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Capping healing magic ?

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  • Capping healing magic ?

    I usually heal myself when I happen to lfg a bit
    At the beginning i do cure1 and was leveling quite fast. Now it seems to really slow down . I was wondering if now that i've capped Cure1 , i have to use CureII to continue raising my skill ?
    i'm lvl12 btw.
    WHM: 19, BLM: 19, War:10, Mnk: 15

  • #2
    Cureing yourself is the WORST way to do it.

    Goto where people are leveling, find a PT that looks like they need some help, and go heal them.

    Youll be helping out that PT, making them happy with you and possibly when one of there members leave youll be able to join, AND youll be raising your healing skill.


    People speculate that you need to actully heal HP to gain skill, so curing someone who has full HP will not give you skill. Or possibly just a really really low % of getting a skill from it.

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    • #3
      k , i'm used to party =) i do this when i dont have one.
      But PLing a party is better ? i guess curing others is upping your skill better then healing yourself ?
      WHM: 19, BLM: 19, War:10, Mnk: 15

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      • #4
        yeah i just edited my post to include:

        "People speculate that you need to actully heal HP to gain skill, so curing someone who has full HP will not give you skill. Or possibly just a really really low % of getting a skill from it."

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        • #5
          ok thanks for your input. Your right, healing myself of pt member while they are full HP dont do anygood. It worked until i capped CureI, but now it does nothing.
          WHM: 19, BLM: 19, War:10, Mnk: 15

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          • #6
            I don't remember the level range exactly, but early on i found it was easy to keep my Healing magic capped (prob until about 20) then i hit a point where my LS just buring through exp and gaining lvls faster than i could keep up with the skill. At lvl 53 Im as closer to capping than ive been in ages. The higher lvl mages say you'll catch up again in the 60's when each lvl is insanely long and tedious.

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            • #7
              The higher lvl mages say you'll catch up again in the 60's when each lvl is insanely long and tedious.
              My healing skill at lvl 70 is 211 (226 with AF). Cap for 70 however is 251 which I'm no where close to. Every other magic type I have capped (just short on divine), but healing still refuses to cap. I'm not concerned though, all my cures except cure V are capped and the ~690hp from cure V is hard enough to fit entirely in as is. :sweat:
              Edit: Had af gloves bonus wrong. :sweat:
              Whm 75 Blm 37 Brd 75 | Bastok Rank 10 | Whm > Rdm

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              • #8
                I still like to cast cures on undead. It damages them so sometimes skill comes quickly especially if they are even match+. Sometimes would get a .5 increase in Necro/Garlaige coffer key parties.
                Galka Cor 75/Rng 37 Bst 75/Nin 37 Blm 75/Whm 38
                Taru Rdm 61 / Blm 41 *retired*
                Mithra - Rdm 53, Pld 45, Blm 38, War 23, whm 36 *retired*

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                • #9
                  As odd as it may sound, Healing Magic is your LEAST important skill as a white mage. While it's nice to cap it, it isn't necessary, since the only things it does are:

                  - Let you reach the maximum healing soft cap for each Cure spell. At level 74 with 259 (274 with AF gloves) Healing Magic, the only spell I haven't hit the soft cap for is Cure V, which gives me a rock solid 720HP healed with a +10% bonus from Light/Healing Staff. I've long, long since hit the soft cap for Cure IV, but I couldn't even tell you how much it heals for - Cure III actually works better.

                  - Increases the damage you deal with Cure spells vs. undead. This is rather fun, as you can Magic Burst for some almost-BLM-efficient damage while wielding a Light Staff. Still not all that impressive, however.

                  I'll note that you can get healing skillups from:

                  - Casting any form of Raise or Reraise
                  - Casting Cure spells on any player. There seems to be a slight bonus to skillup chance when casting on hurt players, and a larger bonus when casting on players who have red HP.
                  - Casting any form of -na spell on a player with an effect that spell can remove
                  - Casting Cure spells on undead at or above your skill level. This is the easiest way to raise healing skill - any time you're fighting undead near your level, toss a Cure I at them. It will deal efficient and measurable damage, give you a potential skillup, and won't cost a ton of time or MP.


                  Icemage

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