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Rya
03-09-2011, 11:59 AM
Every WHM forum needs a place for crazy, blood-thirsty, hammer-wielding killing machines ... THIS IS IT! :D

Tell your tales of merciless killage, happyhappy destruction, and smashysmashy hammer madness!!!

What will the future hold for us deadly medics? KILLAGE OF COURSE!! :D

Simian
03-09-2011, 12:35 PM
WHM/NIN here. Just lacking a K-club to go with my Prudence Rod. Did a lot of solo work in Campaign as /DRK with Last Resort and Soul Eater out damaging standard melee weapon skills with Hexa Strike on Campaign NM's. Endgame does not seem to have much room for WHM melee's. So it is mostly solo or with NPC Fellow, maybe a slkillup duo or trio and Campaign.

Kyarutaru
03-09-2011, 12:36 PM
Ohey Rya :> bonkitybonkbonk Mjollnir owners ftw~

Kyarutaru
03-09-2011, 12:42 PM
Sim -- I've actually had far more opportunities to melee as WHM in Abyssea and such since its release -- Mjollnir + Molva/Kraken depending on the situation.

Simian
03-09-2011, 12:53 PM
Kyaru-- I am type cast as primary healer for all LS related events, which is not a bad being a Galka type that can boast 1300hp and over 1000mp depending of food.

Ganukay
03-09-2011, 01:42 PM
Melee whm is a lot of fun. I'm too busy being main healer usually in my events, but I like soloing stuff with my Gambanteinn (26 more Bukhis's Wings!). Been working on a Naboot for an offhand club, going for an OA2-4 club. Not quite as good as a kclub for offhand, but should still be pretty good. Hoping with the update coming to dynamis, I'll be able to farm more currencies and get a mjollnir done.

Kaych
03-12-2011, 07:07 AM
<3 Rya^_^ I always mele as a WHM in EXP partys:)

Skylark
03-12-2011, 08:06 AM
Been meleeing in parties more and more as of late, just need the right set up and you can easily keep up with standard DDs.

Drhatchet
03-12-2011, 01:04 PM
It actually doesn't take much outside of the standard DD atmas (Apoc + VV + RR) to make hexastrike a conduit of death. 3K+ hexas with minimal gear using that atma setup is not unheard of.

Been a long time since I suited up WHM (the level 85 cap just came out the last time), but damn have I had an itch to go knock stuff around with a club lately (mostly because MNK sucks so bad at clubbing than what I'm used to :P).

Rya
03-12-2011, 11:35 PM
The fact that meleeWHM gear hasn't changed too much in the last year, is about as encouraging to me, as my potential name-change is discouraging. So it's a wash and I'll keep sort-of-waiting for 99 to play "for real" again. Although I have kept up with Mjollnir and still have K-club, I fear both will be easy/obsolete by then. Maybe 2012 will be the year of the return of the Rya. :)

(...or Riya or Reeya or Ria or Reeuh...)

Part of me feels like I'm missing out on a golden age for meleeWHM's, with our muticritWS atma madness. I hope there's more than just zelus/ACP/goading(ninurta) for upgrades at 99. Maybe AF1+2 gloves with mega melee mods! :D

Alkimi
03-13-2011, 08:06 AM
Would be nice if they do something about Gambanteinn. At the moment it's one of the only cases where the relic is miles superior to the empyrean weapon.

Dagan is pretty terrible and the ODD aftermath isn't worth using if you have to miss out on Hexa Strike.

But yeah, hoping for some better WHM melee options. At the moment the only 76+ gear I use is Canne+2, Goading Belt and STR+6 ring and cape for mystic boon.

Shinjikoto
03-14-2011, 12:14 PM
I think whm melee has stepped up quite a bit in the last several updates or so. Afflatus Solace was a big help for me, and more recently, the fast cure equipment from walk of echoes and abyssea, assuming you're willing to macro stuff in and out constantly. But I'm with Rya, I dont really feel like testing whm solo out that much until the 99 cap is done and I know exactly what im going for. Really waiting desperately for Haste II in case any SE programmers are reading this. Haste II. Make it happen. thanks. Oh and regain. Thanks. Go Whm.

WanderingWhiteMage
04-28-2011, 03:33 AM
The Wandering Melee White Mage of Lakshmi is back ^^.

Daniel_Hatcher
04-28-2011, 03:36 AM
Regain is a battle tactic, thus SCH got it, WHM wont get it.

Haste II unfortunately would be very broken, that said Hastega would be a welcomed inclusion for WHM.

Kaych
04-28-2011, 09:37 AM
You should try /mnk, Counterstrike and Counter atmas Rya^^ Works great :D

Bubeeky
04-29-2011, 01:55 AM
I think they've done great things for melee whm recently...I just wish that other players could see that too and allow us to melee and maybe every so often respect our ability to be DD just as much as any other melee, especially in Aby

Rya
04-30-2011, 03:01 PM
You should try /mnk, Counterstrike and Counter atmas Rya^^ Works great :D
FFXI Melee WHM: Counterstance Demo (http://www.youtube.com/watch?v=cOymVmQr8Pk) :D

Mirage
04-30-2011, 08:29 PM
I leveled whm recently and I want to become smashysmashy hammer madness.

I might (very likely) get my hands on that fake relic that drops from that huge fish thing soon. As far as I know, that's the highest dmg non-relicmythicempy, but what should I offhand, and what other gear should I be on the lookout for?

I don't have a kclub and I probably won't get one anytime soon, so don't suggest that :(.

Fredjan
05-06-2011, 11:37 PM
3 more Quiebitiel for me :(

Generally what matters most is TP gain. There's a few options though, however it'd be limited to magian trials. Could do STR path club (actually, that just has high damage for the delay, but that's it), could do magian trials for a multi-hit offhand... but yeah, those can be lengthy, and I'd likely suggest OA2-4x for a WHM offhand that's not a KC.

Kaych
05-07-2011, 10:25 AM
Nice^^ Will get better with ur third Atma ^_-

Fredjan
05-08-2011, 01:44 PM
Actually, come to think about it, there's quite a few weapons that will shine, but yes, they're magian trials only. No weapon is decent outside of trials at level 90 with the obvious exceptions, but I'll list a few from trials, not considering relic/empyrean/mythic (I shouldn't even say mythic... anyone who melees with Yagrush is doing it wrong and is capable of getting a much better weapon for meleeing. No one would doubt Yagrush being amazing in general, but for meleeing, it isn't).

Canne de Combat +2
DMG:71 Delay:310
"Dagan"
Dagan discussion aside, this is the 5th highest base damage club in the game, with the lv85 empyrean having 74, lv85 relic having 76, lv90 empyrean having 78, and lv90 relic having 81. However, a lv90 Naboot +2 with the DA+ would likely outperform this overall, although more time consuming to get.

Naboot +2
DMG:58 Delay:340
Occ. atk. twice
I know a lot of people have liked OAT weapons from magians in general, however, this is a case where I'd probably say the Double Attack+ club is superior for a main hand, which I'll list under OA2-4x. Although, yeah, it's better than any AH option you'd get.

Naboot +2
DMG:33 Delay:340
Occ. atk. 2-4 times
A decent offhand in my opinion for one who lacks a kraken club, given TP feed is favorable. There's times where feeding too much TP can be a bad thing, but overall, this would probably be the 2nd best offhand for someone with relic/empyrean, with KC being the best of course for TP gain and Hexa Strike/Mystic Boon spam.

Naboot +2
DMG:70 Delay:340
"Double Attack"+10
I would have to say this path is one of the best non-relic/empyrean clubs in the game right now. The DMG rating is HUGE, and it's only behind the WoE path/relic/empyrean clubs when it comes to sheer base damage. If you're aiming for a relic/empyrean, I probably wouldn't do one of these and seek an offhand version. Of course, I probably also say that because getting one of these is easier than getting a kraken club.

Hoeroa +2 (STR Path)
DMG:47 Delay:210
STR+9 Attack+20
Now the damage rating on that is lackluster compared to the other options, but the delay is very low to compensate, almost as low as a club gets.

Now looking at the "top" weapons:

Mjollnir (90)
DMG:81 Delay:308 Attack+35
"Randgrith"
Additional effect: Recover MP
...Do I even have to say this is our best melee weapon?

Gambanteinn (90)
DMG:78 Delay:300 HP+70 MP+70
"Dagan"
Aftermath: Occ. deals double damage
If only Dagan did damage, it'd be more worth seeking. Fun to play with aftermath I'd imagine though. The proc rate is definitely far more frequent than relic's multi-damage procs, but to give up a lot of damage to use it in the first place...

Yagrush (90)
DMG:63 Delay:267 Magic Accuracy+20
Augments "Divine Veil"
Enhances "Divine Benison" effect III
"Mystic Boon"
Aftermath: Increases Magic Acc./Acc.
Occasionally attacks twice

Yeah, I'll list Yagrush, because it does have respectable damage for the delay. However, it easily falls behind most options. Good thing it's useful for the back-lining part of WHM. :p The potential is better than Gambanteinn in a sense, but likely not as well, as unlike Dagan, Mystic Boon does damage, but you have to get 300% TP to trigger OAT. However, I think it'd make more sense to go after a better main weapon when it comes to meleeing, because you'll have Mystic Boon even without Yagrush.

Binckry
05-09-2011, 10:59 PM
Oh! Oh! Oh! I never knew this thread existed... <.< <3 Rya and Kya, meree whms!!
I just got my Gamb yesterday, lvl 85... <3's it. And depending on how dyna changes go, I might work on a mjollnir myself. :P, I already have the club paper from beaucedine~

Lloydofpudding
05-10-2011, 11:51 AM
Just out of curiosity what gear do you ws in as whm? I've yet to find a good str build for my whm.

Mirage
05-11-2011, 12:28 AM
MND build! :p

Fredjan
05-11-2011, 09:49 AM
Having STR, attack, and accuracy are more important than having MND, though I wouldn't neglect MND either.

There is a new piece of gear for melee WHMs:

Khthonios Mask Rare
[Head] All Races
DEF:24 Attack+14 "Store TP"+4 Haste+4% Converts 30 MP to HP
LV 88 WHM BLM RDM BRD SMN SCH

...If only it had more haste.

Tefnut Wand Rare
[Main] All Races
DPS: 1167 DMG:42 Delay:216 MND+10 Healing magic skill +5 "Cure" potency +15%
LV 87 WHM BLM RDM SMN SCH

An item for meleeing while not giving up much Cure potency if one desired not to give up much of it. Personally, I'd manage without it. :P Any serious WHM should have, or be working towards, a Surya's +2, and thus would never need this wand for back-lining. Besides, the base damage sucks.

Drhatchet
05-30-2011, 11:08 PM
I like the Tefnut Wand for melee when you are still the only healer present. It's not the best dd option out there, but shove it in your off hand for extra cure potency is still nice.

Economizer
08-28-2011, 03:16 PM
As much as I hate bumping something from the depths of darkness, I hate making new threads more.

We'll soon be getting Boost-STR (and all the woes of having to keep Enhancing Magic as high as possible, even when we aren't /SCH), and hopefully a very magic burst friendly Holy II.

Many mage jobs trying to follow in our footsteps are likely to get more of our Staff weapon skills then before, without having to sport any martial training, such as from the school of Blunt Force Trauma. More shockingly, all the lesser damage dealers are trying to get their hands on Hexa Strike, particularly Paladins and Warriors. Of course, this shall not come to pass, as only the deserving have inherited the training in multihit blunt force trauma.

As always, despite the occasional piece of bad news, times remain good for the masters of the beat stick.

saevel
08-28-2011, 05:47 PM
Well something that I didn't see mentioned was an incredibly easy to get main hand hammer.

Molva Maul (http://wiki.ffxiclopedia.org/wiki/Molva_Maul)


Molva Maul RareExclusive
(Club) All Races
DMG: 65 Delay: 308
Latent effect: "Randgrith"
Lv. 85 WHM / SCH

Now granted it's not as good as the Relic / Emp super hammers, but it's defiantly a solid contender for you main hand should you not have access to those uber hammers. Only 308 delay so pretty quick for it's base DMG. Combine it with the STR / Attack off hand one and you got yourself a solid combo for hexaing everything to death.

WHM faces a similar situation to RDM and BRD and to some extent BLU in that you've got low attack due to lack of godly gear. That extra 24.5 attack is going to make a noticeable difference.

Economizer
08-29-2011, 02:53 AM
Well something that I didn't see mentioned was an incredibly easy to get main hand hammer.

Molva Maul (http://wiki.ffxiclopedia.org/wiki/Molva_Maul)

This was actually talked about earlier in the thread:


I might (very likely) get my hands on that fake relic that drops from that huge fish thing soon. As far as I know, that's the highest dmg non-relicmythicempy, but what should I offhand, and what other gear should I be on the lookout for?

Personally, it is what I main hand currently, since Fistule is a big fat meanie. I am also working on a multihitter for offhand - I only wish I could merge one with one of the attack hammers.

BorzukFenrir
08-30-2011, 12:16 AM
Any of you guys ever Main Assist on WHM in Dynamis (before the fun-killing updates)?

Bubeeky
08-30-2011, 01:10 AM
if a paladin or warrior gets hexa strike I swear on my hammer that I'll never whm again :C

Economizer
08-30-2011, 11:53 AM
I'll still play White Mage. I'll just refuse to heal anyone else. Someone dead on the ground? Ask where the Paladin or Warrior is so they can raise them. White Mage strike.

Alkimi
09-01-2011, 10:25 AM
From some JPs on test server (unconfirmed but sound right enough):

Mjollnir
DMG:87 Delay:308 Attack+35
"Randgrith"
Additional Effect: Recover MP
Lv95 WHM

Yagrush
DMG:69 Delay:267 Magic Accuracy+20
Enhances "Divine Veil" effect
Enhances "Divine Benison" effect III
"Mystic Boon"
Aftermath: Increases Magic Acc./Acc.
Occasionally attacks 2 to 3 times
Lv95 WHM

Gambantienn
DMG:84 Delay:300 HP+80 MP+80
"Dagan"
Aftermath: Occ. deals double damage
Lv95 WHM

Underwhelming for the most part, not even 5 more attack this time fo relic!

Miroku_Asura
09-02-2011, 12:53 AM
From some JPs on test server (unconfirmed but sound right enough):

Mjollnir
DMG:87 Delay:308 Attack+35
"Randgrith"
Additional Effect: Recover MP
Lv95 WHM

Yagrush
DMG:69 Delay:267 Magic Accuracy+20
Enhances "Divine Veil" effect
Enhances "Divine Benison" effect III
"Mystic Boon"
Aftermath: Increases Magic Acc./Acc.
Occasionally attacks 2 to 3 times
Lv95 WHM

Gambantienn
DMG:84 Delay:300 HP+80 MP+80
"Dagan"
Aftermath: Occ. deals double damage
Lv95 WHM

Underwhelming for the most part, not even 5 more attack this time fo relic!

You did notice that the Yagrush went up from OAT to OA2-3 right?

Economizer
09-02-2011, 01:08 AM
You did notice that the Yagrush went up from OAT to OA2-3 right?

I wonder if aftermath can be activated in the offhand...

Alkimi
09-02-2011, 01:14 AM
I did. All the mythics have gone up to 2-3.

Yagrush isn't really known for it's meleeing capability due to it's low base damage, but could be useful. 300%TP is quick enough to reach if you're offhanding a KC.

Bubeeky
09-02-2011, 01:24 AM
I wish Yagrush weren't so impossible to get :(

Miroku_Asura
09-02-2011, 05:51 AM
I wonder if aftermath can be activated in the offhand...

Relic and Mythic effects don't transfer to the offhand.

Tohihroyu
09-02-2011, 06:15 AM
Winja & Whm/dnc is fun, though I only took whm to 49 on both characters, I do sometimes go sch/nin which is fun too but as sch I don't get the fun of using Hexa Strike ; ;

one of my old friends who used to play called melee whm "hammerbro" lol

Economizer
09-02-2011, 10:36 AM
Relic and Mythic effects don't transfer to the offhand.

What I mean is, could you offhand a Yagrush as a multihitter by activating the aftermath? Probably not, but I figured I'd ask on the offchance you could... Mjollnir/Yagrush would be a definite combo if you could.

Also, people digging up files and whatnot in the test server found this:

Club Rare Lv94 D71 Delay300
Added effect:Flash
WAR, WHM, PLD

Not a Relic/Mythic/Empyrean, but solid for those who haven't gotten one yet... assuming its somewhat easy to get.

Sephiran
09-02-2011, 02:23 PM
I started the game out as a melee WHM. I'd have to say my greatest accomplishment would be soloing the leeches for the NIN quest as a WHM53/BLM26 and at one point, I even owned a Divine Breastplate. For certain activities, I'd go /PLD just for fun. Other times, I'd use the traditional /BLM (with appropriate INT+ gear for using what Black Magic I had) and try to see how high I could get Banish III. Then came the day I got Hexa Strike and then the day when Promathia areas became unrestricted. In only a single night I burned through Holla and Mea, enjoying every second.

I eventually switched to PLD as my main focus. However, I always sub WHM, keeping a bit of that part of me alive. I also still use clubs and staves, and I still love to spam Banish, Holy, and good ol' Curaga (good substitute for Provoke).

Ahrana
09-03-2011, 02:23 AM
What I mean is, could you offhand a Yagrush as a multihitter by activating the aftermath? Probably not, but I figured I'd ask on the offchance you could... Mjollnir/Yagrush would be a definite combo if you could.

You do not. When you offhand a relic or mythic weapon you only get the damage/delay. All of the other stats on the weapon are ignored, including aftermath effects. They did this way back when dual wielding was the best, and allowing someone to dual wield good weapons was a huge advantage. They never went back and addressed this after the 2 handed update.

camaroz
09-10-2011, 05:30 AM
Went up against a Verethragna for the lulz had a blast!! 3957 was highest avg out of 27 was 3053.13 on golems in Uleguerand Range

Economizer
09-20-2011, 02:49 AM
Okay, update is going out, and the latest dat mines (thanks for everyone posting these, including those actually doing the research) from the test server are pretty consistent with previous ones. Assuming nothing big has changed:

Moepapa Mace Rare
Club
DMG:71 Delay:300
Additional effect: Flash
Lv94 WAR WHM PLD

I already posted this one earlier before it had a name in the files, but since it is more likely that we'll actually see it in action, some thoughts:

I'm not sure how I feel about WAR and PLD being on this thing (they've been significantly behind White Mage on Club for some time, something I'd like to stay that way) but with the Flash on it I guess I can't really complain.

Look at that thing's damage rating. Not quite even a Gambanteinn (90) even, but it comes real close. The stats on it could almost match Kingfury's Hardlight Hammer, but with a significantly lower delay.

First person to tell me how to get it gets a cookie.

---

Already been posted, but I'll repost since this data is newer:



The base Magian things:



Also some armor with related stats, nothing major though:




All said, nothing uprising. Between Boost-STR and the new club (if it isn't too hard to get) for those of us without one of the big three, a decent update.

Bubeeky
09-20-2011, 09:19 PM
Thanks for posting that stuff Econ :D

Economizer
09-24-2011, 03:25 AM
Moepapa Mace Rare
Club
DMG:71 Delay:300
Additional effect: Flash
Lv94 WAR WHM PLD

Still trying to get or get info on how to get the new scrolls, but I found some info on this thing.

It is sortof still rumor-status but, the word on the street is:

Dynamis - Valkrum -> Nightmare Goobbue -> Nightmare Water (pop item) -> Lost Stcemqestcint -> Moepapa Mace

Retsujo
09-24-2011, 06:14 AM
I believe the new scrolls come from the new KCNM battles. As for the equipment... it's a toss up between those new battles, and the new Voidwatch battles...

Economizer
09-24-2011, 07:06 AM
I believe the new scrolls come from the new KCNM battles.

Many also come from Walk of Echoes (strong confirmation of Holy II from WoE, weaker one for Curaga V), but I still don't have a confirmation of where Boost-STR comes from.

I can't say I look forward to an era of expensive White Mage scrolls, let alone scrolls for other jobs.

Fredjan
09-29-2011, 11:03 PM
Mjollnir(95) is awesome.

That is all.

Once I finish Yagrush and get it upgraded to Lv95, I may play with the aftermath a bit. Not too likely, because it's hard to beat such a huge base damage difference. Never really wanted it for meleeing anyway, but I'd mess with it sometimes.

Scrolls come from three sources:
- Voidwatch.
- WoE.
- New KCNM/HKCNM battles.

The only reason they're expensive is because they actually take effort to get. Every spell 76-90 for any job is cheap, because every spell could come from easy-mode Abyssea + they were all available from NPCs for those in a rush.

The new rings don't interest me other than -maybe- Tyrant's Ring (For the S-TP). I mostly say that because I have access to Mars's, which offers more than +5 club skill or +7 accuracy.

Feet could have potential for those with Zelus Tiara or higher haste on belt than Swift. Other than that, I'd prefer Blessed +1 - my haste gear is pre-76+, but as long as I'm capped at 26% (yet really 25%) it doesn't bother me too much.

That earring looks like another Heed Ring all over again, sounds useful in accuracy-needed situations. Otherwise, it's likely an Attack+ earring is a better option.


Naboot +3 Rare Exclusive
Club
DMG:35 Delay:340
Lv95 WHM

For the Kraken Club-less White Mages (like me, I still don't have one).
OAT - DMG:+27, OAT
OA2-4x - No increased DMG+ as an augment.
DA - DMG:+40, "Double Attack"+10


Hoeroa +3 Exclusive
Club
DMG:50 Delay:210
Lv95 WHM

Misc. augments:
STR/Attack path - STR+10/Attack+20
DEX/Accuracy path - DEX+10/Accuracy+15


Makhila +3 Rare Exclusive
Club
DMG:59 Delay:288
Lv95 WHM

This one... never really caught my interest, but:
WS DMG path augments- DMG:+5, WS DMG+10%
TP Bonus path augments- TP Bonus +100, as expected
Store TP path augments- DMG:+5, "Store TP"+15

MDenham
10-02-2011, 05:01 PM
OA2 Naboot is one of the highest-DPS clubs out there as well (it's behind Gamba and Mjollnir from 85+... and that's it), so it makes a very nice offhand weapon even if you're not generating ridiculous TP per round.

Economizer
10-04-2011, 02:41 AM
I'm in a number crunchy mood today.

Considering the aftermath of Gambanteinn, it might be competitive with Mjollnir. So, the question is, which is better?

I'm inclined to think Mjollnir would be better, but if you are sacrificing weapon skills for Mystic Boon, Dagan while activating the aftermath could match them up more, but I don't really know the proc rates on either so I can't really give a solid guess even.

MDenham
10-04-2011, 09:39 AM
Well...

Mjollnir's triple-damage procs somewhere around 12% (I think; just repeating something I may be remembering wrong) on the lv95 version. As a result, you'd need at least a 24% effective proc rate on ODD from Gamba (slightly higher, actually, to cover the difference in base damage) just assuming the same WS usage.

However, you're not using the same WSes - you're using Dagan on Gamba (and unless you've got a KClub to offhand, that's going to be the only WS you're using so you can keep the Aftermath up as much as possible), vs. whatever you want on Mjollnir. So you'd need an even higher effective proc rate on ODD - somewhere in the neighborhood of 30% if you're only using Mystic Boon, and much higher if you're throwing in Hexa Strike as desired.

I'd provide numbers rather than a "painting with really broad strokes" gut-feeling picture here, but there isn't really a WHM damage spreadsheet I can plug stuff into. :D

Economizer
10-04-2011, 11:52 AM
(and unless you've got a KClub to offhand, that's going to be the only WS you're using so you can keep the Aftermath up as much as possible)

I don't have a Kraken Club, but I don't have Mjollnir or Gambateinn either, so I think it is safe to just assume the best gear possible.

My gut says Mjollnir would be the best at damage, but Gambateinn would be the best if White Mage was suddenly some tank job.

MDenham
10-04-2011, 02:13 PM
Eh, I'm still not too sure about that.

Keep in mind that, with Gamba, unless you have a time between WSes of 15 seconds or less, you're either letting Aftermath drop or you're using only Dagan. This is theoretically achievable (double March, /SAM, lots of Store TP gear; or a multihit weapon in your offhand), but it's a pain. A big pain.

Mjollnir, meanwhile, you don't have to worry about your WS selection. Aftermath is reasonably pointless to activate on it (for most things you'd be fighting), so you can stick with damaging WSes (and/or refilling your MP while doing damage) - and you're getting them at at least twice the pace of Gamba. This, combined with the occasional triple-damage procs, is what pushes Mjollnir over Gamba.

Gamba would be the better choice if you were being supplied with large amounts of TP - either through fighting a large number of trash mobs, or COR support for Tactician's Roll + Samurai Roll. There really isn't any getting around the fact that Empy weapons with a non-damaging WS (that is, club and staff) require one of those two situations to be able to take a lead over the corresponding relic.

Economizer
10-04-2011, 03:02 PM
By tank job I mean a situation where damage doesn't matter, and the White Mage has to tank something.

Alternately, using the Club like a gimpy emp staff and getting 100 TP for MP alone, but unlike the empyrean staff I have a hard time seeing where SE was coming from with Dagan. It doesn't remove status ailments, doesn't heal as much MP as the empyrean staff, and doesn't do AOE healing (like if the MP generation was self, but the HP generation was AOE) or anything really useful to White Mages commonly, beyond the MP return.

While I like the name Mjollnir better and I'm more then fine that it is still my final goal, I just don't get why SE decided to make Dagan.

MDenham
10-04-2011, 03:50 PM
I think whoever designed Dagan normally plays a RDM and is in charge of the calls for RDM to get Cure V. :D

Fredjan
10-11-2011, 06:42 AM
Mjollnir destroys Gambanteinn in almost every situation I can think of. Then again, I can't really justify going after a WS that recovers less MP than Mystic Boon and I'd kinda prefer to heal my HP by curing than using a WS. In most situations, a cure is easy enough to get off, even moreso if Aquaveil is up. Dagan doesn't even do damage, so not only are you sacrificing damage to trigger the aftermath, it nets less MP than Mystic Boon. Even outside Abyssea, sticking to Mjollnir's usage of Hexa Strike/Mystic Boon will do more in the long run than Gambanteinn any day. If I had a Gambanteinn... I'd probably just use it as a high base damage club and treat it like anything else; Dagan simply doesn't appeal to me much and requires a strong HP+/MP+ setup to make the best use out of, similar to Myrkr requiring a strong MP+ build to get the most MP return.

But yeah,


Mjollnir, meanwhile, you don't have to worry about your WS selection. Aftermath is reasonably pointless to activate on it (for most things you'd be fighting), so you can stick with damaging WSes (and/or refilling your MP while doing damage) - and you're getting them at at least twice the pace of Gamba. This, combined with the occasional triple-damage procs, is what pushes Mjollnir over Gamba.

Pretty much sums it up.

Economizer
10-13-2011, 12:44 PM
Another math question.

I have a Brutal Earring and the Magian 2-4 hit club. I have a feeling that the Brutal Earring harms TP build - I know that this was a concern with the Kraken Club (I'm too poor to buy one though) - but the question is, is it a concern with the 2-4 hit club, or not, when using two clubs?

Alkimi
10-13-2011, 10:02 PM
Priority is Quadruple Attack > Triple > Double normally. I know having double attack gear may possibly hurt those using KC since it takes priority over the 2-8 times but I might start using it since I'm main-handing an 87 damage weapon with a 12.5% triple damage rate.

If the 2-4 times counts as double/triple/quadruple attack then it should take priority over brutal earring in theory but would probably need some testing to see if this is the case.

In short, don't know lol.

MDenham
10-21-2011, 12:36 AM
Assuming it works like every other "occasionally attacks X times" weapon other than Jailer weapons, it hurts your TP under the following condition:

* Twice the chance of a 4-hit round, plus the chance of a three-hit round, is greater than the chance of a one-hit round.

I haven't the slightest idea what the distribution on the Magian 2-4x weapons is, though.

Economizer
12-03-2011, 08:27 AM
To quote someone on a different forum quoting something in a different thread:


What's this? DD gear that WHM can use that isn't from 75 cap or mini-expansions? Madness!

Head:
HP+30 STR+5 INT+8 MND+8
Magic Accuracy+3
Set: Magic Accuracy+5
Lv.96 WHM/BLM/RDM/BLU/SMN/BRD/SCH

Legs:
STR+10 INT+13 MND+13
Evasion+10 Accuracy+10
Haste+3%
Set: Occasionally consumes no MP
Lv.98 WHM/BLM/RDM/SMN/BRD/SCH

Hands:
MP-15 STR+7 VIT+7 MND+7
Haste+5%
Lv.98 WHM

Feet:
MP-20 STR+5 Accuracy+5
"Store TP"+4 Haste+2%
Lv.99 WHM/BLM/RDM/BRD/SMN/PUP/SCH

Waist:
STR+9 Attack+25 Double Attack-5%
Lv.98 All Jobs

Back:
Attack+17
"Everyone's Rancor"
Lv.98 All Jobs

Interesting implications for the Blessed gear's viability to 99, but I'm not sure the set is dead just yet. I really wonder if that 98 WHM piece will be part of a proper set, but even if it is, the Haste isn't quite up to an HQ blessed set just yet, at least not on the piece we see.

Alkimi
12-05-2011, 10:35 PM
I really wonder if that 98 WHM piece will be part of a proper set

Unfortunately no, it's just a one-off.

Head:
MP+30 Magic crit rate+5%
"Magic Atk. Bonus"+5
Magic Accuracy+5
Set: Occasionally consumes no MP
Lv.98 WHM/BLM/RDM/SMN/BRD/SCH

Body:
MP+100 INT+13 MND+13 CHR+13
Magic Accuracy+10
Adds "Refresh" effect
Set: Occasionally consumes no MP
Lv.99 WHM/BLM/RDM/SMN/BRD/SCH

Hands:
Enfeebling magic skill+15
Magic Accuracy+10
Enmity-5
Set: Occasionally consumes no MP
Lv.97 WHM/BLM/RDM/SMN/BRD/SCH

Legs:
STR+10 INT+13 MND+13
Evasion+10 Accuracy+10
Haste+3%
Set: Occasionally consumes no MP
Lv.98 WHM/BLM/RDM/SMN/BRD/SCH

Feet:
Divine Magic Skill+10
Enhancing Magic Skill+10
Healing Magic Skill+10
Enfeebling Magic Skill+10
Elemental Magic Skill+10
Summoning Magic Skill+10
Set: Occasionally consumes no MP
Lv.96 WHM/BLM/RDM/SMN/BRD/SCH

Krysten
12-11-2011, 05:30 AM
dude i Melee with Fulcrum pole and the Dmg is amazing haha.

Kitheren
12-26-2011, 11:14 AM
DD WHM does't get the love it deserves. :<

Economizer
12-30-2011, 11:38 PM
I've been thinking lately of dropping my AMK hat (STR+4 Weapon Skill Accuracy +15, Accuracy+10 Attack+5) so I can get the hat for a pet job and just WS in either the Rokugo Hachimaki (Accuracy+12 Club skill +5 "Conserve TP"+5) if I need accuracy or something with attack like a Khthonios Mask (Attack+14 "Store TP"+4).

I figure that this would might be better, considering that the skill scaling has changed, making it easier to hit stuff with slightly less accuracy, and I've been running more and more into attack being an issue rather then accuracy based on the mobs I tend to fight.

Thoughts?

Fredjan
01-03-2012, 11:16 AM
I'd use the mask out of the two options.

Economizer
01-03-2012, 10:10 PM
The sad part is that I'd just be equipping the mask for weapon skills unless I had a better way to cap haste. Sadly, haste gear for White Mage seems to be sliding down instead of up in potency as it gets other stats... so we get sidegrades and inventory -1 instead of even the slightest of upgrades.

What I'd really like is a set with attack, accuracy and haste, and if we're really loved, other boosts like STR and crit rate/damage buffs, and if SE really, really loves us, some mage stats too. But at this point I'd probably settle for haste +1% on the pieces that I've seen them unload on us that have haste -1% vs. what we can equip now.

Kitheren
02-15-2012, 06:48 PM
The sad part is that I'd just be equipping the mask for weapon skills unless I had a better way to cap haste. Sadly, haste gear for White Mage seems to be sliding down instead of up in potency as it gets other stats... so we get sidegrades and inventory -1 instead of even the slightest of upgrades.

What I'd really like is a set with attack, accuracy and haste, and if we're really loved, other boosts like STR and crit rate/damage buffs, and if SE really, really loves us, some mage stats too. But at this point I'd probably settle for haste +1% on the pieces that I've seen them unload on us that have haste -1% vs. what we can equip now.
Every update we see just disappoints me further as a DD WHM. SE gave us SOME things but then chooses to either give us pretty useless pieces or just nothing at all.

That aside, I don't seem to miss too terribly much(especially on weaponskills) so I don't focus too much on accuracy save for a PCC(I can't seem to get a Ziel Charm to drop for me) so I just go for the mods. I figure that there isn't enough actual attack(or STR) gear to work with for WHM so no sense in trying to gear for that and I just pound on as much MND as possible.

But I think the Sea Gorgets and the corresponding belts from Abyssea really make a difference. I would like to know if the gorgets give the accuracy to all hits or just the first for sure, it seems everyone is going back and forth on it again and as a WHM only... if I say anything all I get is "lolwhm trying to be dd!" :<

Economizer
02-16-2012, 12:17 PM
Every update we see just disappoints me further as a DD WHM. SE gave us SOME things but then chooses to either give us pretty useless pieces or just nothing at all.

This has been my endless frustration. We got good and easy to get gear for cure casting (to the point where getting into Voidwatch as a White Mage is now hard if I'm trying to progress, I suppose I really should get into some sort of endgame shell instead of relying on shouts) they've totally ditched the damage dealing side (and it isn't like you can effectively do both at once so it wouldn't exactly be a balance issue to keep scaling up what we effectively had at 75 for years).


I figure that there isn't enough actual attack(or STR) gear to work with for WHM so no sense in trying to gear for that and I just pound on as much MND as possible

This is actually why attack and STR are so important, or at least part of the reason.

There is quite a bit of attack gear you can get these days too, it is just harder to get for clerics then it is for many others. Also keep in mind that stuff that adds Club skill adds accuracy and attack, although that is also pretty rare.

I'll list out some attack gear, although this is also mostly/partly for my benefit in the future (so I'll be saying some obvious stuff, sorry). Afterwards I'll give some thoughts as to what SE could do better for us.




Honestly, many of these gear choices are all jobs gear or gear from the pre-75 days, something that is far worse a situation in terms of our haste gear, especially since SE has seemingly forgotten our Blessed set that made most of our melee exploits possible in the first place. Honestly all I want is a continuation on this. A few pieces have shown promise but there is far more SE could do for us.

For suggestions my ideas have mostly been drifting around a set that is also for Paladins that could be called something like a "Templar's Armor" set or something. Perhaps Red Mage could even be included. Maybe I'll workup a set idea sometime.

Crimson_Slasher
02-22-2012, 09:13 AM
You know i actually am glad to see this thread revived, i been wracking my brain when it comes to hexastrike, and admittedly my whm gear isnt top of the line by any means, my issue is (and i know, being 6 hit with crit ability makes it random, as well as testing in abyssea, though i used refresh atmas with no other ws mods for control tests) I was unable to get a difinitive result for hexastrike Superiority. In 2 hours of testing (aprox) it seemed 40 str and 15 dex did as well as 72-ish mnd. And keeping the 40 str, 15 mnd, and adding 21 mnd (as slots allowed at the time) i saw virtually no increase. Im currently looking at using a somewhat unrelated set for hexa so far.

x x x Thunder satchet
Voyager sallet, light gorget, brutal earing, and either coral or minuet earing
+15 MND body, healers/blessed hands (Nq), Spiral ring, Raja Ring
Potentia cape, Light belt, Blessed legs (Nq), Marine M Boots (3+ str/+3 dex/-3 mnd) or Orison +2 boots (8 Mnd)

Problem, and i know my sample size is rather small, but i havent seen any other stats/gear pulling ahead, i am currently 96 whm, but have a decent degree of experience with rdm melee so this is truely confounding. If anyone can shed light on this, as well as offering other gear options (NO RUBEUS SPATS! Hard enough trying to get anything out of voidwatch)

I egarly await your answers!

saevel
02-22-2012, 08:21 PM
WHM and RDM are mostly in the same boat melee wise. RDM has it slightly better due to us being put on a few pieces and having CDC, but that's about it.

I would think the new club WS would be better then hexa. WHM has many times more MND gear then STR / attack / DA gear. 100% MND WSC means you just load up on as much as you can. Hexa is only 20% MND / STR, meaning STR has more effect then MND (fSTR + WSC) and attack has more effect then both of them. Use what you can and don't forget Dia II.

Crimson_Slasher
02-22-2012, 08:46 PM
Ofcourse, i was avoiding dia for sake of controlled tests. And in a perfect world, sure, id have that club ws, but it comes down to what jobs i have and even counting rdm, id be looking at extensiator, requiescat, and Realmarzer. But at the moment im going for Resolution, Shijin Spiral, and undecided on either Entropy, Requiescat, and a few other ws. So i dont know if its in the cards for me at the moment... Just looking for some solid hexa info, i did check the mods and 40 str did pull ahead of 40 mnd, but adding both str and mnd didnt do much of anything, hence me coming here. I do know attack being a problem though... But i also know for crit rate dex is important, so i was hoping there might be some more recent testing on key gear being better. Examples being something like 3 str/dex/-3mnd vs 8 mnd, which might come out higher on average, for me they are virtually the same, but it would seem like 8 mnd would pull out ahead.

saevel
02-23-2012, 01:28 AM
Ofcourse, i was avoiding dia for sake of controlled tests. And in a perfect world, sure, id have that club ws, but it comes down to what jobs i have and even counting rdm, id be looking at extensiator, requiescat, and Realmarzer. But at the moment im going for Resolution, Shijin Spiral, and undecided on either Entropy, Requiescat, and a few other ws. So i dont know if its in the cards for me at the moment... Just looking for some solid hexa info, i did check the mods and 40 str did pull ahead of 40 mnd, but adding both str and mnd didnt do much of anything, hence me coming here. I do know attack being a problem though... But i also know for crit rate dex is important, so i was hoping there might be some more recent testing on key gear being better. Examples being something like 3 str/dex/-3mnd vs 8 mnd, which might come out higher on average, for me they are virtually the same, but it would seem like 8 mnd would pull out ahead.

If we're talking WHM and Hexa, don't bother with +DEX. It's not a flat % crit but a steeply curved slop. You need 35~40 dex over the targets AGI before you start to see the really good gains, and it caps at 50 over the targets AGI. For something with 120 AGI, you'd need 170 DEX to cap and 155~160 before you start seeing solid returns. Ultimately you just go straight for the WSC (Club merit WS) or for Atk / STR / MND (Hexa). fSTR caps at ((WDMG/9)+8), that would be 15 for the Mopedia Mace (DMG70 one). 15 fSTR is about ~60 STR over the monsters VIT, your not hitting that on a WHM. fSTR can be treated as a ~25% STR WSC for purposes of gear, and with Hexa having a 20% STR 20% MND mod, you end up with more then a 2:1 ratio between them.

EX:
+10 STR would be +1.72 from WSC and +2.5 from fSTR while +10 MND would only be +1.72 from the WSC. So stack STR whenever you can't get Atk / DA in the slot for Hexa.

For your WS selection, use what you need the most. The Scythe (Entropy) one is crap though, the INT mod makes it less then useless for DRKs, but the GSWD (Resolution) one is amazing. Req is kinda ~meh~ but it beats DB and ends up being even with Vorpal most of the time (very situation and gear dependent). Exten is decent if you can get tons of AGI, so DNC and THF can get good use out of it, RDM and BRD are kinda shafted though. I went Shoha, Resolution and Stardiver.

Crimson_Slasher
02-23-2012, 03:04 AM
Im aware entropy isnt great, but there isnt much for scythe that is, and even leaving 1 merit into it for mp recovery isnt really that beneficial cause it limits my other ws. However i was considering it because with it i can recover decent mp (Drk gets quite a bit of int gear afterall...) which inturn i can use (with a select gear build) with impact for a combination of magical and physical damage. Hence the reason im looking at. Resolution is brilliant, i could tell from day 1, but Shijin i dont know much about, though ive heard a lot of good things from fellow mnks with vere 90+ so im inclined to believe it, and am following suit, if my revan fists +2 (when i finish making them) equal nearly as much or more damage in most situations, ill likely unmerit it and go with entropy and requiescat, or realmarzer.

But thats good to know, try to whore str and att where possible, dex shouldnt be bothered with unless it comes tied to one of the other two. Which do you say matters more, str or att? Also in slots i have neither i should stack mnd correct?

Economizer
02-23-2012, 05:50 AM
I would think the new club WS would be better then hexa.

They nerfed it hard. The only thing I've heard about it being good is one case of word of mouth about some Mjollnir holder having it outperform Hexa Strike in very, very select circumstances. Even then I haven't seen the numbers first hand and until I get a good amount of information about that my opinion is that Realmrazer got nerfed to the point of uselessness and I will never merit it.

Edit: I'd really like someone to sell me on this if they have better numbers.

saevel
02-23-2012, 06:55 PM
Moten might show up and do up some numbers. Req ends up beating out Vorpal when you have really high MND, I can see Relm working out the same way. Honestly Realm is just for non-WHM's to have a decent club WS, why should you waste one of your picks for something that ~might~ be marginally better then what you already have, and most likely will be worse.

Go with as much attack as you can cram in with Hexa. The 20% STR / MND WSC really makes those stats suck over all.

Crimson_Slasher
02-23-2012, 09:05 PM
Roger that, see thats exactly why i didnt get the new axe ws, or the club ws, or dagger for that matter, for the jobs i have, exten would work best for nin. I dont have sam/drg/war so stardiver and shoha dont do much for me. Working on mock emps for bow, scythe, sword, katana, and hand to hand, but dunno if Victory beats shijin so ill have both and if its close enough, shijin will be demerited. As for whm club, i currently have 2 pretty poor clubs, Molva and an auged Vodun with 6 str. Considering doing a str club for offhand and a ws for mainhand or a mock emp there too maybe as i think it beats the ws club's base dmg. But dunno. But it comes down to a lot of the new ws dont really fit me. And while i understood WSC (drk for example used to be better whoring attack and acc for Guillotine but that has changed due to drk's base attack coming up so sharply) but i knew whm had an attack defficiency. And that said i also knew trying to mash attack into whm slots is even harder than trying to fit str into them!

Does present me with some troubles... But atleast i know what im looking at now!



Edit-
With the info presented i put together this, assuming someone like me who lacks AMKD, ACP, ASA addons, i used flora (Was considering tabin jupon but think flora might be better, but its likely really close)

http://www.ffxiah.com/item-sets/249827

It seems white mage, like redmage has trouble in the body/leg slots, and is only provided with 1 good melee leg slot (Damn you rubeus spats) so aside from cramming dex/crit/mnd (if any exist) in the legs/body slots, i opted for max str, this is by no means an everyman's build (its pricy as hell on my server coming in at around 4-5 mil, and i substituted in free gear where possible, see rings). Feet presented a problem with no attack options, str limited to RSE gear, i decided to go with 11 mnd as a potentially better increase over 3 str/dex and - mnd. Very hard to obtain, but if someone can manage all of this im sure their hexastrikes would begin to hit quite impressively, especially if they also swap the body for an appropriately augmented Royal redingnote. Feel free to check and critique it.

Economizer
02-24-2012, 05:26 AM
A good part of this game is effort/reward. Sometimes if you don't care about top of the line you need to care about stuff like inventory space, cost to get, and other considerations.

For example, the WoE weapons (fake Empyreans) are not worth getting because they are all outdone by their 85 counterparts and take a bunch of effort.


Feel free to check and critique it.

You have to have a reasonable amount of effort/reward as well when making a set. For example, due to inventory issues or if you never did Salvage then you might find the WHM AF3+2 leggings have MND+8.

The WS gorget/belt are more impressive for Realmrazer then they are for Hexa Strike but are okay options. You may want to consider the Prosilio Belt however.

For hands you will probably be better with Healer Mitts +1 or Iuvenalis Mittens for MND/STR+7.

For the body you will probably want to use something else. Augur's Jaseran or the Rubeus Jacket comes to mind with MND+13, or the Praeco Doublet with MND+15. Or you could gear for accuracy with either the Reverend Mail (DEF:50 MP-25 MND-5 Accuracy+10 Evasion+10) or the Hydra Doublet (DEF:43 MP+40 Accuracy+10 Evasion+10 Enmity-9).

Crimson_Slasher
02-24-2012, 11:31 PM
As a note, i already have the +2 orison duckbills, as well as hydra doublet, and praeco doublet. These are all things i had considered though, the procilio belt i had wondered about but i had thought that the benefits of the gorget/belt (which i own both of already actually!) would be more consistent and overall better, but dont have the belt and thus cant test. I did adhere to the rule that attack should improve whm's numbers more because as a rdm also i felt that a little str is also important but can be somewhat equalized with a propper boost spell. As for inventory issues, its a woe i am all too familiar with, but i constantly make sacrafices and find things that i had used for one task before that i dont need urgently for it later (Auger body over praeco for example). So if the ws set was something i wanted bad enough, id make sacrafices to have it. The only thing i didnt take into account was obtainability, because i was simply trying my hand at a "great" or "very good" whitemage weaponskill build based on information presented to me.

As for woe weapons over empyreans, i have friends who could help me obtain the empyreans, but most are on hiatus from ffxi, and i am literally sitting on the coins/crests/high crests for the woe weapons, and some nms (Chloris, Bukhis, ulhuadashi) are not worth my time to make multiple sets and pop for weeks on end. If i were making a greatsword/gun/greatkatana on the other hand, i would honestly just solo those, but as it is right now i am neither in the position to buy, nor make any other empyrean weapon until my friends return, while i already have the coins and materials to make the others. So for my time investment, the WOE weapons which i will have done to 90 the day i finish each's VNM path will provide me adequate performance over what i have for high-tier weaponskill linked weapons (Nothing). And to be totally clear, the coins i actually obtained in a rather timely manner while just enjoying myself in WOE, there was no effort to obtaining them for me so much as i simply got pouches and the only effort on my part was unbagging and not throwing them away.

I do appreciate the sentiment, and am well aware with which is better, but at the moment, i either take a WOE or go without for an undisclosed amount of time, and i cant be bothered to start a shout group to make the weapons either as i still have oh so much more to do (two jobs still 95+ but under 99 to level, skilling, missions, other key magian equipment, +2 items to collect for relic and emp gear...)

Im just working with the tools on hand is all.

Alkimi
02-25-2012, 10:14 PM
Did some dynamis a few weeks back, mostly messing around with friends on EP orcs. Did about equal amount of both Hexa and Realmrazer and found RR to come out about 10% ahead on average. Hexa can spike higher though.

Setup I used for both:
Hexa Strike: http://www.ffxiah.com/item-sets/139083
Realmrazer: http://www.ffxiah.com/item-sets/242092

Obviously in Abyssea Hexa will stomp all over everything though.

Crimson_Slasher
02-26-2012, 12:01 AM
Okay now thats exactly what i was looking to see, my imaginary set vs a real set, there are a lot of similarities which makes me feel i grasp the situation and information more solidly. I do notice it only offers 32 str which is a reasonable goal with a boost str build getting you around 20~ more. I do find it odd no brutal earing in the ear slot but honestly ive always been aware that when dual wielding it offers less improvement. What with it being a 6 hit ws +1 for offhand, leaves only 1 chance of another strike. On further consideration now too the procillio belt prevents all of the double attack offered by the brutal earing so that -would- be pretty silly, Looks solid though. Hope they start coming out with some other bodies for whm (and rdm) melee soon though cause im not going to lie, the selection is pretty poor. But thankyou for the set to compare with! It shows that i do have a grasp of what is needed, and where improvement can be made off my hypothetical set.

Kitheren
02-28-2012, 09:15 PM
They nerfed it hard. The only thing I've heard about it being good is one case of word of mouth about some Mjollnir holder having it outperform Hexa Strike in very, very select circumstances. Even then I haven't seen the numbers first hand and until I get a good amount of information about that my opinion is that Realmrazer got nerfed to the point of uselessness and I will never merit it.

Edit: I'd really like someone to sell me on this if they have better numbers.
For the most part WHM/DNC -outside- Abyssea, my Realmrazer typically does a bit more than my Hexastrike although my Hexa gear isn't 100% finished, I don't see a huge increase. Hexa spikes a lot higher though, doing anywhere from 900-2k. RR does pretty stable damage from 1.7k-2k+

Inside Abyssea with my usual DD atmas (off the top of my head I cannot recall the names. Gnarled Horn and RR for sure though) RR doesn't have an increase whereas Hexa does 4k+ on average against EM mobs that are neither weak nor resistant to club.

I simply merited RR just to have all the club WS because I'm a club nut.

Economizer
04-02-2012, 05:42 AM
Found a most interesting video today, one of a 90WHM/NIN solo of Sedna (http://www.youtube.com/watch?v=d1V_QGVJhu4). I'm still not sure I'm satisfied with Dagan though...

Economizer
12-13-2012, 12:06 PM
Necroposting to bring news from the latest update!

Nabu's Jubbah (http://wiki.bluegartr.com/bg/Nabu%27s_Jubbah)

DEF:54 HP+5% MP+5% STR+10 INT+10 MND+10 CHR+10 "Double Attack"+3% Haste+4%

Decent piece for that melee, but for all you Kraken Club users that Double Attack is a mixed buff. Still, pretty decent if you're trying to have a mix of STR/MND and having Haste, and great for those Dagan users (when you really, really try hard to make Dagan useful...).

Nabu's Dastanas (http://wiki.bluegartr.com/bg/Nabu%27s_Dastanas)

DEF:28 STR+7 AGI+7 Accuracy+8 Attack+8 Magic Accuracy+5 Healing magic skill +12

Melee macro piece... let's compare it to our favorite holdout, the AF1+1 gloves:

Healer's Mitts +1 (http://wiki.bluegartr.com/bg/Hlr._Mitts_Plus_1)

DEF:14 MP+15 STR+7 MND+7 Healing magic skill +15 Enmity-4

So basically, the new gloves are debatable, mostly an upgrade, situationally probably a sidegrade? SE why couldn't you just put MND+7 on those gloves and finally kill these things? Ah well, guess I'll still have to lobby for AF1+2 over and over...

Sublime Breastplate (http://wiki.bluegartr.com/bg/Sublime_Breastplate)

DEF:60 STR+14 MND+14 Accuracy+13 Divine magic skill +10 Healing magic skill +10

Still can't see the model on that perfectly, but the only things this baby is missing for pure perfection is CritRate/Attack/Haste/Refresh.

This thing really is sublime. Do want. And it is a WHM only item, so they did design this for us. Do we have to fight Neo-Shen for this thing?

Caketime
12-13-2012, 01:55 PM
That breastplate looks nice, but I'm willing to bet acquiring it will be the opposite of fun.

Mirage
12-13-2012, 02:06 PM
dat breast
plate

Frost
12-13-2012, 02:42 PM
[...]

Nabu's Dastanas (http://wiki.bluegartr.com/bg/Nabu%27s_Dastanas)

DEF:28 STR+7 AGI+7 Accuracy+8 Attack+8 Magic Accuracy+5 Healing magic skill +12

Melee macro piece... let's compare it to our favorite holdout, the AF1+1 gloves:

Healer's Mitts +1 (http://wiki.bluegartr.com/bg/Hlr._Mitts_Plus_1)

DEF:14 MP+15 STR+7 MND+7 Healing magic skill +15 Enmity-4

Why does everyone always forget Iuvenalis Mittens (wiki.bluegartr.com/bg/Iuvenalis_Mittens)

I fear the sublime breastplate will look like the olld Holy Breastplate: Pics here (www.ffxiah.com/item/13812/holy-breastplate)

Economizer
12-13-2012, 02:44 PM
Why does everyone always forget Iuvenalis Mittens (wiki.bluegartr.com/bg/Iuvenalis_Mittens)

Because Blessed Mitts +1 have more Haste and Healer's Mitts +1 are better to heal in. 6% Haste on the Iuvenalis Mittens and it would save the inventory slot for whatever sidegrade on healing magic there is so we can use that instead.

Caketime
12-14-2012, 05:58 AM
Iuvenalis Mitts are for hammer swinging anyway, not casting.

Economizer
12-14-2012, 10:02 AM
Iuvenalis Mitts are for hammer swinging anyway, not casting.

Yes, this much is true. However, if you are aiming for a perfect set, you want to cap that Haste, which would be the Blessed Mitts +1 (one piece), then if you want a weapon skill piece, you get to choose between the Healer's Mitts +1 or the Iuvenalis Mitts... considering Healer's Mitts are best in slot healing for the best cure set, you'd pick that since the stats on melee are identical (two pieces). In this way Iuvenalis Mittens's sidegrade status works against them. Given 1% more Haste for example would have made them a powerful piece, but instead it is just for sets that are suboptimal.

That sort of gear is really frustrating because SE is trying, but they're not quite to the point of giving WHM a real upgrade. It is like ordering ice cream and upon getting it realizing that it has been melted and refrozen.

SpankWustler
12-14-2012, 11:27 AM
Nabu's Dastanas (http://wiki.bluegartr.com/bg/Nabu%27s_Dastanas)

DEF:28 STR+7 AGI+7 Accuracy+8 Attack+8 Magic Accuracy+5 Healing magic skill +12

I'd like to meet the man who decided that Nabu's Dastanas were in desperate need of AGI +7 and Magic Accuracy +5 given the other bonuses on the item. Almost anything else would have been better for every job on the piece than that one-two punch.

I would look deep into his eyes. I would see a reflection of the universe not beholding to logical things such as the laws of physics, a swirling pit of fire and ice that met and never formed steam. I would see poor souls tossed between these two extremes, made without skin and grasping their internals in their hands, responding to their misery by offering opinions on My Teenage Dream Ended in pig-latin.

He would say to me, "Well, I thought Bards would enjoy a weapon skill piece for Extenerator with Magic Accuracy to help the additional effect land."

Frost
12-14-2012, 12:11 PM
Because Blessed Mitts +1 have more Haste and Healer's Mitts +1 are better to heal in. 6% Haste on the Iuvenalis Mittens and it would save the inventory slot for whatever sidegrade on healing magic there is so we can use that instead.

I mean in the sense of Melee Whm, as this thread is focused on. The Iuvenalis Mittens can be used as both TP and WS hands was my point. I have no issue capping out haste in either case, so having blessed mitts +1 is moot in that regard; but for melee the 7 str can make a difference more than 1 haste that's not even being used.

As far as healing goes, I dont' usually need to cure 'enough' to require that much haste, usually Augur's mitts are used in my sets, 4% potency and 7 mind iirc outdoes 15 skill, but I might be wrong on that. I play a little different, focusing more on casting time down than recast, but I get the full potency on all my cures that way.

What are your general melee/WS sets? Just out of curiosity.

Caketime
12-14-2012, 12:34 PM
Yes, this much is true. However, if you are aiming for a perfect set, you want to cap that Haste, which would be the Blessed Mitts +1 (one piece), then if you want a weapon skill piece, you get to choose between the Healer's Mitts +1 or the Iuvenalis Mitts... considering Healer's Mitts are best in slot healing for the best cure set, you'd pick that since the stats on melee are identical (two pieces). In this way Iuvenalis Mittens's sidegrade status works against them. Given 1% more Haste for example would have made them a powerful piece, but instead it is just for sets that are suboptimal.

That sort of gear is really frustrating because SE is trying, but they're not quite to the point of giving WHM a real upgrade. It is like ordering ice cream and upon getting it realizing that it has been melted and refrozen.

I would rather melee in the Iuvenalis mitts and cast cures with the Healer's +1, Orison for Regen and Stat cures when using Caress. I guess I'm just weird.

Hercule
03-06-2014, 07:25 PM
I'm trying to find and suggested a way to save Kraken Club and old weapon that don't have "+Skill" on them for Lv119 content here:
http://forum.square-enix.com/ffxi/threads/40523-Save-old-weapons-that-don-t-have-skill-on-them%28Kraken-Club-Ridill-Thief-s-Knife%29?p=497010#post497010

Do you agree with me?

Economizer
06-08-2015, 05:42 PM
I'm trying to find and suggested a way to save Kraken Club and old weapon that don't have "+Skill" on them for Lv119 content here:

That's what Unity is for, and a great way for me to segway into my idea:

I have a few requests for Unity fights (and by extention, ilvl versions of their loot).


Tiamat / Crier's Gaiters
Shen / Reverend Mail
Silverhook / Seawolf Cudgel
Blackbeard / Sea Robber Cudgel
Lord of Onzozo / Kraken Club (Please make WHM/GEO/BLM/BRD/SMN only - other jobs can get an upgraded Joyeuse.)

Zarchery
09-17-2015, 07:48 PM
So I haven't been a fan of melee as WHM. I figured it was trying to fit a square peg into a round hole. But lately I've been doing a lot of job point hunting. I've maxed out BLM and MNK, but I have a mere 124 on WHM. This is because I can solo job points pretty easily on BLM and MNK, but WHM always requires a party. I can put together a party, but I usually don't feel like it.

So I thought I might try doing some melee solo as WHM and see how that goes. Can anyone recommend a good set and maybe a good team of Trusts to go with it?

camaroz
09-18-2015, 12:31 PM
Definitely don't need a party. Counting out Kupofried and Qultada so now you have 3 other slots, Arciela/Joachim/Ulmia. Obviously wont have Mjollnir but there's other clubs. Should have np finding.

ear1 "Brutal Earring";
ear2 "Suppanomimi";
neck "Asperity Necklace";
main "Mjollnir";
sub "Sindri";
ammo "Vanir Battery";
back "Rancorous Mantle";
head "Telchine Cap";
waist "Shetal Stone";
ring1 "Rajas Ring";
body "Onca Suit";
ring2 "Petrov Ring";

Zarchery
09-18-2015, 08:00 PM
Thanks Camaroz. I have some of those pieces already. No Mjollnir but I do have it mythic cousin, the Yagrush. I also impulse bought a Sharur from the auction house. I'll do some research on the other pieces.