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Originally posted by Icemage (2) Boosting MND has the effect of making Slow, Paralyze, and Silence slightly more effective, but beyond level 40, there's not much you can do to make those spells stick any better - WHM just aren't very good at enfeebling magic. It also has a very marginal effect on Cure spells, but +MND is pretty low priority as far as I'm concerned.
Totally agree here. Since RDM is my main, I have a pretty good handle on what MND/INT do for mages and I have to say I have yet to find a good reason to boost MND on my WHM. I've tested it before too, equipped as much of my RDM MND+ gear as I could (in a pt of friends who were willing to let me experiment). With almost full WHM AF, MND+ food, MND rings, wand, cape and belt, I had around +40 MND. Here are my results:
All that MND and I still couldn't land 1 in 10 paras/slows and probably 1 in 15 cure2s matched a Light Staff cure2 (it was earth day so no effect from day element). Someone had suggested before that MND affected MP regen so I left my wand on instead of equipping Dark Staff. I cast myself down to ~100 mp and then sat down to med. The RDM kept refresh up on me constantly and I rested completely full. Here's how long it took:
MP -> MaxMP.........Equip setup..................................Time to full heal
102 mp -->773mp (MND gear/food, no Dark Staff).....3:05
101 mp -->907mp (MP gear/food w/Dark Staff).........2:35
So based on my experiments, I'd have to say taru or not, WHM doesn't need an excess of MND gear.
*Edit* Did original post at work, came home and found real numbers so I corrected them.
Gia - Sandy Rank 10
RDM75/WHM75/BLM75/BRD75/SMN62/PLD61
(3) +Conserve MP. Not really important for WHM, since the only gear WHM can use with this stat is Water Ring, which has the tricky drawbacks of only working on Watersday, and lowering max MP by -15%, but creative players can make good use of even this one item.
(4) -Enmity. Good for those times when you have to toss cures around like they're going out of style. No need to go overboard on this for XP parties, but for HNM fights where you expect to be casting for 30+ minutes, this stat really shines.
(5) +MP. When in doubt, having a bigger gas tank is good.
(6) +MND. A moderate amount of this is handy if/when you have to be main enfeebler, but only really of much use if you have a complete set of enfeebling magic+ gear and the matching elemental staves, post-51. Also useful for boosting the power of Stoneskin.
(7) +HP for Tarutaru WHMs. Taru WHMs have very low HPs, and even at level 75, most Taru WHMs I see are focused on MP, which is silly. I run a balance of gears, preferring +HP over +MP as Taru WHM75 and my effectiveness in certain events (Dynamis, fights against enemies with very strong AoE like Behemoth, Kirin, etc.) is markedly different than my fellow Taru WHMs who are wearing all HP>MP items like Zenith gear/Vivian Ring/Serket Ring/Astral Earring/whatever. MP doesn't matter if you're dead and can't spend it. On average, most of them have around 650-700HPs. I've flipped my gear around and have anywhere from 820-850HPs. That extra buffer is very noticeable.
I agree with Icemage on the Convert HP->MP issue. If you're taru, then try and focus on equipment which is strictly MP+ without a HP cut, or if you insist on using a lot of HP->MP gear then try and make up for your lost HP somehow.
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