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Final Fantasy XI Discussion Board
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General
skills (ie, healing, enhancing, etc)
From: tcat_marine
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Posted: 2005-02-12 20:34:37
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Ok, I know this sounds dumb, but this is my first RPG that I have played and I really like it but don't understand the skills for healing, enhancing and such. My skill level rises, but I don't seem to heal people any quicker or for more points so what good is the "Skill" points? I mean I know the archery means I have a better chance to hit..right? but healing? thanks to anyone that can shed some light on this for me.
From: Ichthyos@Titan
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Posted: 2005-02-12 23:55:19
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Higher enhancing magic skill increases the effectiveness of spells that fall into that category: Stoneskin will hold up for more hit points of damage, Barfira will increase your fire resistance by more, etc.
Higher healing magic skill helps cap out the higher level cures, I believe.
From: sir_day
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Posted: 2005-02-13 17:21:16
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The higher the healing skill + mind increases the amount cured when casting the spell. It does take about 5 points or so in the skill for the number of HP's cured to increase.
By the time you have over 30 points in it you will curing about 24 - 30 HP's at a time with cure 1, depending on your mind. So more skill is great for when you get the higher spell levels.
From: Syrinx
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Posted: 2005-02-22 13:29:27
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Higher skill also means less chance of interruption when you get hit while casting.
From: Cuer
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Posted: 2005-02-22 17:10:23
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Higher skill also means less chance of interruption when you get hit while casting.
I'm not sure about this; at least, I haven't heard of interruption rates being based on skill, or seen it on my Paladin. At level 65, with a capped Divine skill (214), I can get interrupted when casting Flash just as much as I did when my Paladin was level 37, with 10 Divine skill. If the interruption rate is reduced based on skill, it's a very minor reduction indeed.
As to the initial question: having a higher Magic skill makes spells based on the skill more powerful in some way. Higher healing increases slightly the potency of cures; higher Elemental reduces the chance of being resisted on elemental magic; higher Dark increases the power of spells such as Drain and Aspir; higher Enfeebling makes debuffs more likely to stick, etc.
From: Dora from Pandy
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Posted: 2005-02-23 14:50:31
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Using flash as your reference point for not being ineterupted is a bit flawed considering flash has less than a 1 second cast time. The real effect of this can be seen with enhancing magic while soloing with rdm or with ninjutsu. The higher your skill in that magic category the less likely you will be interupted both just on the off chance of standing there (which really only happens with extremely low skill) and while being hit. Against xp mobs this difference is minimal at best. But in capped areas where what you're fighting is often EM or so it can make a huge difference.
From: Vivisan
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Posted: 2005-02-23 17:17:19
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As a RDM lvl 75 I thrive on Enfeebling Skill. Mines capped at a weak 291 with my RDM Af body on. Stats like Elemental and Enhancing and Enfeebling, second Dark and Divine skills will see a big change and lastly Healing skill.
All those I listed first have the LARGEST change by skil
Enfeebling for debuffs, Enhancing (En-spells easy to see), Elemental for damage.
I have gauged a En-spell damage to be almost 1 dmg for 15 Enhancing Skill. This is proof enough that this skill effects it, but another key one is those cheap Barspells, and you can gauge about how much Enhancing Skill a WHM has if they cast one on you (give or take 15 skill points).
Dark is going to be a HUGE difference overall, DRK depend on this skill for soloing in many areas like Delkfutt, stealing HP and MP in large amounts to prevent resting. Though since a enemy has its own resistance its hard to put an exact number on skill to effect for spells but they work nicely. Sorry to go on a tangent...
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Healing....the weakest of them all. A very high healing magic will still have its limits on Cure, Cure I does not act like a Cure II would due to skill at ANY time. It will however give it a small boost, like 10% max on skill. Though Healing is a key for getting WHM and other mages that much needed Curing power when the spells open up to them. Seriously if you want to see healing be worthwhile....get Cure Clogs (+5%), a Healing Staff or Light Staff (+10%), a Noble's Tunic (+10%, HQ better), and on Lightsday (natural +10%) for a massive Cure boost. I am lucky enough to be in a LS with Olivegarden and Gabbi and seriously love the boost in cure power. Healing Skill means very little after you can get the base off the spells:
Cure: 30
Cure II: 90
Cure III:180
Cure IV: 360
Cure V: 720 (I think)
These bases alone are the real nice things, the difference in healing skill is most apparent in Dunes for a lvl 11 whm in which a poor equipped MND whm with less then perfect Healing Skill will get 60-70 with a Cure II.
Though bringing it back to the items, these are the real source of curing power past level 51. So to all you WHMs with dreams of superior curing don't buy the Healing torque. lmao.
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