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  1. #11
    Player
    kro's Avatar
    Join Date
    Mar 2011
    Posts
    122
    Character
    Rachel Alucard
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by NarikoStar View Post
    I always look at MP stacking as useless for the simple fact of, you can learn to conserve better, you can learn to cure and when not to cure, MP stacking even with the MP regen+ rate seems to me personally something to compensate for bad playing at the time which someone can learn to avoid and get better at.
    A person with higher max MP can also know how to manage MP. But things can go wrong very fast and being able to deal with it and salvage a run rather than chalking it up as a loss is something I consider pretty important.

    I've always looked at MP as a buffer. The larger your buffer, the more room your entire team has for error. There are situations where people will not dodge eruption, where Ifrit will never jump and give you time to regen MP, or where people will simply D/C. That extra MP often meant the difference in being able to raise someone while healing or just sitting there unable to do anything. The extra MND or healing potency has to give a significant enough boost to my role for me to want it over extra MP.

    That aside, I saw the tests Kaeko posted yesterday and healing potency does seem worthwhile to slot. If that rough draft of the cure formula is correct, healing potency has a huge advantage over MND and provides enough of a boost to make it more efficient than MP in a MP:HP healed ratio.

    MND and MP are dirt cheap though. Personally, I sold all the healer's hand materia I ever got.
    (0)

  2. #12
    Player
    Royal's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    362
    Character
    Lexalon Kai
    World
    Adamantoise
    Main Class
    Thaumaturge Lv 50
    @kro, do you have a item that reliably gave you healer's hand materia. I can't afford my server prices (1.9m+ last time I looked). Thanks for any advice.
    (0)

  3. #13
    Player
    NarikoStar's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    469
    Character
    Nariko Star
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    People will always have different opinions, I've voiced mine and Kro yours as well, I don't mean to change anyones mindset just giving my experience/personal play style. Although my opinion personally still stand about why I don't stack MP. Again I would like to point to my original post:

    Quote Originally Posted by Nariko Star
    -Where is your group at in endgame currently?
    -Are you having MP issues a lot of the times?
    -Is it because your not regaining MP? Or are DPS/Tank being a sponge?

    I think once you can ask yourself a few questions about you and your groups playstyle it will be much more clear what you personally as a CNJ should stack to help your group progress.
    Our group doesn't dig into our MP pool currently, If we die- its because our melee were lolly gagging around and el oh el "didn't get a spike down before HF" which although was quite comical to see everyone take a 4k HF it was also was quite a 'wtf' moment.

    But if you find yourself having trouble with MP at the time, and you need to stack MP for your group to progress go ahead! Do it. If you find that everyone in your group is fulfilling their roles in the best they can (running out of every eruptions, using Second Wind II, having SS not go down to Seer to avoid Vulcan), maybe your MP pool too, will go practically untouched or you might find MND/Cure Pot a better choice.

    I only state this because our group (for the most part) Has every job at 50, and plays with multi-classed abilities so that we can successfully win with ease. If this isn't how a particular group is doing it it's not wrong, but you /may/ need MP to help that group move along.

    Find what you need personally to play at your best with the current group you have. I think thats really the only thing that should matter.
    --------------------------------------------------------------------------------------------

    Oh, and to Royal, I've seen Electrum Rings and Tarred Voyager Belts give Healing Hand Potency (members converting them around town), I've tried my personally had at a dozen of each and not had luck. I believe it to be a low % from those pieces of gear, or perhaps I've just gotten quite unlucky.

    Happy CNJing all
    (4)

    ★ ~*Love Love Star Maid Cafe Event Coordinator*~ ★

  4. #14
    Player
    NarikoStar's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    469
    Character
    Nariko Star
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Royal View Post
    I agree healing potency is probably the most useful but it only goes in head and weapon I think. Isn't that the same as MND too? So for the other 5 slots aren't u stuck with MP anyways?
    Personally my goal I'm working towards completing in materia slotting: (Working towards max IV or double slotting x2 III's)

    This would be strictly for healing, but the body/offhand/legs would be the only thing adding MP via materia with PIE so ;s not much. Granted everyone plays different, Looking into a Heal/Enfeeb build as well, testing out with more MND. But, generally do what fits your play style~

    http://www.mooglebox.com/materia/index.php
    (so you don't spend hours looking through the market wards like I did ;( this was made after the fact though)


    Weapon- CurePot or MND (depends on changes to CNJ Ifrit weapon)
    Off hand- If not 2handed MP/HP
    Head- MND or CurePot
    Body- PIE or VIT
    Waist- -ENM
    Hands- Mg Crit Pot
    Legs- PIE/MND
    Feet- MgAtt or MgEva (lol) feet suck
    (3)

    ★ ~*Love Love Star Maid Cafe Event Coordinator*~ ★

  5. #15
    Player
    Ricepudding's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    55
    Character
    Rice Pudding
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Hehe....I had all these things in my head I was gonna say, but reading through the thread, it looks like a lot of people have already said it all >.> So I guess I'll just basically reiterate some key points I found important through the learning process of the Ifrit fight specifically.

    Prime Conditioning (Pugilist Trait, GET IT!)
    I cannot stress this enough to all healers out there. GET THIS SKILL NOW ZOMFGBBQ. In its current state, it doesn't do quite what it says. I found this out after a while, but our tank had this skill on himself every attempt, but I hadn't seemed to be healing him for more. However, I decided to get Pug up and equip it on myself, and discovered that it actually increases YOUR healing on EVERYONE (including yourself) by +10% when you have it equipped, rather than increasing heals on yourself. I'm sure this will be patched at some point, but until then I think it's a big deal for every healer to grab this trait if they can.

    +MP
    Initially I started out our first attempts stacking +mp like a beast. I pretty much see it the same way as Kro mention, which is that more MP gives you a bigger buffer for error. Did a bunch of your DDs die to an eruption? More mana lets you get em revived and/or healed up if they survive. Also, as far as I'm aware, the amount of regen you get from standing still seems to be a % of your max MP. So, higher MP allows you to regen a lot faster while standing still if you get into a "Oh shit I need more mp FAST" situation. Again, I feel that as you start learning the fights better as a group, you can trade off some +mp for other things. However when just learning a fight, stacking this could just save your group in a tough spot.
    Note: Also remember that the full party buff adds +10% to your total mp pool, which makes +mp even more effective in large groups!

    +Healing Potency
    After some lengthy discussions in a thread I'd started recently, we've found that the amount of healing this adds to your Cure III is about a 1:1 ratio. Even still, if you can grab 2 Healer Hand IV's and throw em in your hat and wand, that's still a decent bonus of ~30 to your Cure III's (or more if you have Prime Conditioning).

    +Mind
    Right now, mind converts into +Healing at a 5:1 ratio. As I find myself learning the Ifrit fight better, I started switching out things like my +mp wrists and Piety rings for a set of 4 +5 Mind rings. This is mostly little changes, as that would only give me an additional +4 Healing magic. However, you could also get the +10 and +5 Mind traits from DoW jobs, which adds another +3 Healing magic. Couple that in with +Mind from other equipment, and you start getting decent increases to your Healing Magic. Again, this and Healing Potency is where I'm currently putting my focus on, as I feel like I can always keep my group up during Ifrit fights with less mp. Some people may feel like more mp is a better bet for them, and I think that's also a viable choice.


    Sigh.....and alas, I find myself with more walls of text. Well, hope it helps at least >.>
    (6)

  6. #16
    Player
    kro's Avatar
    Join Date
    Mar 2011
    Posts
    122
    Character
    Rachel Alucard
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Royal View Post
    @kro, do you have a item that reliably gave you healer's hand materia. I can't afford my server prices (1.9m+ last time I looked). Thanks for any advice.
    I've seen some of the R40 elemental wands, various R40 belts, and electrum rings turn into healer's hand materia. Very very rare though. Usually end up getting tier2 mnd or dex or some other worthless thing.
    (0)

  7. #17
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    For whatever reason Tarred Voyagers belts are what i get my best/rarest materia from. T4 HP, T4 Enmity up, T4 Enmity Down, and probably more that I've forgotten. They're dirt cheap here on Istory, dunno if someone just had materials for a million of them but I always see 30-40 for sale in the wards.

    My setup for materia has been:

    Main: MP and MND (no Healer's hand materia yet, got lucky on a 2nd materia)
    Shield: 2x Lifethirst
    Head: MP (Might change to healer's hand if i get some)
    Body: HP
    Hands: HP
    Legs: INT and MND (I should probably stick a manathirst or lifethirst on a 2nd set of pants for healing)
    Feet: HP
    Waist: -Enmity

    I have been thinking about putting VIT on my body piece for the small HP, defense, and Enhancing magic increase, since I've gotten to the point where I can survive Hellfire reliably if I'm at full HP.
    (0)
    Last edited by Estellios; 11-04-2011 at 03:33 AM.

  8. #18
    Player
    Royal's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    362
    Character
    Lexalon Kai
    World
    Adamantoise
    Main Class
    Thaumaturge Lv 50
    Unless I've missed it in the last 3 million heals, heals do not crit do they?
    (0)

  9. #19
    Player
    Buttons's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    294
    Character
    Buttons Taru
    World
    Excalibur
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Royal View Post
    Unless I've missed it in the last 3 million heals, heals do not crit do they?
    Heals do crit:





    Posted it over here today in the stat thread on BG:
    http://www.bluegartr.com/threads/107...ey-work./page4
    (1)
    Last edited by Buttons; 11-04-2011 at 11:39 PM.
    http://buttons-tarutaru.blogspot.com

  10. #20
    Player
    Royal's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    362
    Character
    Lexalon Kai
    World
    Adamantoise
    Main Class
    Thaumaturge Lv 50
    Thank you for that. I can't believe I never looked at my log :P.
    (0)

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