Home
News Highlights
Older News
FFXI Guides
Items
Armor
Weapons
Food
Conquest Points
Furniture
Abjuration
Advanced Search
Quests
Missions
Mini-Quests
Mobs
NM Guide
NPC/Merchant
Merchants Guide
Regional Merchants
Zones
ENM
BCNM
FFXI Map Locations
Chests & Coffers
Guild Recipes
Recipes by Guild
Gardening
Chocobo Digging
Fishing
Excavating
Harvesting
Logging
Mining
Spells
Display by Job
Weaponskills
Skill Limits
Fame Tips and Titles
FFXI Links
Submit Feedback
About
User Account
Total: 405220078
Today: 1911
Yesterday: 22826
Items: 9505
Mobs: 4024
Recipes: 3285
NPCs: 2066
Quests: 570
Discussion Boards
->
General
Re: - Final Fantasy XI - somepage.com
New Topic
Feedback Discussion
Name:
[Login]
Enter message:
[quote][i]Quote from: Vivisan[/i] 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... ------------------ 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.[/quote]
Please read
somepage.com forum guidelines
before posting Supported codes:
[b]
Bold
[/b], [strong]
Strong
[/strong], [i]
Italics
[/i], [color=blue]
Color
[/color], [url]http://www.somesite.com[/url], [url=http://www.somesite.com]somesite[/url], [url]www.somesite.com[/url], [url=www.somesite.com]somesite[/url], [code] Code [/code], [quote] Quoting [/quote], [center] Center [/center]
Sponsors
Order:
Final Fantasy XI Online: Wings of the Goddess Expansion Pack (PC)
(PS2)
(XBOX 360)
somepage.com privacy policy
All original content and graphics © 2004-2010 Somepage.com, Inc.. All FFXI content and images © 2002-2010 SQUARE ENIX CO., LTD. FINAL FANTASY is a registered trademark of Square Enix Co., Ltd..