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  1. #12
    Player
    Lyrica_Ashtine's Avatar
    Join Date
    Dec 2013
    Posts
    1,132
    Character
    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    And here we go again:

    Piety
    The main benefit about piety is that it removes the MP issues you have and/or ease up MP management over time. Having more piety means you'll have a bigger MP pool. This leads to more starting MP as well as more natural MP regeneration over time. However, having too much piety may or may not be useless. After all: unspend MP is useless MP. Banking MP is fine, however. Just don't bank so much that you end an encounter with 3000 MP or more. This simply means you have too much piety for said encounter. You could consider throwing out some DoTs here and there, if the momentum allows it. Up to you, however.

    Determination
    24-25 determination equals +10 HP recovery on a 400 potency spell. It also slightly increases the damage you deal with offensive spells/abilities such as Stone, Aero and Fluid Aura. It's generally considered the bread&butter stat in combination with piety. There's no real down side on this.

    Critical hit rate
    Critical Hit Rate is either a hit or miss. A critical hit rate has the potential to increase the healing done by 50% if it occurs. If this happens, nice. But not something to rely on. It also ups the damage dealt by a little bit. Roughly 14 crit from your gear equals +1% crit chance.

    Spell speed
    This is simply garbage and here's a list why:
    1) When pre-casting, having spell speed won't matter. Whether you pre-cast with 2,00 casting time or 1,80 casting time, it doesn't matter. It's called pre-casting for a reason.
    2) Even when you're late with pre-casting, a 0,02 to 0,05s casting time won't make a difference. For whoever wants to prove it's uses by giving examples: It simply means you failed in the first place and having a bit of spell speed just happened to patch up for your mistake in a really, really rare occasion.
    3) It takes somewhere between 20 and 22 spells before you benefit from a single spell worth of time. A white mage rarely chains that many spells in succession or is rarely needed.
    4) It contributes nothing concerning MP spend vs HPS (hp recovery per second) requirement. Each encounter has a certain amount of HPS. Let's say you cast 100 cures in one encounter to meet the requirement and having spell speed allows you to cast 110 cures for the same encounter. This means 10 cures worth of pure overheal or 10 cures worth of idle time.
    5) Idle time was mentioned in 4), any form of idle time destroys the whole purpose to have spell speed in the first place.
    6) White Mages will always have some idle time here and there. It's to either conserve MP, simply because there's nothing to heal at that moment or it's a phase transition where nothing can be done.
    7) Unlike determination and crit, it contributes nothing on a single healing spell. Although crit may or may not be complete overheal. Spike hits - or more commonly known as tank killers - are very frequent in endgame content. Odds are that crit contributes more than spell speed.
    (1)
    Last edited by Lyrica_Ashtine; 01-20-2015 at 03:38 AM.