Whm thread!! MUST READ!!!

I heard Cure V is based on MND, but it doesn't convince me, as how often do you really need to use V's full "potential"?
 
Keket said:
I'm a MP whm since I'm a Mithra.
Are we just talking about MND gear for only CureV to only make a difference of maybe 1-3 HP points? How does that make it worth anything? Seem's kind of silly to waste money on 1-3 HP on a CureV only.
Please correct me if I'm wrong.
It's really a matter of preferece, as you start spending your mp, you can swap out some +mp gear for some +mnd; but few people do that and I personally don't think it has a big enough overall impact to warrant all the extra space and gear changes. That being said, most of the blessed set is very good in that it gives both +mp and +mnd, so you get the best of both worlds. The maximizing of cure 5 really only has a place in endgame fights though, where someone is more likely to need a 800+ cure and where hate becomes a big issue; for exp parties, +mp(and +hmp for resting) is vastly more effective.
 
Potency and MP is the only thing you need to concern yourself with. Yes, you CAN swap around but consider this macro-dilemna.

State1: hMP, all your resting gear - errant body, dark staff, hierarch belt, ext,ext...

State2: MND gear

State 3: MP gear

Well here's the dilemna. First off, if you automatically switch into MND on Cure 5... then what if when you were full MP you decided to cure 5 then?

Don't? Well what if the tank is hurt and that's the best spell for the job?

Ok, so then you say... need seperate swaps between cures and gear states?

Well...

Between cures, most of us rest.

So then, between cures we transfer into hMP.

So then to get up we'll need to manually hit MND or MP.

The result of this is slowed down cures, because we have to hit the gear swap macro first and then the cure macro next. Now it's true this isn't THAT much time of a difference, and the odds half a second will count is very low. But then, half a second on my cures is a hell of a lot more valuable than 2 more points cured on my cure 5.

And that's assuming you can get all your MND > MP and MP > MND swaps in one macro. Could be even longer if you have to hit 2 macros for gear swaps. At least on my BLM when I swap during nukes, my nukes give me time to swap in the process of the cast - with cures you need to swap first or don't even bother.

So unless you use Windower Macro-bot, it's not even beneficial.
 
Yeah, which is why I laugh at any whm I see running around in the +healing skill torque/earring, since it has an even smaller impact than +mnd.
 
Bajaratt said:
It's really a matter of preferece, as you start spending your mp, you can swap out some +mp gear for some +mnd; but few people do that and I personally don't think it has a big enough overall impact to warrant all the extra space and gear changes. That being said, most of the blessed set is very good in that it gives both +mp and +mnd, so you get the best of both worlds. The maximizing of cure 5 really only has a place in endgame fights though, where someone is more likely to need a 800+ cure and where hate becomes a big issue; for exp parties, +mp(and +hmp for resting) is vastly more effective.

Actually, the -enm is huge too. With the hands, legs and feet, I get -12 enm. I didn't really consider buying these until they became really cheap because to me, MP was more important and I could get more from errant hands and feet and RSE legs. But that only had -4enm and during god fights where I was constantly curing, I would sometimes pull hate over a PLD. In the off chance that a PLD did die, I often found myself the next target. With Blessed, I have never once pulled hate without being overly brazen about it (Curaga IV at the start of a fight).

Fire, I have two macros for WHM gear. One for resting with my +hMP gear and one for curing (potency gear). If I am resting for whatever reason, I usually have enough time to hit any macros for gear before I am even able to hit any curative spell on the menu. Mind you, I don't ever use macros to cure, I do it all from menu while in exp party. If you hit /h or H-key, you should have enough time to hit a gear macros before spells become ungreyed out.
 
Nugotugo said:
Slacker! You have to camp the AH like some people to get that mace!

Naw, I made a deal with the person selling the most Templar Maces that I'd buy her next one :p
 
Myrrh said:
QFT
IMO enough mp gear to get another Cure V off is better then a few more hp a cure.

Well, I have over 1,100 MP in my MP gear. And once I use some of that, I manually switch in +MND gear for sstronger Cure V's. That way I get the best from both worlds.

I only use gear swap macroes when I've used my MP gear, to change between +enhancing, +healing magic, +haste (and Fast Cast) and +MND.
 
I've always brought MND gear along as Whm so that I could shoulder some of the enfeebling duties alongside any other mages that may(or may not >.>) be present.

That being said though, here's something I never can keep straight. Is this how it works?

Enfeebling magic skill + Appropriate staff = Successful landing of the spell.
Higher MND = Higher proc rate once landed(Slow and Para, specifically).
 
Basically...

For running around I wear MP with minimal -HP gear.. my only -HP is Serket Ring and Blue Cape, and I get another 30 back with my Walahra Turban. I have a few pieces of Zenith that I chose not to wear, mostly because of my Taru HP levels. I get 1232 max MP normally, and I believe 812 HP (net -35).

For my regular cures (3, 4, 5) I sub in just a couple things- Healer's Cap +1 instead of Turban, and Cleric's Duckbills instead of Herald's Gaiters. This along with my general setup (Blessed mitts and slacks, Nobles, etc) makes my V's break 800 easy, which is plenty enough for any situation... any more is excessive and brings down MP too much. I don't bother with the torques and keep my MP neckpiece on, and I still have about 1210 max MP in this state.

For curagas, I use a heavy -enmity setup, as that is generally the biggest issue with them. Crow beret, blessed feet, maybe even my penitent's rope, I can't remember. Usually you don't start a fight with a curaga anyway, so you'll likely already be down the extra MP from losing the hierarch belt... I may have taken that out of my macros, though. I generally drop to about 1075 max MP here, which still isn't too bad.

For resting, I have a heavy hMP setup. Healer's Cap +1, errant, pluto's staff, relaxing earring (in place of Loquacious), magnetic earring, hierarch belt, grandiose chain, etc. Everywhere else that I can stick MP I do, getting me about 1125 max. After my MP is full with this setup, I usually switch back to full MP gear for one more tic or two to cap out at 1232.

Note for endurance-term fights (wyrms, 60 minute BCs, etc) I have a seperate macroset that uses my heavy -enmity stuff on my normal cures as well. WHMs pull hate in those all the time, and max MP isn't as much of an issue, so I try my best to avoid it.
 
Lavi said:
Actually, the -enm is huge too. With the hands, legs and feet, I get -12 enm. I didn't really consider buying these until they became really cheap because to me, MP was more important and I could get more from errant hands and feet and RSE legs. But that only had -4enm and during god fights where I was constantly curing, I would sometimes pull hate over a PLD. In the off chance that a PLD did die, I often found myself the next target. With Blessed, I have never once pulled hate without being overly brazen about it (Curaga IV at the start of a fight).

Fire, I have two macros for WHM gear. One for resting with my +hMP gear and one for curing (potency gear). If I am resting for whatever reason, I usually have enough time to hit any macros for gear before I am even able to hit any curative spell on the menu. Mind you, I don't ever use macros to cure, I do it all from menu while in exp party. If you hit /h or H-key, you should have enough time to hit a gear macros before spells become ungreyed out.
Yeah, I know about the +haste and the -enmity in blessed set, but the discussion had been about mp vs mnd, so I didn't think it was all that relevant. Although the +haste is exactly why I have zero interest in Healer's Mitts +1, or any of the whm af +1.
 
Garvin said:
Also, I thought it was found that VIT has a minor influence on Cure V...
CmdrFly said:
edit: there is some minor vit modifier to Cure5 as well, posted the details on that a while ago here but it's pretty minute so I won't bother digging it up.

Keket said:
I'm a MP whm since I'm a Mithra.
Are we just talking about MND gear for only CureV to only make a difference of maybe 1-3 HP points? How does that make it worth anything? Seem's kind of silly to waste money on 1-3 HP on a CureV only.
It is minimal per +mnd boost, but when you start stacking it...

+28mnd = +42 to Cure5. Doesn't seem like much, but since Cure5 is already the most mp-efficient cure spell in the game (provided you heal at least... 536 I think?), then every point of hp added to Cure5 is basically free. I can agree with the people saying that swapping into +mnd is a severe loss of MP when you're near full, but when you're already halfway through your MP pool then why not?

I guess I look at it from the perspective of HP recovered per point of MP. Cure1-4 float in the range of 4hp recovered per 1mp. My Cure5 is currently in the range of 7hp per 1mp.
 
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