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+7 Mind bad at early lvls?

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  • #16
    +Mp gear is all that really matters at lower levels. With a Justice Badge and a wand, you'll be fine and dandy for Mnd. At lower levels I'm partial to +evasion gear in slots that you can't get +Mp in, like Scentless Armlets in the glove slot.

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    • #17
      Originally posted by Rones
      *Cough*

      Anyway, you won't really have any use of +mnd early on. Your enfeebles stick fine without it, your cures you should be using regulary cap quickly. Not until maybe ~30 will you need the +mnd to help stick enfeebles.
      I find it better to really ask a question on a topic that it has already been discussed on rather then make a new one and I think that the MODs would agree with it, the reason why I ask cause 1 cure and the mob bolts right to be making it rather hard to heal ppl if in 1 cure the mob is gonna kill me and even with all my extra MND it was hard to stick Paralyze to a goblin today and when i got silence they wanted to try a gambler gob but i said no cause if i couldnt paralyze a gob butcher i didnt think i could silence it or the fact of the matter keep it silenced.
      People look at the world and think why, i look at the world and think why not.

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      • #18
        mnd affects three major whm enfeeble spells, paralyze, slow, and silence. From personal experience with darters at 65, if I lowered my mnd by ten I could not land para or slow on them. I have yet to see a formula for mnd with these spells, but any rdm worth a damn can attest that mnd is incredibly useful for these spells
        The beast myth: "I hear it gets better next level"

        My pet has more HP right now than a level 75 galka monk >.> If only it could provoke...

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        • #19
          What staus affects enhancing skill?

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          • #20
            +MND at low levels really wasn't bad for me. To reduce the hate competition at lower levels I purposely would party with a second WHM, we played a game of "leap frog" with our cures on normal cases and then both worked half and half on the party if an AOE hit.

            Of course though to work that way takes two good WHMs not wasting mp to cap a players HP to it's fullest but get just under that point (A point were Paeon or Regen works excellent). The advantage of playing that "leap frog" is it was extreemly hard for us to take hate regardless if we had tons of +MND or none.

            In a party as being the only WHM at low levels though I would agree some that having a lot of +MND can be a bit hazzerdous.


            Cheezy Test Result (I am nerdier than 96% of all people. Are you nerdier? Click here to find out!)

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            • #21
              As an Elvaan WHM in Valkurm right now. My MND is pretty high. +14 to be exact. Some people ask me how high I raised it, but Astral Rings are too high on my server and there's really nothing that raise's MP yet. Although my Cure II is almost maxed out by 14, WHM's shouldn't really use Cure II a lot this early. I never seem to grab aggro unless the WAR/PLD isin't doing their job.
              59 MNK|30 WAR

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              • #22
                I might relvl my whm (new char now) but I do plan on using a Staff over a Wand. MP is probably the most valued trait of WHM, but I wont gimp on mind. Last character I had was a mithra whm, and at 46 I had over 140MP in equipment AND 17-19 MND.
                More MND at lower lvls will only help with uncapped cures, and since I have friends to lvl with this time around an RDM will handle enfeebs =D
                There is no knowledge without experience.
                San dOria Rank4 \\ 30 WAR | 19 MNK | 14 RDM | 8 WHM | 13 BLM | 13 THF | 5 DRK | 10 RNG // Goldsmithing 10
                Windurst Rank4 // 46 WHM | 26 BLM | 20 RDM | 18 WAR \\ Alchemy 11 | Fishing 8

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