Greetings!
This guide was designed to provide some helpful information on how to
play White Mage at it's optimal best.This guide is meant for End Game
Information for White Mages in FFXI.
This guide will cover everything from Tactical Gear Changing and useful
medicines. It's designed to make everyone a better WHM using very
advanced techniques which prove useful in the end but may not come to mind
until deep thought.
With that in mind, let's begin!
Chapter 1. Equipment
Chapter 2. Curing Styles And Subjob Combinations
Chapter 3. Medicines & Food
Chapter 4. Communication & Status Ailment advice.
Chapter 5. Approaching and Handling Emergency Situations
Chapter 6. Macros
Chapter 7. Meriting
Chapter 1. Equipment
Okay, this is the first topic I will talk about and will prove to be one of
the most important. The most expensive gear is certinly not the best
after I am through with this and you will see!
Items you should have:
Lots of HP+ Gear (You: WTF, Right?, well, you will see.)
Bomb Queen Ring
Physical Earrings
Medicine Gear (Earring and Ring)
Bibiki Seashell
Hi-Ether Tank
Cure Clogs
Okay with that list in mind, let's begin!
So, Medicine ring gives +10% cure potency at yellow hp and less than 100 TP,
very nice and why would we need TP? Take advantage of it!
Medicine Earring, -30% ALL Damage at same circumstances, very nice =)
So, the HP Gear...why? Notice how I mentioned you should have Medicine Gear?
That's why. The more HP you have, the sooner you enter "yellow",
triggering the latents. AHA! For example.
You have all your MP+ gear on, with lots of hp-, poses you with a
threat obviously.
Max HP 800
Latent triggers @ 600 HP
Okay, so you remove your MP+ HP- Gear after using that MP, and your
MP remains low alot I imagine under normal circumstances like in EXP.
And now after equipping HP Gear, you have 1000 HP Which means...
Max HP 1000
Latent Triggers: 750 HP
So now you have a bit more insurance for your survival and your latent triggers
alot sooner, and you are able to have decent HP as well!
Although, when undead are around, this is not a good idea, so wear
LOTS of HP- gear if you can, for example Tiamat (Night Only) and Vrtra.
With this, you learn that WHM is all about conserving MP in a controlled,
limited amount.In the event that you somehow regain 90% of your MP
without all of your MP Gear, feel free to put it back on if you want and
switch out later.
Bibiki Seashell, nuff said, useful if you somehow steal hate.
Hi-Ether Tanks are very cheap and good for when you need a mana boost
in a somewhat tight situation, keep using them after their recharge is up
and although they take awhlie to use, it is worth it, good for
almost a Cure III.
Cure Clogs, plain and simple help with rapid-casting, and won't rob your MP
if you wear Zenith Feet or Rostrum Pumps, but the choice is yours.
Of course, it goes into full effect when you merit cure cast time and
will definatley help, although most of the time you can't tell due
to lag, just spam macros hehe.
I will discuss more on this topic as more ideas come to mind :)
Chapter 2. Curing Styles
There are Generally two kinds of ways people Cure, Compulsive and
Conservative, although sometimes people play a bit of both.
Both ways are acceptable as long as they aren't too crazy,
but, subjobs play a huge role in support.
So if you're the person who cures all the time whenver a person gets a
hit, I suggest subbing BLM for Conserve MP, it really does help alot in
the long run although most of the time it is unnoticeable.
Also in emergencies, an elemental seal sleep 1 can sleep pretty much any
sleepable HNM believe it or not, and Aspir is nice when applicable,
although it is very gimped when subbed.
If you usually sit back and cast Regen all the time and let it do the
work and throw in a Cure when it's needed, or just have a
huge cure potency, or if it's an exp party with a nin, then SMN Makes
the best choice because of auto refresh. Also depending on the HNM you
fight, SMN may make a good choice for aerial armor and the auto refresh,
especially if you don't need to cure a whole lot.
As far as subbing Red Mage, There's no reason really to actually do it,
but it doesn't hurt to either way. Fast cast is nice,
especially if you have rostrums, and for some odd reason that you may need
Gravity or Dispel, well, it's avaliable, but will it stick or not is the thing.
Most of the time, you generally have a good idea what to sub
naturally, but this just gives a detailed explanation and might
actually make you change your mind next time you head to a certain HNM
and the WHM count.
Chapter 3. Medicines
Nowadays, at least on Ramuh, Medicine is rather cheap. Buying a ether or
hi ether tank will save you a lot of money and space and will be useful
when needed. Carrying a vile elixir or +1 won't hurt either just in case
the moment arrives which it is life threataning for the LS. Just remember
if you are following my HP+ MP- Gear advice, to SWITCH out your MP gear
before using a Vile elixir, otherwise you won't recieve it's full effect
since it restores MP based on a Percentage of your Max MP. If you are unsure
of owhat medicines do what, refrence yourself with somepage or allahkahzam.
Also, unknown to many, mulsum is a fast acting stackable "Ether" which
restores 10 MP every use. It may seem quite expensive, but in the end,
remember, it restores 120 MP. This should me macroed if you carry it and
it is very, VERY nice to use, you should try this at least once.
I reccomend if you have the item space to carry the following to HNM in
this Perspective order:
Hi Ether Tank Or Regular Ether Tank
Mulsum
Vile Elixir NQ or HQ
Pro-Ether
As far as food goes, there is only one food that I reccomend the most,
and that is Mushroom Stew. This food is a godsend from SE and is the best
White Mage Food around. This thing gives +45 MP MND, 4MPH, AND enmity -4,
AND lasts for 3 hours. Although it is very expensive, it is worth the money
for long running HNM, just be careful not to die while using it. If you
can't use that, Ginger or wizard cookies are the way to go.
Chapter 4. Communication & Status Ailment advice
The most important factor in anything is Communication, and this is
certinly highly dependant on it. Deciding what tank to cure and how it's
done will make battles run alot smoother and more sucessful.
There are many options that can be done for example. When there are multiple
tanks, you can either have a person cover an individual tank, or have the
tanks say in the LS they have hate, with a macro even perhaps to make things
easier for everyone. The manner of curing them depends on the situation as
well. If there is just one main tank, and depending on the amount of healers
should determine the spells to use. For example, we have one tank on Fafnir
and about 4 healers, everyone should only probably end up using Cure II on
the tank unless of course they are healing someone else or there is an
emergency. Wasting MP for no cure is a con for everyone and not just the
white mage, so it is important to estabalish who to cure and how to do it.
Status Ailment removal should be assigned to a specific tank and it may be
more convinent for BRDs or others who sub WHM to take up this task, unless
it involves Stona, which can only be used by main WHM. Although the majority
of them dont use much MP, some people are very quick to recognize abillities
and spells and act upon it quick, and in my opinion, all WHM should analyze
and cure an ailment in 5 seconds tops, depending where their spell
cursor is of course, I have trained myself to do it in even less time
and you all should too. The spell list can be moved around in the menu
option and on HNM and EXP Parties I generally put the status curing
spells on top since I know what mobs we will be fighting and what
ailments they cause. For Erase though, I macro it to Ctrl + 7 all the time
but that is just me. Remember that some ailments can't be fixed by a
positive effect. For Example:Haste Cures the Slow Spell, however it doesn't
cure Slow done by spider web by spider monsters.
Chapter 5. Approching Emergency Situations
First rule of thumb: Whoever starts casting Raise on a person ALWAYS Casts it.
This applies to all who have the abillity to Raise. If 3 people cast raise on
a person (And it happens quite frequently) wastes A LOT of MP.
When someone is KO'd during a very intense fight which requires lots of
curing and downtime to recover MP, the White Mages should compare MP and
decide who should raise the person and how important they are to get it done
in a certian time. Tanks should ALWAYS be raised as soon as they are KO'd,
for the longer they wait for raise, the longer everyone must wait for a safer
fight and the higher the wipe risk increases. This should be common sense to
most people but it is important to remember all the time.
In the situation of a total wipe, don't panic or argue or disagree, this
is your problem to fix as a White Mage.
Remember: DO NOT RAISE ANYONE WHO ISNT A WHITE MAGE/PALADIN WHEN ALL THE
WHITE MAGES ARE KO'D. This saves time and will ensure that
everyone will get a raise very quickly. In this kind of situation,
remember those seemingly useless Raise Rods? Well, now is their time to
shine and save the day and MP! Now while weakend, you don't need to wait
for a 2 min recast to raise someone and save some MP as well. Although they
tend to be very expensive, this is the time they are to be used and what they
are made for, perhaps our linkshell could supply them for this too.
Logging out to reset hate should be done on a schedule, Perhaps every 10 or
20 mins a logout cycle begins 1 mage after another, this isn't exclusive to
mages but should be applied to all melee too, since we all know how HNM can be.
Chapter 6. Macros
As far as macros go, do as you see fit. This is my general overview platelete,
feel free to use my ideas. Just be sure to include protection for yourself and
others in it
Ctrl 1: Blink
Ctrl 2: Stoneskin
Ctrl 3: Barspell
Ctrl 4: Flash
Ctrl 5: Raise III
Ctrl 6: Aerial Armor
Ctrl 7: Erase
Ctrl 8: Haste
Ctrl 9: Regen III
Ctrl 0: Unused
Alt 1: Cure I (Target)
Alt 2: Cure II (Target)
Alt 3: Cure III (Target)
Alt 4: Cure IV (Target, OMG CURE IV BOMB)
Alt 5: Cure V (Target)
Alt 6: Garuda
Alt 7: Protect and Shell
Alt 8: Nobles' Tunic Club and Shield
Alt 9: Noble's Tunic and Light Staff
Alt 0: Resting gear
This is generally a good all-around platelette to use just about anytime,
access to the most needed spells simply.
Chapter 7: Meriting
I highly suggest Regen Merits and Cure Cast time merits, these will
benefit your WHM the most and in the end prove the best. BAR spell+
is nice, but doesn't give enough, Banish bonus only applies to Undead for
the most part And Divine Seal Recast..? No thanks.
Well I hope you all got something out of this, and enjoyed it!
This Document is Copyright 2006-2009 by myself and is
used by the Author's Permission. "White Mage" "WHM" and "Final Fantasy XI"
Are trademarks of Square-Enix U.S.A.