP, so leaders need to grow balls and kick them; or just stop inviting them in the first place.
 
Weird, my post seems to have been erased. O_o

WHM can do without gear, but much like all jobs in the game, they do much worse without it, there's just a figurative difference to it; a no-gear tank can tank but they'll do it badly. a no-gear melee can still melee but will do bad at it.

A no-gear WHM can still heal but they won't be able to keep up on it too well. While a huge MP pool and such isn't needed, it makes for good insurance should something go wrong, such as an add, AOE spam or a directional gone awry (especially something like a bad Incinerate or Claw Cyclone) - while a ton of MP isn't needed (and a good amount of hMP is in fact more useful), it's not at all an excuse to not use gear, especially when you can gain roughly 40% MP from everyday gear alone.
 
If it's ok to wear event gear through Dunes and Qufim because us high levels complain about inventory issues, why get strict in Citadel? On the other hand, if it's wrong in Citadel, it should be wrong in Qufim and wrong in Dunes. You can't just pick and choose which levels one has to be prepared for partying in. This whm was wrong, but noone who's ever partied in gimpy event gear has the right to complain.
 
If it's ok to wear event gear through Dunes and Qufim because us high levels complain about inventory issues, why get strict in Citadel? On the other hand, if it's wrong in Citadel, it should be wrong in Qufim and wrong in Dunes. You can't just pick and choose which levels one has to be prepared for partying in. This whm was wrong, but noone who's ever partied in gimpy event gear has the right to complain.

It's not okay to wear event gear through Valkurm and Qufim either. If you have space for real gear in the 30's you have space for it in the 10's or 20's. And if you don't, that's what selling unwanted stuff, putting stuff into NPC storage, mailing it to yourself, muling stuff, and generally decluttering is for. :P

It's never a good excuse, at any level.
 
Someone with a gimptastic attitude about their gear -- even if WHM can "do just fine" without it -- isn't someone I want in my party. They're not taking their job seriously enough for my taste, and I wouldn't expect them to be able to function effectively at the simple cure-bot level, much less land Paralyze or Slow on a mob.

You don't need to be elite, but you need to have something reasonable in those slots.
 
I find event gear to be fine at one time and one time only, and that's when I'm soloing the first few levels, since I'll only have myself to blame if my defense or whatever is too low for it to make a noticeable difference. (That and event gear has the same defense as most all armor til L6-7 anyhow...) =\
 
I think removing the cap would be interesting. I think people have the idea that all bonuses from the cap being removed will stack on to the CURRENT status of Cures. They should make it so a decent amount of MND is required just to get where a naked cure is right now. It would eliminate this attitude everyone is so peeved at. Of course they could take it higher, and cure a bit higher than the current caps, but nothing outrageous.
 
I think removing the cap would be interesting. I think people have the idea that all bonuses from the cap being removed will stack on to the CURRENT status of Cures. They should make it so a decent amount of MND is required just to get where a naked cure is right now. It would eliminate this attitude everyone is so peeved at. Of course they could take it higher, and cure a bit higher than the current caps, but nothing outrageous.

I...actually must disagree in regards to removing a cap on Cure. While it'd make more use out of Cure (II, III), it'd also greatly lower the use of Cure V which would additionally lower the value of WHM in general, since if RDM had access to uncapped cures, then they may very well take more priority as healers than they already do in some situations; this was in fact an issue in the past, which is why RDM got Cure V removed from their spell list.

Another issue with removing the cap of cures is that it'd somewhat remove the semi-static amount of hate generated by the fixed amount of HP restored. While potentially curing yourself for more as a PLD, thus getting more hate is always a good thought, you'd also need to consider it could potentially cause many more hate issues for WHM, RDM, SMN, BLMs casting cures.

Not to mention that monsters generally have much much higher base stats than players (and their healing magic skill may be nightmarishly high)...not saying higher cures wouldn't be useful, but I do think it'd cause more problems than it's really worth. Rather than remove a Cure cap or such, they could just go about with another JSE set or such that gives perhaps 1-3% potency per piece. (though in THAT case, I'd still like to see a L70 MNK, NIN and SMN JSE first)
 
Tell that to all the players that make it to 75 :(. Seemehow, moving on up.
That's because most party leaders are retards with no balls. They're the same kind of idiots who say "any exp > no exp." Also, just because some morons have gimped their way to 75 does not give you the excuse to do it yourself. You should be saying "I can't believe that gimp got to 75," not "I'll gimp myself to 75 like XXX over there!" Completely the wrong mentality for anything but failure.
 
I...actually must disagree in regards to removing a cap on Cure. While it'd make more use out of Cure (II, III), it'd also greatly lower the use of Cure V which would additionally lower the value of WHM in general, since if RDM had access to uncapped cures, then they may very well take more priority as healers than they already do in some situations; this was in fact an issue in the past, which is why RDM got Cure V removed from their spell list.

Another issue with removing the cap of cures is that it'd somewhat remove the semi-static amount of hate generated by the fixed amount of HP restored. While potentially curing yourself for more as a PLD, thus getting more hate is always a good thought, you'd also need to consider it could potentially cause many more hate issues for WHM, RDM, SMN, BLMs casting cures.

Not to mention that monsters generally have much much higher base stats than players (and their healing magic skill may be nightmarishly high)...not saying higher cures wouldn't be useful, but I do think it'd cause more problems than it's really worth. Rather than remove a Cure cap or such, they could just go about with another JSE set or such that gives perhaps 1-3% potency per piece. (though in THAT case, I'd still like to see a L70 MNK, NIN and SMN JSE first)
There already is level 70 NIN JSE, it's the Yasha set.
 
It's never a good excuse, at any level.

Pff, I went till 23 on my very first WHM practically wearing nothing, and only had one bad party the whole way.

WHM get too little of a benefit from gear to make it noticeable in early game. Sure it's alright later on but still not noticeable enough. If the WHM is good, you won't be asking questions, because you'll be alive.

Altneratively, if the WHM is in the best possible gear there is out there, and you die, it's still their fault for sucking.
 
Yeah, WHM is more of a skill-based job, but that doesn't allow you to have no gear whatsoever. The gear I posted about is all very cheap and easy to obtain, and it's the bare minimum I'd expect from a WHM. They could easily do better in almost every slot, but that's just what they have no excuse for not being able to get.
 
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