Simple answer: people are stupid.
Complex answer: You can change around your sets to meet your max resting MP. For example, switch only to light staff (leaving your less-potent resting gear on) for the first couple of cures. It's like getting 100+ MP for free. Also, consider a set which has full +MP gear on to switch over to after reaching max in your resting build, incase you're in a situation where you aren't needed to stand up yet. Perhaps an extra 100 can be had that way.
tl;dr people suck
Max MP doesn't determine how long you can last on WHM. MPwH, Refresh, and max Sublimation charge does. Using Convert HP->MP gear does not affect your max possible sublimation, so if you want to pick up more MP I suggest you use that. WHM also has a large number of shitty slots that you could stick HP in towards the end of charging sublimation to boost up your total if you decide to get hardcore with WHM. Gigant Mantle, BQ Ring, that's another 38-40MP on your Sublimation.
I don't think WHM/RDM will trump WHM/SCH at 80 situations without Refresh, but it wouldn't be too soon to start thinking about a Convert build.
Actually, a very effective way (especially when clearing mamools for 3x unlock) is to have a RDM pull an entire room, with full PDT and a decent phalanx set, will be hit for 0's by everything. Other than mamools, really not a necessary strategy, and even then, it shaves seconds off of the run time, nothing very significant.
StevenW, you should have a max MP set that you switch into when you're resting to full. Not only can it give you several hundred more MP, you would be getting it after multiple tics of clear minded boosted MP so it would only take a little bit longer to fill it up.
Also, your max MP set can also partially set you up for you medicine ring with things like serket, zenith, morganas, etc.
I wouldn't worry about your max MP being so low at 72, but once you get to 75 you will definitely need more max MP to start off fights because several hundred more MP is ~8 cure IIIs. I doubt you would be breaking 1K MP without MP merits though.
Typical WHM gear sets should be
HMP
max MP
max MND
standard curing set
enmity down set
haste/fast cast set
enfeebling
medicine ring trigger set
idle set
Once you're depleted the excess MP you had from your max MP set you will just be swapping between the last sevenper cast.
Forgot to add that you should have a max HP set as well that you could use to not only boost your sublimations, but also your devotions!
Best DD throwing weapon for DNC?
Friend has 75DNC and I was see how well it can preform in situations where the DNC can't melee, but instead uses its throwing.
Well, for right now here's what I've got.
HMP/max MP - resting
max MND - stoneskin
curing/enmity down - full curing potency > MND > enmity-
haste/fast cast set - for hasting, status removal
skill / m.acc / MND - white magic enfeebling
skill / m.acc / INT - black magic enfeebling
divine / m.acc / MND - repose, banish, flash (to actually blind an enemy that's hitting me solo etc.)
idle set - dmg reduction, refresh/balrahn's ring (glad I listened to Zhi about getting that ring btw)
Lol! I <3 you
i have been trying COR out lately in my sets runs. works really well, needing just Abilitys to give 98% of its function, with the other 2% being a Ranged for QD usage.
Most mobs I give Chaos/Fighters roll, with Hunters on more evasive mobs. Mages rolls are standard, Evokers/Scholars/Healers (when resting). Boss melee rolls I keep the same, except changing Fighters to Monks Roll if TP moves are bad and we need added Subtle Blow.
Subjob typically doesnt matter, but I go /whm just for self cures in later floors to save MP on the healers.
Oh, and Wild Card on the boss can be a huge game changer, if you get lucky.
Is there any trick to soloing Skuld that I don't know of? Kill takes forever with just bio/poison and low dmg nukes when possible. Do I just suck or does he have a ton of MDB/T?
Remember that Cure V is the only cure spell you actually stack MND for, everything else should hit cap from your base MND and skill (maybe MND for super gimp skill + CIV, forget what you need for that).curing/enmity down - full curing potency > MND > enmity-
For non-Cure V you would probably want to using cure clogs, blessed/raven/-enmity gear outside of your typical potency stuffs. No reason to use MND as far as I know.
Also if you really, really like making gear macros (I do!) don't forget your haste/FC/-emnity macro for flash :D
i agree with all of this, except when you also have a bard. as a monk, i greatly prefer fighter's roll for my 2hr, especially when i'm already getting march/min from a brd. increased double attack + fanatic's drink can easily take 25-30% off of a boss.
and even if tp isn't bad, monk's roll is just total win. i have capped penance and the two together makes for an embarrassingly easy fight, and your backline will love you.
I've never been impressed with monk's roll. In many standard setups it actually doesn't even do anything
MNK's have a natural 20%
Auspice is 10%
Rajas is 5%
Usu is 5% or AF2 is 4%
Black Belt is 5%
Hades Sainti is 7%
Cap is 50% and the above is all pretty standard and gives a MNK 51~52% subtle blow. When you just have monks on a chariot, monk's roll isn't even doing anything...
If you're that worried about TP moves, you probably only have monks on the mob. If you only have monks on it, they are probably already above 40% store TP gear. If you want a defensive roll give them dancer's or ninja's, otherwise you could just give them hunter's/chaos/samurai's whatever.
This would obviously be different if you had more than monks on a mob, but then chances are high TP attacks wouldn't be so important to reduce. Your standard /nin DD would have at least 25% SB: 10 from sub, 5 from Rajas, 10 from auspice. Were you to add Monk's Roll you would be already be overshooting the cap and it just seems like a waste of a roll.
yeah, when you've only got mnks, it's not worth it for sure, but it's nice when you've got folks on it who aren't![]()
Is there a chance with MNKs roll where its like SAMs roll and it breaks the cap?