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The life of a white mage isn't for everyone. You spend battlesfar away from the action, staring at everyone's health bar and scanning the text messages flying across the bottom of your screen and rarely catching a glimpse of the battle itself. The survival of your party will depend on you more than it will on anyone else, and if you die chances are good that a number of other people in your party will soon follow. You will be forced to choose between living in anonymous mode or constantly dealing with requests to join somebody's party or come raise one of their fallen comrades, sometimes several areas away from where you are currently located. If this doesn't sound like your idea of a good time, white mage probably isn't the job for you. If you still want to learn how to be a white mage, make yourself comfortable because reading all of this may take a while.
What makes a White Mage different?
There are other jobs, namely Red Mages and Summoners (with a whitemage sub), that can heal and do other things as well, so why would a partywant a white mage? There are a number of things that make you different,and essential to a party:
- The ability to remove status ailments. No one else getsthese spells (without a white mage sub), and your parties will need them. Whole groups of monsters, such as higher level lizards, are out ofthe picture for parties that don't have a white mage for status curing spells.Try fighting a white lizard in Yhoator while your tank is petrified long enough for the lizard to wipe out the rest of your party. Tigers use an area effect paralyze attack, and hounds can use an area effect virus attack. None of these are viable targets unless a white mage is around toremove the paralysis/virus.
- Group buff spells. You get "Protectra" while a Red Magegets "Protect." You get "Protectra II" while the Red Mage just gets"Protect II." It is true that a Red Mage or Summoner could get thesespells with a White Mage sub, but not until they are at double the levelthat you got them. Do you really want to wait until you are level 52before you can use Protectra II while White Mages are already casting ProtectraIII?
- Group cure spells. You are the only job that gets them,unless the other job is using a white mage sub. And once the otherguys finally are able to use them using their white mage sub, they aren'tnearly as useful anymore. After a tough battle you can rest untilyou have 60 MP left (assuming you don't have it at the end) and then useDivine Seal and cure everyone in your group for up to 180 HP each.
- Benediction saves lives. Read below for more informationon Benediction.
Goals of a White Mage
Before I discuss what race and sub-job to choose for your whitemage, it would help for me to explain what parties want from your white mage.
- Keep everyone alive - theprimary goal of a white mage is to make sure that everyone in the party comesout of a battle alive.
- Minimize downtime - The goalof most parties that you will be in will be to accumulate as much experience as possible in the smallest possible amount of time.
- Don't die! - If the whitemage dies, who is going to heal your party? Once you go down, the rest ofyour party has a good chance of joining you in a hurry. This is even moreimportant once you get the Raise spell at level 25.
Choosing a Nation
I don't feel that there is any major advantage to staring in onecity over another. However, Windurst does have a very easy quest that canbe done to get a Justice Badge, which is +3 MND, and getting it for freewill save you a few thousand gil early on. The ring that you get is nice inWindurst, but soon you will want to have two Saintly Rings (+2 MND each) anyway, so don't pick your nation based on that.
Bastok and Sand'oria have their own advantages. The primary advantageI can think of in starting in one of these cities is that it is easier tofind warriors to group with prior to level 12. Furthermore, the Cardiansin Windurst freak me out >.>;;
Choosing a Race
Here is a brief list of the pros and cons of each race as a choicefor your white mage. I feel that if you want to make white mage your primarilyclass, you should choose Tarutaru, Mithra or Hume to maximize your effectiveness.Note that these are based on the assumption that the reader is a newplayer. There is expensive gear out there that can make up for someof the Cons to a degree, but a new player will not be able to afford it.
| | | |
| Tarutaru | Having the most MP (by a lot) means themost cure spells and longer experience chains. | Extremely low HP and VIT means you can'ttake many hits before you're sucking dirt. |
| Mithra | A decent MND score plus more HP and AGIthan a Taru means they can live longer. | Less MP than a Taru. |
| Hume | Essentially the same as a Mithra but withslightly more HP and slightly less AGI. | Less MP than a Taru. |
| Elvaan | The highest MND score means that the Elvaanspells will cure for more (before they are capped) and they can survive morehits than anyone other than a Galka. | The MP pool of an Elvaan is small, whichmeans helping your party pull off extended experience chains can get difficult. |
| Galka | They look studly in a robe. | Studlyness won't keep your party aliveor your experience chain going even with all of the +MP equipment in theworld that could have been going towards +MND gear. Besides, your fellowwhite mages of other races will also eventually be wearing this gear, so youwill still have less MP than them. |
The Early Years of a White Mage
When you first create your white mage, you are most likely goingto be on your own. You should get yourself a club and whack some of the NPCsimmediately outside of your starting city. Getting up to level 3 or 4 bykilling them is no sweat, and you should be able to do it in about an hour.Check the value of items that you receive at the auction house and sellthem, and buy yourself a nice club weapon and a shield.
Most white mages that I know solo'd themselves up to around level9 before joining parties on a regular basis. The highlands are the popular place for Bastokians at this point (levels 9-12), as is La Theine for Sand'orians and Tahrongi Canyon for Windurstians. There are a number of well-writtenleveling guides that you can check out for other options and better details.
Learning to Work with a Party & the Efficient Use of MP
90+% of the parties that you will participate in will have one goal- getting loads of experience as quickly as possible. In order to help themachieve their goal, there are some things that you should know:
- They will be fighting NPCs thatcheck as either Tough, Very Tough, or Incredibly Tough. What this meansto you is that you probably don't want to get hit by what your party is fighting.A linen robe may be stylin', but it won't protect you much when a Gigas chucksa boulder at your head. Stay as far away from the battle as you can, and donothing that will draw hate other than using your magic and resting (yes, resting does generate some hate during a battle).
- Everyone does not need to have fullHP at all times. During a battle, I suggest that you heal people once theirHP enter the yellow, and spend the rest of your time casting enfeebling spells or resting (mostly resting). Excessive healing will do 3bad things: it will quickly burn out your MP, it will prevent you from resting and it will drawhate away from the tank.
- Enfeebling spells save you MP! Ifparalyze stops an enemy from hitting one of your allies just once (and itwill if it isn't resisted), it has already more than made up for its costin MP. Paralyze, Slow, Dia, and Silence (when fighting a caster) all shouldbe used on anything that checks as VT or higher to your party, and Paralyzeshould always be used. Split them up if there are othermages in your party that can cast them, and if there is a red mage then theyshould cast most of these for you.
- Get low! If there isn't a spell thatyou need to cast, put your butt on the floor and rest.
- Take note of the efficiency of yourcure spells. For example, when you get Cure II it is a very inefficient spellfor you to use. Your regular Cure spell will be capped out or close to itby that time, healing about 30 hp per cast at a cost of 8 mp. That's 3.75hp healed per mp used (hp/mp). Cure II on the other hand, when you first getit probably won't heal for more than 75 hp at a cost of 24 mp. That is only3.125 hp/mp. Generally, your highest level Cure spell will be inefficient and should be saved for emergencies until you come close to capping out theamount that you can match the efficiency of your weaker cure spells. ForCure II this is 90 hp at 24 mp and for Cure III it is 180 hp for 48 mp.
Once your higher level Cure spells approach the efficiency of your lower spells, consider switching to them as your primary healing spell. While they may still be a little bit less efficient as far as the hp/mp go, theywill allow you more time to rest between casts. If you include the MPregained from resting into your hp/mp ratio then this comes out as the preferableoption. For example, once you can Cure II for 85 hit points at a costof 24 mp, that alone is less efficient than the Cure I's 30 hit points for8 MP. But, if you can cast Cure II and then rest for a tick (getting10 MP back) in about the the same time that it takes you to cast 3 Cure Ispellls as the tank needs them, then you are really casting Cure II at acost of about 13MP, making it more efficient than the Cure Is.
* As a note to those who are tempted to send an email informing me that Cure I can go past 30 hit points healed per cast, I am well aware of that fact. Having a high mind total will allow Cure spells to nudge a tiny bit past their basic caps, but this doesn't happen until you have leveled into your 30's and are using quite a bit of +MND gear. Excluding the light day bonus, at level 50 Cure will generally be restoring 31 hit points and Cure II will restore 92. While it is great that you can nudgepast the basic caps, you won't really be using these spells very often atthis point (Cure III's basic cap is 190, which is much more efficient thanCure and Cure II)..
- Regen is your friend! Regenwill heal 90 hp at a cost of 15 mp (over a 90 second interval), which is ahp/mp ratio of 6.0! This is compared to the 3.75 hp/mp ratio of a maxed outCure spell. Regen is obtained at level 21, and a popular tactic for whitemages around that level is to regen the melee'ers and then spam Cure I.
- The bar-ra spells are useful! Acommon misconception is that the bar spells don't do anything. The bar-elementspells increase resistance to those elements, and the other bar spells increaseresistance to certain status effects. Barsleepra doesn't prevent you frombeing put to sleep all the time (or very often for that matter), but it doesreduce the time that you will stay asleep which is almost as useful. Partof the reason for the misconception about these spells is that they are gottenwhen your enhancement skill is very low. They are much more useful once youhave raised your enhancement skill. Barfira is very helpful at higher levels to help protect against a goblin's Bomb Toss , and Barwatera helps out against crabs and pugils that use AE water attacks. Cursed Sphere, a powerful AE attack used by flies, is also water based and can be protected against to a degree by Barwatera.
- Don't starve yourself! Foodis extremely useful in this game. For mages there are a number of useful(and tasty!) morsels that you have to choose from.
The least expensive mage food that you can buy are pies, which increase your maximum MP. These are great for lower level mages that coulduse an couple extra Cures or a Cure II. Apple pies, the cheapest pies,increase your MP by 25. They also increase your INT by 3 and decreaseyour AGI by 1, but those stats have very little effect on white mages.The apple pies last for 30 minutes, so a few pies can last you for an entireleveling session and are worth it at low levels. More expensive pumpkinpies will increase your MP by 40 for 30 minutes, and rolanberry pies increase your MP by 50.
A better, but more expensive option which is more suited for white mages above level 20 is the roasted mushroom. It increases MP by 10, MND by 3, and (most importantly) they increase the rate that you regenerateMP while resting. These also last for 30 minutes. Witch kabobs,the high quality version of roasted mushrooms, do the same thing with evenbetter stat improvements.
The most expensive option for whm food is juice. Juices are extremely useful, because they regenerate your MP even when you aren't resting. The problem with them is that they only last long enough to help you through one battle and they do not stack. Thus they are better suited forextremely hard mobs and not for general leveling. Those that use themon a regular basis usually level their cooking skill so that they can craftthe juices, and then carry the necessary ingredients (which do stack) sothat they can craft them at need. I suggest carrying at least oneor two of the best juices that you can afford just in case of an emergency.
- Cast Regen on the puller as he comes into range with the mob intow.
- Cast Dia (and Slow and Paralyze if no other whm or rdm is present, and Silence if it is a caster before any other debuffs) on the mob.
- Cast a Cure spell (spell depending on HP needed and the efficiency of Cure III at the time) on the tank, followed by regen on the tank if (s)he is different from the puller.
- Cast Barfira on the group if the mob is a goblin in case of a Bomb Toss.
- Rest after getting everyone out of the yellow until someone else needs a Cure.
- Using Regen to heal those who are not regularly taking damage. Why waste MP on less efficient Cure spells if the person is not getting hit?
Getting up to Level 18
Once you reach level 10-12, I would suggest heading to ValkurmDunes (this means taking a ship from Mhaura to Selbina for Windurstians)and leveling near the Highlands entrance up until around level 14 or 15,and then move on to the area around Selbina and level up to 18 and hopefullyobtain the 3 items (a crab apron, a damselfly worm, and a magicked skull)that you need for your sub-job quest. Once you reach level 18 and completeyour sub-job quest, regardless of the sub-job you choose it is time to switch to your sub-job and level that up at least to level 9, although I wouldadvise leveling it at least to 15.
Your Sub-Job
Always, always, always play with your sub-job leveled at leastup to half of the level of your white mage. A level 18whm/9blm is much more useful to a party than just a plain 18whm or a 18whm/4blm. You will havebetter stats, more MP, and more spells available to you.
The best choice for a white mage's sub-job has been debated a loton forums, but there are 3 choices that make the most sense for people whowant to be as useful as possible for their parties. Please note that I amlisting these in alphabetical order, not necessarily in order form best toworst =P
- Black Mage - Of all the non-advanced jobs, black mage is the choice that will give the white mage the most MP, and it also has some very useful spells to white mages. Bind, Sleep, andWarp all immediately come to mind. Conserve MP is a useful job trait thatwill help you reduce your downtime, and balances out in my opinion the benefit of the summoner's MP regeneration while in experience parties. You can also use elemental seal to land your most important enfeeble spell once every15 minutes.
- Red Mage - Red mage willstill give some of the useful additional Black Mage spells, including Bindand Sleep (although at later levels than a black mage would give them), andgives fewer MP than a black mage sub would. However, the red mage job traitFast Cast can be useful to a white mage that is in a bind, as well as a fewRed Mage only spells such as Gravity.
- Summoner - People choosesummoner as their sub-job for one reason: MP. Summoner as a sub-job willgrant the white mage more MP than even a black mage does, and at 50whm/25sumyou will have automatic MP regeneration similar to the white mage's autoHP regeneration that is gotten at level 25.
Once you achieve a satisfactory level on your sub-job, switch backover to white mage and return to the dunes to level up to 20 before heading out to Jeuno and Qufim.
Divine Seal, Curaga, and Benediction
Divine Seal is a great job ability that you get when you hit level15 that doubles the effectiveness of your next Cure spell once every 15 minutes.It can be a life-saver if someone's life gets down into the dark-red zoneand you need to heal a ton of HP at once. It is also great for reducingdown-time when used after a battle in conjunction with a Curaga. It should be noted however that Divine Seal will not increase the effectiveness of a Cure spell when it is used to attack an undead creature.
Curaga is a spell that essentially casts Cure II on everyone inyour party. Since the hate acquired from healing depends on the # of hprestored, if you cast Curaga in a battle to heal 5 people in your party for 90 hp each, you are going to have a lot of hate accumulated and it is going to be very difficult for the tanks to get the hate off of you without using their 2 hour abilities. Curaga is a spell that is best saved for emergencies or healing everyone up after a battle. Use it during the down time if more than 2 people need a Cure II (2 Cure II's = 48 mp, Curaga = 60 mp, 3 Cure II's = 72 mp). When used with Divine Seal, Curaga can heal up to 180 hpof each member in your party.
Benediction completely restores the hp of everyone in your partythat is in range. If your entire party was on the verge of death when youused this, you are going to heal so many hp that it will be almost impossible for your party to get the hate off of you unless you are lucky enough that a 2 hour ability is available that is effective enough to pull the hateback on a melee'er (such as invincibility on a paladin). When you know youare going to cast Benediction during a battle, or Divine Seal + Curaga (known to some as a mini-benediction), try to cast Bind on the NPC if you have a black mage sub or have a black mage do it, because it will buy your party some time to get the hate back on them before the NPC comes after you. Having Blink and Stoneskin on you helps as well.
Should you zone after casting Benediction or Curaga during battle?That depends on the amount of life that your party's target has remaining. If you think that your party will kill the NPC or get the hate off of you before you will die, then stick around and let them finish it off - especially if you aren't right next to a zone. If you think you will die if you stick around, then start hoofing it and pray that your black mage has the presence of mind to re-bind it or sleep it as you run off into the sunset.
Equipment
The white mage's first equipment concern when leveling up is buyingnew spells. It's fairly easy to tell which ones you will use and which onesyou won't, but at level 21 make sure you buy regen (at Mhaura) before youbuy Cure III (at Selbina). Try to buy spells in cities or get them by doingquests whenever possible, as they are relatively expensive to get in auctionhouses.
When you have the spells that you want, look for stat-alteringequipment - especially items that will increase your MND or your MP and wear all the time. For rings, Ascetic's Rings (+1 MND, lvl 1), Saintly Rings(+2 MND, lvl 10) are great choices and the Friar's Rope (Def. 2, +5 MP,+2 DRK, +2 LGT, +1 MND, lvl 14) is popular. The Justice Badge (Def. 1, +3MND, lvl 7) is a must-have for all white mages and can be gotten for freeon an easy quest in Windurst. Brass (+10 MP, -4 HP, level 10) and Silver(+15 MP, -6 HP, level 20) hairpins are useful, and earrings that boost MPa bit are also useful to have but not critical.
The next thing to consider is a weapon for when you are fighting in groups. Wands are the best choice for white mages in groups because they allow you to equip a shield, and give good MND boosts. The Maple Wand (+1 INT, +1 MND, lvl 1), Hermit's Wand (+2 INT, +2 MND, lvl 13), Yew Wand (+3 INT, +3 MND, lvl 18) and Chestnut Wand (+4 INT, +4 MND, lvl 32) are what most white mages carry when grouping.
Next you will want is armor and a good shield to protect yourself some in the cases where you heal so much that the NPC's hate is directedat you. There are a few early-level stat-raising pieces of armor to look outfor if you are lucky enough to get a drop on a NM or have the cash to affordthem at the auction house: the Mist Silk Cape (Def. 3, +1 MND, +3 LGT, lvl10) from Spiny Spipi in East Sarutabruta, the Priest's Robe (Def. 14, +1MND, +2 DRK, lvl 19) from Ashmaker Gotblut in Yoghott Grotto, Zealot's Mitts(Def 3, MP +5, INT -2, MND +3) from Hoo Mjuu the Torrent in Giddeus areall good but expensive if you must buy them at the Auction House.
The Seer's outfit (level 29) has been available since Chains of Promathiawas released and a number of items in this set are useful for white mages,most notably the Seer's Tunic which increases the rate at which you regainMP while resting in addtion to adding 8 to your maximum MP. The Seer'sPumps (+1 MND, +4 MP) and Seer's Slacks (+9 MP, +1 INT) are also great forwhite mages.
Lastly, for soloing early-on it is good to have a hammer-type weapon as they use the club skill (which is what white mages have the highest skill cap for) and do significantly more damage than a wand does.
Macros
Macros are extremely important to a white mage. Being able to getyour cure spell off without digging through the menus and targeting yourally can and will be the difference between his/her life and death.
For those unfamiliar with the term, macros are basically a way totell your computer to type a bunch of stuff with one quick keystroke. Youcan access your list of macros on the second part of your main menu. Choosea key that you want to assign the macro to, and then create the macro itself.The first line is for a small title for your macro, and each additionalline is for a separate command that you want to be executed when you use yourmacro.
Macros for casting a spell have three primary parts, and are setup like this:
/ma "Case Sensitive Spell Name" < target flag >
| Method 1 (2 total key strokes) |
| /ma "Cure II" < t > |
| This causes you to immediately cast CureII on your current target. When using this method, you would select yourparty member that you want to use the spell on by using F1-F6, and then hitting your macro key to cast the spell on them. |
| Method 2 (1 total key stroke) |
| /ma "Cure II" < p0 > (or < p1>, < p2 >,...,< p5 >) |
| This causes you to cast Cure II directly on someone in your party without having to target them. < p0 > directs the spell on yourself, < p1 > directs the spell on the first nameunder yours on the party list, < p2 > on the second, etc. |
| Method 3 (3 total key strokes) |
| /ma "Cure II" < stpc > |
| With this method you are given a secondarytarget cursor after you hit the macro. Next, you choose your target usingF1-F6 and then you hit enter to have the spell cast on them. It seems likea more tedious version of Method 1 but it has the advantage of letting youkeep the NPC as your primary target, allowing you to easily cast any enfeebling/offensive spells and to know at all times how much health your enemy has left. |
There are a number of other useful macros for white mages as well.Here is my current list of macros on my white mage. Any word surroundedin (greenand red) parenthesis denotes a text message that can be enteredinto your macro using the auto-translator, allowing your japanese-speakingparty members to understand some of what you are saying. You can accessthe auto-translator when typing out a message or a macro by pressing the[Tab] key. If you hit tab once you have started a word, the translatorwill suggest a word that you might have been trying to type. If youhave not started a word, you will get a menu to choose your word from.
| ALT+1 | /ma "Cure" < t > | Casts Cure on my current target. Switchedto 'Regen' once I no longer used Cure 1 in exp. party situations, and lateron "Regen II" once it was available to me. |
| ALT+2 | /ma "Cure II" < t > | Casts Cure II on my current target. |
| ALT+3 | /ma "Cure III" < t > | Casts Cure III on my current target. |
| ALT+4 | /ma "Cure IV" < t > | Casts Cure IV on my current target. |
| ALT+5 | /ma "Cure V" < t > | Casts Cure V on my current target. |
| ALT+6 | /ma "Regen" < t > | Casts Regen on my current target. Switched to '/equip Main "Holy Shield", /equip Main "Rose Wand" once I begainusing Dark and Light Staves. I still keep a wand and the shield becausethe added MND assists in landing debuffs when your party has a Bard insteadof a Red Mage, or doesn't have either one. |
| Alt+7 | /equip Main "Dark Staff" /equip Body "Seer's Tunic"/heal | I use this for resting instead of CTRL-H. Partly because it preventsthe accidental hitting of CTRL-G (calling for help - which I have done onceand is REALLY embarassing!). This is even more useful once you can use a Seer's Tunic / Dark Staff anddon't use them as your main armor/weapon A macro like this allows youto automatically equip them when you go to rest. The macro below(Alt + 7) should be used to stand back up and equip your regular healing gear. |
| Alt+8 | /heal /equip Main "Current Healing Weapon" /equip Body "Current Body Armor" | This equips your regular healing weapon and armor when you are finishedresting as you stand back up. |
| ALT+9 | /p Preparing (DivineSeal)! /ja "Divine Seal" < me > | Uses Divine Seal, which doubles the amountthat you heal with the next Cure spell you use. |
| ALT+0 | /p < mp > (< mpp >) remaining!< call19 > | This lets your party know how many MPyou have left, and < call19 > makes a noise to draw their attention. < call1 > through < call20 > all make different noises in party chat. |
| CTRL+1 | /target < bt > | Sets the NPC that is red to your partyas your primary target. |
| CTRL+2 | /ma "Flash" < t > | Almost guarantees the next attack or two by the target will miss. |
| CTRL+3 | /ma "Silena" < t > | This needs to be readily available. Silence will rendera paladin or ninja tank useless, so keep this macro handy. |
| CTRL+4 | /ma "Paralyna" < t > | Paralyze is just as damaging to your tankas silence, and it really messes with anyone else hit by it also. Alwayshave this spell easily accessible. |
| CTRL+5 | /ma "Blindna" < t > | There are a lot of mobs that can blindyour party members, and nothing frustrated a melee more than not being ableto hit their target. |
| CTRL+6 | /ma "Sleep" < stnpc > | Another useful black/red mage spell thatyou won't have available to your white mage until you are a higher level(either 40whm/20blm or 50whm/25rdm). You can also throw in an elemental seal as part of the macro if you are using a black mage subjob. |
| CTRL+7 | /p Using (Benediction)! Get ready to help me out! /ja "Benediction" < me > | Tells your party that you have decided to use your two hour ability and reminds them to do what they can to tryand draw the hate from you. |
| CTRL+8 | /ma "Barwatera" <me> | Not necessarily Barwatera, but whatever protection spell you need the most often based on the mob that your party is engaging. |
| CTRL+9 | /p Gather around for (Protectra) and (Shellra)! /wait 2 /ma "Protectra" < me > /wait 7 /ma "Shellra" < me > | Casts your group buff spells with thetouch of one button. |
| CTRL+0 | /p POP! Look out! < call1 > | Tells your party that something has poppedthat you need to let your party know about. You have a good view fromthe back lines and if something pops that might aggro your party or link withyour current enemy, you need to be able to let the tank know in a hurry sohe can move the enemy elsewhere. |
Tips for those at level 40 and beyond:
- Keep your enfeebling and divine skills capped by sneaking ina Dia II at the start of every fight (even if you have a Red Mage) and a Banishsomewhere when you have a free moment.
- Carry a stack of echo screens with you at all times if you arefighting enemies that can either cast Silence or use AE silence attacks. Notonly is it critical that you be able to cast your spells, it is also criticalthat most of your party members be able to use theirs as well. If youhave an echo screen you can easily get rid of your own silence and then castSilena on everyone else.
- Keep your tank hasted, especially if you have a blink tank.The Haste will reduce recast times on the tank's spells, whether theyare Utsusemi from a blink-tank or Cure/Flash from a paladin. Ninjaswill love you if you pay attention and recast Haste as soon as it wears off.Also, receiving Slow status will cause that person to lose Haste, sopay close attention to mobs such as crawlers with Slow attacks.
- Flash is a great spell for white mages too, not just paladins.If you are leveling with a paladin that is totally holding hate, payattention to when he Flashes and use your own Flash about 10-15 seconds later.Flash will practically guarantee a miss or two from the enemy making it worth the MP if you are fighting mobs that do more damage than a CureII can heal with a single hit. Be careful though, if you use this whenhate is barely being held by the tank you are likely to pull the hate ontoyourself by using this. Once you have your enmity reducing AF armorthis becomes safer to use without risking your neck.
- Start saving for a Light Staff (+10% curing potency) and a DarkStaff (+10 MP regeneration while resting). They are ESSENTIAL whitemage tools once you can equip them (Level 51+). Once you have and canuse them, use /heal and /equip macros as shoon in the above table (Alt +7and Alt +8) to switch between them as you rest and stand up.
Last updated 11/4/04.
About the Author
----------------
Turrin is a hume whm/blm on the Garuda server. He can be reached for comments and suggestions at turrinffxi@hotmail.com.
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