So... I can't help notice that S-E added quite a bit of WHM melee gear in the last update. Talking with some fellow WHMs and LS mates I have to wonder about the feasibility of WHM as a DD in xp parties. Here's some stuff I came up with...
WHM Skills @ 75:
Club B+ (256)
Shield D (210)
Eva E (200)
Elvaan WHM base stats @ 75
HP 1083
MP 576
Defense 125
STR 66
DEX 56
VIT 64
AGI 56
INT 58
MND 74
CHR 66
So... we get decent STR and excellent MND, which lends itself well to certain weaponskills (Black Halo for example). Main WSs would be Black Halo (2 hits, dmg determined by TP), Hexa Strike (6 hits, chance for crit determined by TP), Judgement (dmg determined by TP).
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WHM/NIN gear at 75:
WEAPON - I'm not really sure about this... what's good for main and what's good for offhand?
Darksteel Maul +1, dmg40 dly334 (dps 11.98), Attack+12
Purgatory Mace, dmg41 dly324 (dps 12.65), STR+3 MND+3 Additional Effect: Stun
Sea Robber Cudgel, dmg42 dly340 (dps 12.35), MND+5 Accuracy-5 Attack+15
Morgenstern (unlocked), dmg40 dly310 (dps 12.90), Critical Hit Rate+6%
Martial Wand (for Black Halo?), dmg35 dly290 (dps 12.07) TP Bonus
Seawolf Cudgel, dmg40 dly340 (dps 11.76), STR+5 Accuracy+15 Attack-5
I'm leaning towards saying Morgenstern and Sea Robber Cudgel would be best...
AMMO
Tiphia Sting, HP-25 Accuracy+2 Attack+2 Evasion -4
HEAD
Optical Hat, Accuracy +10 R.Accuracy+10 Evasion+10
NECK
Grand Temple Knight's Collar, Def7 Attack+5 Accuracy+5
For non-San d'Orian's
Spike Necklace, STR+3 DEX+3 MND-6
Tiger Stole, Def2 Attack+5
EAR
Suppanomimi, AGI+2 Enhances Dual Wield Effect
not really sure about other ear, or both for people who didnt choose this from DM...
Fenrir's Earring, Day: Attack+10 Night: R.Attack+10
Triumph Earring, STR+2
Merman's Earring, Attack+6 Evasion-4 Magic Damage Taken-2%
Spike Earring, Attack+5 Evasion-5
Triumph + Merman's with Fenrir switched in during the day for those without Suppanomimi?
Suppanomimi + Merman's otherwise?
BODY
Reverend Mail, Def50 MP-25 MND-5 Accuracy+10 Evasion+10
Noble's Tunic (Adds Refresh Effect, Cure Potency+10%) for between pulls or backup curing without losing TP
HANDS
Blessed Mitts, Def18 MP+15 MND+7 Enmity-3 Haste+5% (Blessed Mitts+1 are 6% Haste)
Healer's Mitts, Def13 STR+5 Healing Magic+15 Enmity-4, Macro in for WS
RING
Flame Ring, Def3 STR+5 INT+2 MND-2 (maybe get HQ ruby to avoid MND loss?)
Sniper Ring+1, Def-12 Accuracy+7 R.Accuracy+7
BACK - I wasn't really sure what to do here... I figure there's not a lot of options unless you want to wear dmg- gear
Bellicose Mantle, Def3 HP-10 Attack+6
Royal Army Mantle, Def9 STR+2 MND+2
Hexerei Cape, Def5 MP+8 Dmg Taken-3% (for solo)
WAIST
Life Belt, Accuracy+10
LEGS
Blessed Trousers, Def32 MP+25 MND+6 Haste+3% Enmity-5 (Blessed Trousers+1 have 4% Haste)
FEET
Blessed Pumps, Def14 MP+17 Haste+2% Enmity-4 (Blessed Pumps+1 have 3% Haste)
Rostrum Pumps, Def20 HP-30 MP+30 INT+3 MND+3 Enhances Fast Cast Effect (for soloing utsu cast time down)
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Final Stats with equipment in green:
HP 1048
MP 608
Defense 233
Attack +29
Accuracy +34
Evasion 212
STR 66 +10 (+5 WS)
DEX 56 +3
VIT 64
AGI 56
INT 58 +2
MND 74 +5
CHR 66
Magic Damage Taken -3%, Enmity -12, Haste +10%, Critical Hit Rate+6%
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Pros:
+Can MB off own skillchain
+Self haste, self/backup cure, status removal
+Can slap on a dia (or banish for KRT) before SC
Cons:
+With Enmity-12 it's next to impossible to turn the mob for SATA
+Not viable for HNM/Gods but then again, we can just go as our primary job
Any thoughts on this? Solo onry? Viable in KRT or just a pipe dream?