Monday, October 19, 2015

Neverreap Pit Glitching

A glitch in everyone's favorite dungeon of all time, Neverreap. Sarcasm of course. Everyone is so sick and tired of this dungeon, however there are some pretty neat things you can do in this dungeon. One of those things includes the Pit Glitch. Where instead of being killed after you jump into the pit at the final boss, you live and can run around inside the pit. Here is a video of inside the pit.


Monday, October 12, 2015

White Maging it Level 60

So in my last post about white mages "White Mage Inside and Out.", we talked about why the white mage was the dominant class and still can be if you don't forget what brought you to 50. In this post I would like to discuss a white mage at 60 and what makes the difference between a good healer and a bad healer in the eyes of the team and new moves that you have gotten on your way to 60.

As a team player you must know your role. Your role as a White Mage is a healer. Of course this is obvious. So why I am I bringing this up? Well in my opinion I don't believe they were designed only to heal. They have pretty good damage moves and a buff designed specific to their class which is cleric stance. Sure this is useful as just soloing this, however you have incredible damage moves that can help move a fight along. So difference number one between a good healer and a bad healer is DPS. Do not forget to DPS as well as a healer. Even a Combination of holy, to stun everyone, cleric stance, holy again, and then aero 3. would be a safe way to dps that almost has no damage being done to the tank.

Now I did just mention Aero 3. Aero 3 is a move that is gotten at 58 which does an initial burst damage and then a damage over time potency of 50 for 24 seconds. Now the initial burst is about 500 at 60, 1/3rd less then holy and then does a tick for about 250 afterwords every 2.5-3 seconds. On all targets that you hit with it. Pretty easy to use and even if you switch to cleric stance to throw this on a mob of 4 people you have raised the groups DPS up. Lets just use rough math for a second. 4 targets taking 250 every 3 seconds. 1000 damage every 3 seconds so divide the 1000 by 3 and you get 333.33- dps you have for 24 seconds. This is not including the initial burst. Not bad for only casting one move right? So using this we can find out how much per single creature too. 250 divided by 3 is slightly more then 80 dps.

Next thing that makes a difference between a good healer and bad one is knowing your cooldowns. On your way to 60 you have gotten 3 moves on a nonglobal cooldown. So what is a nongloabl cooldown? A non global cooldown is a move that does not effect moves that you regular use that would be considered a global cooldown. So Cure is global cooldown and the moves you been using like divine seal is considered to be a non global cooldown. This almost mean you can pretty much press each one at the same time and it will go out, or while the cooldown for the global is refreshing you can also press the nonglobal to go out. Sometimes nonglobal cooldowns have the same cooldowns as other nonglobals, However most of the time they are separate from there own. So without eating up anytime to cast a heal you can also be using these moves to help you out. However there is a catch. You cannot cast one of these while you have a cast bar going. So not only knowing which move is on what type of cooldown, you must also know when the move refreshes as well. So this is another type of cooldown to know. As I mentioned in the other post you have multiple moves that have a large refresh rate. 60-90-120-150-180 and more sometimes. Knowing how to properly buff yourself to maybe have one going out during the whole dungeon is important. Or saving one or two for each battle is key. Saving all your buffs for an emergency situation is silly. You are going to sit back and struggle and then use 5 cooldowns all at once? I don't think so. You most likely use one or two. By the time you come up to an emergency situation they most likely will be back. So what about the other ones you are sitting one? They start to feel lonely from not being used ;)

So let me know talk about each of the nonglobal cooldown moves you have gotten for easy reference.

Asylum, is the first one gotten at 52. This is a ground area effect that heals anyone who enters it for 100 potency. This is 50 less then what regen heals for. Hopefully everyone has noticed when you used medica 2 and regen together their heal ticks become one big heal tick. Now for this move it is different from all other ticks. Depending on your gear it should tick around 700 or more at level 60. So you now have two ticks on your target if your using regen as well. That is double the chance of hitting a critical heal for either one. Yes this move can also critical. It is also affected by divine seal for the extra 30% heal increase. So you now have an addition move you can use that has no cast time, and heals 700 per tick for 24 seconds per target player inside the area of effect. using a normal party that is now combined to make 2800 per tick if everyone is in there. Very useful. Now the refresh rate is 90 seconds.

Next move is Assize, another 90 second refresh rate and nonglobal cooldown. This move does both 300 potency damage and heal potency 300 to target enemy/team, along with 10% mana restoration. So the mana restoration is key part as well. You now have two moves that restore mana. So the initial heal seems to heal for 2000 and up depending on gear and giving you 1000 mana or more. The fact that it gives you that 1000 mana can be very helpful. It allows you to cast a few more heals being one of those regen. So if you are sitting at empty mana and use this. 2000 heals on your team, the whole team. 8000 heal total. Sadly short of medica 2 but regen or cure 1 should be able to be used. if you used regen thats 1000 or more per tick with 7 or 8 ticks. So 7000. 9000 on your tank and then 2000 on each party member for using 2 moves. Not only does this buy you time to sit and wait for other cooldowns to come back, it also allows you to sit back and not do anything and allow mana to come back.

Next move is Tetragrammation. Cure potency of 700 with a refresh of 60 seconds. I do believe this is your largest heal you have not including the full health heal. No mana cost is a key factor here. If you are trying to save mana then just swapping this move in instead of using cure 2 will save you a huge chunk of your mana. Or if you are in need of some good heals if you use cure 2 and this move at the same time, it should heal close to 10,000 of the guys health. There really is not much to talk about this move, it simply is just like another cure or cure 2.

So the other thing that I want to make it clear to everyone that if you force heal as a white mage in a dungeon aspect you are doing it wrong. Especially if you are just spamming cure 1 and cure 2 like you did at level 30 and wondering why you are out of mana. If you have read all this then you should realize by now that using a heal over time move normally ends up with more healing potency then a force heal would as well as having more chance to critical. So even if you do not want to DPS there is no reason you should down a group because you are out of mana. You have multiple moves that we discussed in these last two posts that restore mana, Not only this but if you are spamming cure 1 or 2 you will run out of mana. You must use all your healing moves to learn how to control your mana. Not just the two basic moves. There is a reason that the game gives you more then two healing moves. With all your healing over time moves you have a cure potency of 300 going out. With divine seal you now have one of 390 going out. Along with cure 1 going out at the same time. You now are smashing a 790 around every 3 seconds. As well as healing your team as well. If you really wanted to add all your potency together per member lets do this. Medica 2 has 50 potency. 200 for a group of 4 total. Regen has 150 (only on tank for this example) now you have 350. With everyone standing in your new asylum that is another 100 per member. So another 400. You now have 750 potency of healing going out between all your team members. 300 of that just being on your tank alone. This is also without divine seal on too. Much easier healing? Very much so.

If you want more help tips on a white mage, you can watch this video bellow and see me healing as a white mage through a 60 dungeon and blowing my cooldowns. At the end of the dungeon I mess up with mechanics but doing so I show you how to stay calm and work through as a HOT healing White Mage. This was not the plan to mess up but it just happened that way. Remember to watch 1080p


Sunday, October 11, 2015

Give Back My Precious Quest.

This is a simple quest to do "Give Back My Precious". It is a level 55 Quest and 33600 experience. The quest has no real journey for it and it defiantly is a very short quest that should not take too much time to do. The quest is found in the churning mists at 35,21. Which you will need flight for if you want to be able to do it. However once you do accept the quest it is a very easy and simple hunt the monsters nearby. 

You will be fighting the monsters Elder SyrictaY.



It will take a few kills of these monsters to find the item you are looking for which is a missing ring. You only need to find one and then the quest is over. So you could be lucky to find it on the first kill, or it may take you a few tries like it did for me. Once you complete this you go right back to where you got it to turn it in. Simple and easy.








Here is a Short video just of the quest from start to end. If anyone really wants to see it. Remember to watch in 1080P


Friday, October 9, 2015

White Mage Inside and Out.

White Mage back when Final Fantasy first came out was known as the dominant spec to be as a healer. Plus the only healing spec up until level 30 where people can finally lower themselves as other classes. Later on as the game developed it scholars became preferred to heal with. With the help of a pet it made life easy. While it still does, they created another class. The astrologist. Giving almost the combination of both in one class. It has the shields of what was known for a scholar and the heal of times famous for the white mage. Not only this it has added benefits of cards. I feel it is time we get back to the roots, or at least learn why the white mage was the top healing class.

At level 60 there are many things that have unlocked for a white mage. Useful combination that can make healing so much easier.

But lets talk about some old moves first. In this Post.

Holy is the first spell I want to talk about. It costs a good bit a mana for a pretty chunk of damage. How does this effect healing as it is an offensive spell? Well it does have a 5 second stun and it does not limit to any certain amount of enemy it can hit within range of course. This meaning you have 5 seconds of free time. Even if you do not switch over to cleric stance for the added damage. You just bought yourself 5 seconds of almost no damage if the creatures are not immune to the stun affect of course. As a move that you might be only using for the stun affect if you are worried about switching to cleric, you should also know this fact. Stun cooldowns reset upon enough use of the spell as well as a certain time limit it will reset. So the first stun that comes from holy will be 5, then 3, then 1. Then you have to reset the stun timer one of the ways mentioned above, wait it out or use it until you force it to reset.

Next thing is Divine seal. Now I know many people are using this move in case they get flustered and need a helping hand. But I do wonder why? It has a 60 cooldown and it lasts 15 seconds. Meaning upon the effect ending you have 45 seconds for it to reset. Now this may seem like a good bit of time. It really is not for this fact. You have two moves Regen and Medica 2 upon reaching level 50. These moves are both heal over time. If you use these moves at the very end of Divine Seal ending you will have both moves with an increased potency until you refresh them, or the effect ends. It works this way because as a move you cast with that boosted potency it has already gone out. It is no longer affected by any changes of gear you put on or off, boosts you do or undo unless you recast it. This alone can make you have an added 30 seconds of at least 1 move or more with 30% stronger heals. Meaning that you now have had 30% stronger healers for 45 seconds and now only need to make a 15 second fight without it.

Regen. Personally my favorite and most used move. Regen has a cure potency of 150 per tick. Yes it is per tick, and not a total. 3 Ticks of this and it is above the potency of Cure by 50. As well the added chance of getting maybe 3 critical heals instead of just 1. Increasing your odds already of safer healing. Regen ticks anywhere from 6 to 7 times if you dont do anything fancy which of course you can ;) This saves you the trouble of needing to throw some cures around. Allowing you to do whatever you feel like. Combined with the use of holy that stuns people, you just bought yourself pretty much 2 ticks of healing and you did nothing but attack and put up one heal move. As well as the added bonus decribed in the Divine Seal part you are just now rolling in free time as a healer.

Medica 2. Also another heal over time. A Good force heal to start off with a potency of 200 (just 200 bellow cure 1 but as a party of 4 normally, you now have 400 more potency then a cure 1.) to anyone in party/group nearby. As well as a tick of 50 potency for 30 seconds. It takes 8 ticks to equal a cure. Now it does seem like a lot of ticks. It kinda is. However this is spaced out between your party. Meaning that each party member normally 4 has a tick of 50. 2 ticks will now equal a cure. If no one is taking dramatic damage other then the tank it is a very easy move to use and relax with. 200 upfront and 50 every tick after. Now this move normally has 10 to 11 ticks if you do nothing fancy! Combined with regen you now have a tick of 200 going off, Combine it with Divine seal you have a Tick of 260 going out. 140 shy of cure. 

Now there is a move that I actually might have another use for. However this needs to be tested out before i give anyone false information. the move Presence of Mind. Gained at level 30. Which is odd I do not know a lot about this move, but someone brought to my attention in the game that needs to be addressed about this move. If I am correct about what happens with this, it could also be a HUGE game changer in healing. I will post my findings about the move later on in another post.

Stoneskin 2 What is not to love about a move that slams a 10% shield on all nearby party members? XD I dont think this one needs to be explained.

And of course Benediction. A move that heals 100% of targets health. Now this move does exactly what it states with a long cooldown to wait for. Nothing to change the cooldown, it is what it is. However it defiantly is a life saving move. since it Heals your life :P

Hopefully this has made you realized new things about healing, that you may not have known. As a white mage healer you used to be the best healing force on the field. Then things started to change already. The moves listed above are all moves everyone had at level 50. Nothing higher. If the white mage healers seem so great at level 50, why did they slip at 60? I am here to tell you that there is no reason to not be as great at 60 as 50. However you cannot forget the moves that brought you to 50, and how to use them like how i mentioned.

Bellow will you see a video of me as a white mage healer at level 60 putting to use everything I have said as well as new moves from getting to level 60, that i will share my knowledge later on.



Here is the follow up post White Maging it Level 60

Monday, October 5, 2015

Shiva, The New Houdini.

It can make for a very interesting day when you put yourself in a group as a main tank for Akh Afah Amphitheatre (extreme) and all of a sudden the boss is gone. No where to be found. Not only can it not be found on the screen, it does not even show that the other guys are attacking anything. Went from the main tank, too a useless jumping bean in a few seconds.


Now this video is a little older, so is the problem fixed? Who knows.... It could have just been a really weird fluke. Either way, I have it caught on Video.

Sunday, October 4, 2015

Neverreap A Guide To Madness.

So here is a video of Neverreap, full clear. It will explain all the fight mechanics and monster mechanics that you encounter. Information that is good for everyone too know. Later on I will update this and actually type out all the mechanics without the video. I know some people have bad internet like me. So help videos are just not something they can watch.

Friday, September 25, 2015

I Can White Mage, Can You?

Alright, so this is going to explain one simple aspect of the white mage that will make your life a WHOLE lot easier.

Let me first tell you the difference between a Force Heal, and a H.O.T Heal. A Force Heal is a heal that will force the health back up. Moves such as Cure 1 2 or 3. While a H.O.T Heal Stands for, Heal Over Time. Moves such as Regen and Medica 2.

Now first in any better I always make sure to put my H.O.T heals out right away. This is because at level 60, with poor item level you have a heal every 3 seconds going out for 1.3k.  However by all means I am not telling you how to heal, or what to do. This is not what this is about. This is about the next thing.

As a White Mage in the game you get a move called, Divine Seal which increases Restoration you do for 15 seconds by 30%. Now this is not the only move that this tactic should be used on. But It is easiest just to show you with this one move. I blow this move all the time while my tank is at full HP. This is because I don't care about saving it to help me in need because his help dropped way too low. You got other things for that. When I use it, I throw out Medica 2 and then Regen. So both are now with a 30% increase heal. And then RIGHT before it goes away, I do the same exact thing.

Why? Well when you have that increase in heal it applies to moves you use during that cool-down. So now you just used both right before the end of the cool-down. Making the move that only last 15 seconds now last another 30 seconds (Medica 2, Regen needs to be refreshed sooner). Meaning for 45 seconds of the fight you had at least 1 move that was 30% stronger. With a larger health tick, mean you heal less but more at the same time. Gives you time to do damage while your guy heals back by himself!

People also need to relax when being a White Mage. Non of this nonsense seeing a tank with 2k less health with a Regen Buff on them and they are throwing out Cure 2. That is very silly, You are giving that man a 4k heal with a 1k Health tick or more for 2k of damage that you could most likely just let your regen heal the guy. Seriously spending all that time switching back and forth between people to throw even cure 1 on them is silly. Just put a Regen up and you don't need to worry about that guy for 18 seconds. You will have your mana come back while you sit back and sip your tea,

















--------------------------------------------------------------------------------------------------------------------------
Is This The Real Life? Is this Just Final Fantasy?
_________________________________________________________________________________