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Final Fantasy XI Discussion BoardDiscussion Boards -> General

Capping Healing Magic

From: Wirving
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Posted: 2006-03-22 09:25:41
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I am a level 60 Paladin, trying to cap all my skills before turning in my limit break and moving on. I have a question about capping healing. Besides the obvious-how slow it levels-what is the benefit of having healing capped? As it raises level, I have noticed no difference in either the cast time, or the amount of HP that is recovered. There is an benefit I'm sure, just need some help understanding what that benefit is.
From: Blu
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Posted: 2006-03-22 15:46:19
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The higher your healing magic skill is, the less likely you will be interupted while casting a spell of that type. Also, a higher lvl healing magic does cure for more HP, but it seems to take a large chunk of healing magic lvl to even increase how much you cure by 1HP.
From: mrreinhardt
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Posted: 2006-03-29 13:37:35
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try the moghouse trick to cap it quickly
From: Kellie
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Posted: 2006-03-29 17:06:40
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Quote from: mrreinhardt
try the moghouse trick to cap it quickly


whats the mog house trick?
From: mrreinhardt
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Posted: 2006-03-29 17:41:45
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Basically, you stand outside your mog house with full mp (mp bonus gear a plus) then start casting healing spells on self vigorously, when out of mp, simply zone into mog for full mp then zone out.

Shampoo, rinse, repeat
From: Brynn
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Posted: 2006-03-30 14:49:42
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Quote from: mrreinhardt
Basically, you stand outside your mog house with full mp (mp bonus gear a plus) then start casting healing spells on self vigorously, when out of mp, simply zone into mog for full mp then zone out.

Shampoo, rinse, repeat


Ohhh,,, I like that one! very very nice
From: Zeryn
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Posted: 2006-03-31 07:47:28
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Please stand somewhere basically deserted if you're going to do this... maybe Port Bastok or North San d'Oria. The last thing anyone needs it MORE lag when exiting a Mog House in a crowded area.

Also consider using your healing magic to attack undead (skeletons and the like), this will actually raise it a bit faster. The only catch here is that you have to pick undead in the right skill range.
From: Mrfrodo
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Posted: 2006-04-03 11:00:50
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Quote from: mrreinhardt
Basically, you stand outside your mog house with full mp (mp bonus gear a plus) then start casting healing spells on self vigorously, when out of mp, simply zone into mog for full mp then zone out.

Shampoo, rinse, repeat


Even better, go to one of the outlands Nomad Moogles. Simply change your subjob and carry on casting, no zones required.
From: Igihstehr
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Posted: 2006-04-03 18:30:31
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Oh My God! I didn't even think of that... I had trying to raise my healing spells outside of the Mog House in Windurst Walls and healing each time I had spent my MP... Duh!
From: Wirving
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Posted: 2006-04-19 15:55:41
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I am aware of the MH MP skill raise, but i must tell ya--it's boring and can be real annoying to anyone around. I usually travel to Dunes, after fishing trip on ferry, and PL for a little while. But my main question, was what are the benefits of capping healing..and how important in my job is it to have healing capped? The time -vs- the benefit is my biggest question. Thanks!
From: Mablunggaruda
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Posted: 2006-04-20 06:12:32
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The higher your healing magic, the more it heals for and the less you get inturrupted (good for pld)
From: Windblade
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Posted: 2006-04-22 02:35:07
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Since we're talking about healing magic, I'd like to bring up something that really bugs me concerning the MND attribute and its effects on healing magic. Get a low-level job around level 7 or so, or of some level where your cures are a bit less than 30 HP and you're high enough to equip some MND+ gear. Cast a cure on someone who needs HP and notice that your cure might be 25HP, but when you equip a Justice Badge, which gives MND+3, your cure is instead 28HP. Obviously, higher MND increases the strength of your cure spells, but only to a point. There's unfortunately a cap on how strong your cure spells can be. Even if you equip gear that increases cure potency, such as a Light Staff, that only raises the cap a little. It doesn't truly break the cap, as some would have us believe.

Now I find this really strange. Tarutarus don't have caps on their black magic. If they equip more INT, besides lessening the chance of resists, for each point they get another point of damage, that is unless the spell happens to be resisted, and there are varying degrees of resistance.

Now let's take two white mages. One is an Elvaan WHM with not very much MP, and one is a Tarutaru WHM with gobs of MP. Elvaans have the highest MND. Tarutarus have the lowest MND. Elvaans are casting full 30HP cures by the time they hit Valkurm Dunes. Tarutaru cures are somewhere in the low-to-mid 20s.

Tarutarus will eventually have full 30HP cures, but that means they've caught up to Elvaans because since there's a cap, even if Elvaan MND is 40 billion, their cures will still only be 30HP. So Elvaans are getting screwed. If the two race/job combos were properly balanced, Elvaans might be casting Cure I for 45HP while Tarutarus are casting Cure I for 32HP, for example. Some might consider hate issues, but there's balance already installed. Elvaans have higher vitality and can withstand the punishment for having stronger cures. Tarutarus are good to have lower-potency cures because their vitality is not good at all.

So I'd like to see Square-Enix remove the cap on cure spells so Elvaan MND can be put to good use and we Elvaans can have something to say to people who make remarks about not wanting Elvaan white mages because we have "no MP," as they like to say.

I hope more people will write to Square-Enix and voice their opinion about this matter. I think removing the cap will bring MORE balance to the game, not less.
From: Wirving
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Posted: 2006-04-22 18:06:34
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Thanks Windblade, this is something that I didn't know. Pld60, Hume. Guess it's back to capping my healing magic...Anyone need a PL? :)
From: :)
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Posted: 2006-04-24 16:53:10
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I don't know if anyone has mentioned this yet. But a faster way than running back to your mog house everytime would be doing a skill up party either eldieme or garliage where you skill up off undead, and just sit back and heal those guys. If they con T to IT you will be getting faster skill ups than the mog house trick :D. Same with brd, pretty boring standing around singing songs so in exp party's I noticed my skills raising faster when I casted threnody's on the mobs :).
From: Penweaver
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Posted: 2006-04-25 12:38:07
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Quote from: Windblade

So I'd like to see Square-Enix remove the cap on cure spells so Elvaan MND can be put to good use and we Elvaans can have something to say to people who make remarks about not wanting Elvaan white mages because we have "no MP," as they like to say.

I hope more people will write to Square-Enix and voice their opinion about this matter. I think removing the cap will bring MORE balance to the game, not less.


One point to bring up here, it is my understanding that Cure V does not have an upper cap to how much MND gear, and the MND attribute will affect your cure potentcy. To that end, I think in the example you gave, Taru will be "more effective" in the early game, but then Elvann would pull ahead or flat out dominate in the mid to end game.

Quote from: Wirving
Thanks Windblade, this is something that I didn't know. Pld60, Hume. Guess it's back to capping my healing magic...Anyone need a PL? :)


For Wirving, my room mate is a level 60 Hume Pal as well, and he had a similar issue with capping his Healing. One of the things that he does (and you may already do this, so forgive me) but while in a party, instead of curing your self, cure whomever has the most damage (hopefully, that will STILL be you) but doing it that way also help control hate. I play an Elvaan Monk and occassionally Howling Fist can pull the hate off, or sometimes I will get the hate when we dont have a THF in the party. He tends to keep me healed and the WHM tends to keep him healed. Another thing that he does, is when our high level friends (70+) go on skill up parties, he will go along and keep them healed. He gets pretty good skills up because they take alot of damage, but its low risk because they have lots of HP.

Hope this helps.

Pen
From: Wirving
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Posted: 2006-04-27 23:34:45
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Thanks! And yes, I do that now, in party, always heal anyone other than me--if they need it. And you are right-healing levels, and critters hate me more for doing it! Kinda a double bonus. However, I had not thought about skill-ups. I've always done skill-ups to level weapons...duh! Thanks!
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