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spells to get early on in the game ^^

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  • spells to get early on in the game ^^

    hey everyone im locust and im on the midgardsormr server hailing from san dorito. anyways im a lvl 10 red mage and i was wondering what spells should i acquire between now and say lvl 20? as of now i have cure, protect, bio, stone and blind

    thanks for your help!
    "when there is no more room in hell, the dead will walk the earth."

  • #2
    You really need every single spell available, every one of them has a good role at some point in time so get them when/if you have the money. If you must prioritize i would say :

    1) Enfeebling spells
    2) Curing magic (Cures or regens of any type)
    3) Buffs ( Protect/Shell)
    4) Status eliminating (if sub whm)
    5) Elemental damage spells (more important if sub blm)
    6) Bar spells
    7) En spells

    That is just my personal ranking of the spells, i could seriously get by fine without one en spell, but i bought them for the origonal "Cool factor" save your couple of thousand gil or just buy 1 if you must. Hope that helps
    --RDM----WHM----BLK---- RANK: 8
    ---63-------33------22---- San D'oria
    All Artifact Armor Attained
    Genkai 1,2,3 and 4 complete
    ::IFRIT SERVER::
    Joining of Six 4 Life
    ::JOINING OF SIX::

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    • #3
      yeah, i had a feeling that you really needed to just get each and every spell. although right now im not finding bio very plausible with its 22 mp cost and i only have 62 mp in my pool. i too am going to get the en- spells for their coolness factor though. thanks for the help!
      "when there is no more room in hell, the dead will walk the earth."

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      • #4
        You need these spells (no particular order, forgot their levels, just make a note of them):

        Paralyze, Slow, Dia, Blind, Bio, Silence, Gravity, Poison, all elemental attack spells, all the protect spells, all the shell spells, all the cure spells, Refresh, Dispel, Stoneskin, Blink, Aquaveil


        These spells are optional:

        All the En-xxx spells, all the bar-xxx spells, all the Spike spells, Phalanx.

        If you must have one Enspell, just use Enthunder, it seems to work ok for most monsters. I got them all because I like the idea of enchanting my blade with an element, but that's only because I had spare gil.
        I still do not have Barblind.

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        • #5
          Since I'm basically at the same stage (just started out) I can tell you that these are the spells I got.

          Level 1: Dia
          Level 3: Cure
          Level 4: Stone
          Leevl 5: Poison, Paralyze(i think)
          Level 6:
          Level 7: Protect
          Level 8: Blind
          Level 9: Water
          Level 10: Bio??
          Level 11: Bind
          Level 12: Aquaveil
          Level 13: Slow
          Level 14: Aero, Cure II

          I may not have all the levels right, but those are the spells I have. Most of them are important. Seeing as the most expensive one was slow (900 gil) they don't exactly break the budget yet. My advice, go to magic shops... screw the AH, unless absolutely necessary.

          Paralyze, Blind, Bind all drop from magic based beastmen, so be patient for that and save yourself a bit of gil.

          There are also 2 or 3 bar spells (barpoison, barstone, barsleep) that you can buy in there too, but since you can only buy them from Jueno shops, people sell in at auction for triple their cost... I would wait on those unless you have up to 1000 gil to spend on each.
          FFXIV: ARR - Leviathan Server - 50 Bard, 47 Dragoon, 50 All crafts, 48 Botany, 48 Miner
          FFXI: Shiva Server

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          • #6
            yeah, i wanna get paralyze soon, i havent gotten it from an orc drop yet, so i guess ill wait for it and save up for something else. how much hp and mp do you have as a lvl 14 taru rdm?
            "when there is no more room in hell, the dead will walk the earth."

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            • #7
              Originally posted by locust
              yeah, i wanna get paralyze soon, i havent gotten it from an orc drop yet, so i guess ill wait for it and save up for something else. how much hp and mp do you have as a lvl 14 taru rdm?
              Paralyze only goes for like 100 gil at auction house. Just buy it if you cant get the drop. That's what I did with Blind. Just stay away from AH when buying spells you can get at stores, as some people tend to buy from stores and sell for more at AH (don't ask me why) I wanted a Lauan Sheild, it was going for 400-500 at AH, went to store it was 123 gil.

              My Taru has 149 HP, 146 MP (143 mp +3mp from Windurst Ring) .... I played Elvaan RDM in beta, and MP was always a struggle, but I could take hits and hit enemies for fairly good damage, so it evened out. Stick with it though. When you get to level 30-40 you get RSE equips that add 60 more MP total. Plus there are other items that can boost MP if you have some extra cash to spend on them. When I was level 40 RDM/16 WHM I had over 300 MP with my RSE (Race Specific Equipment) on.

              By the way, you are probably healing as much or more with cure 1 than I am at level 14 because of your high MND stat. I have a Justice badge (+3 MND) and a Saint Ring (MND +2), so that's +5 MND and I still only heal 24-27 HP with a cure 1.
              FFXIV: ARR - Leviathan Server - 50 Bard, 47 Dragoon, 50 All crafts, 48 Botany, 48 Miner
              FFXI: Shiva Server

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              • #8
                Oh, and to answer your question about level 10-20 spells, well I answered 10-14, but at 16 you get Shell and En-Thunder (I recommend this...your first RDM only spell) At 19, you get Silence and Fire. Not sure if there's any others in that range. At level 20, you get Sneak and Blaze Spikes.
                FFXIV: ARR - Leviathan Server - 50 Bard, 47 Dragoon, 50 All crafts, 48 Botany, 48 Miner
                FFXI: Shiva Server

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                • #9
                  yeah i just also bought htat justice badge from the ah and it boosted my mind WAY up. it was more of an accident really, what i thought i needed was mind when it was really intelligence. ANYWAYS, thanks alot for your help, you have a crazy amount of mana but less hp than me. im sure ill be well off but i sort of wish i had been a taru, theyre so adorable haha.
                  "when there is no more room in hell, the dead will walk the earth."

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                  • #10
                    It's nice being a Taru. People automatically dismiss them because they have low HP and VIT, but I was able to solo Decents with high defence and Even match mobs in Tahrongi last night with no fear of dying. I took out several Goblin Butchers at level 15, and was taking out Yagudo Medicants, Pipers and Persecutors that all checked as Decent or Even. I even had decent HP/MP levels left. My strategy was this...

                    Bind them first, then start blasting them with enfeebles. Slow, Bio, Paralyze, blind, then maybe a Water or Aero nuke. By then the bind wore off, and they would come after me. My enfeebles made their melee very ineffective, so I was able to outlast them without much problem. Even when the Yag had an elemental with him, I still won rather easily. Not many classes can do this at level 15
                    FFXIV: ARR - Leviathan Server - 50 Bard, 47 Dragoon, 50 All crafts, 48 Botany, 48 Miner
                    FFXI: Shiva Server

                    Comment


                    • #11
                      Originally posted by locust
                      yeah i just also bought htat justice badge from the ah and it boosted my mind WAY up. it was more of an accident really, what i thought i needed was mind when it was really intelligence. ANYWAYS, thanks alot for your help, you have a crazy amount of mana but less hp than me. im sure ill be well off but i sort of wish i had been a taru, theyre so adorable haha.
                      Justice Badge is one of the better neck items until you get Holy Phial, or maybe black neckerchief if you really want the int. Even as Elvaan you're still gonna need more mnd to help land silence on ITs.

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                      • #12
                        Agreed, Digital. Silence is an incredibly useful spell, especially in Buburimu/Valkurm at the end of your time there. Great method to take down IT gobs I had was to have the puller go after a goblin leecher/gambler (or tinkerer if those weren't around) and stand a decent distance from the party towards the incoming target. As soon as he was in range, I'd fire off silence, and then run back to the camp where the tank would pull the hate off me and then I'd cast the rest of my debuffs.

                        In order of level, here's what I'd get as a first priority:

                        Bio, 10, 22mp - extremely useful against targets with high melee damage as it reduces their attack, as well as does DOT (damage over time). Level up that dark skill, you'll need it!

                        Bind, 11, 8mp - a big help when in those sticky situations, use it to stick a target down and run

                        Aquaveil, 12, 11mp - get it or you're in trouble. Significantly reduces casting interruptions, as you'll still be meleeing a good portion of the time

                        Slow, 13, 15mp - use against melee targets to reduce their attack speed (increases delay), its a tanks best friend!

                        Cure II, 14, 24mp - get it for emergencies when heavy duty healing is needed and the white mage will get hate if you don't pull it away. Not for regular use until your mp pool is larger though.

                        Aero I, 14, 18mp - good nuke to have when needed for that little bit of extra damage. Black mages nukes will still overshadow you though, so only use it when needed.

                        Deodorize, 15, 10mp - useful in some situations, good utility spell and worth the gil if you can get it for a good price.

                        Diaga I, 15, 12mp - when you have multiple targets and need to get them in one shot, this is your spell. Bear in mind that you'll likely get a ton of hate as well...

                        Enthunder, 16, 12mp - your first En- spell, its good and keeps your damage in the useful range. Don't use it all the time, but a macro for it is good to have when in those melee situations.

                        Shell I, 17, 18mp - get it or suffer. Increases your magic defense, and sometimes the whm can't keep everyone buffed if it drops in the middle of a battle with a caster type.

                        BarFire, 17, 18mp - great for dealing with goblins, as it will reduce that bomb-toss damage and likely save you more times than you'll be comfortable with. Has utility for many, many levels.

                        Silence, 18, 16mp - highly useful and will save your @ss so many times you wont believe it. Especially good for dealing with caster type targets that are a little too nuke-happy...

                        Fire I, 19, 24mp - again, a good nuke to have. Use it when needed, otherwise leave the "nuke'n'pave" to the black mages, as you'll be busy with other things.

                        Blaze Spikes, 20, 8mp - good when you are being hit and need to cause a little extra damage. Don't use it unless you'll get hate, but it's useful.

                        Sneak, 20, 12mp - don't leave your mog house without it! You'll need it to get past the dancing weapons, ghouls, etc. in Qufim, as you'll be heading there soon. Be ready to cast it on pt members all the time, and set macro's for the task.

                        Spells I left out I considered to be inessential at your point, but I might have missed one or two in there. If you don't have paralyze for some reason, get it or you'll be in a load of trouble with targets (and don't listen to the idiots who say it doesn't do any good).

                        Good luck with being a red mage!
                        -pdac (retired)

                        At the endgame, I had: Full AF for RDM, RNG and NIN. Sky, Clothcraft 97, smithing 45 and far too much gil. My Jobs ended at RDM 75, NIN 65, RNG 59, BLM 37, WAR 33 and SMN 26. Finally, I synthed a Royal Cloak /signed/ for a friend.

                        Time to move on.

                        See you all on the flip side (*'-')/

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                        • #13
                          thanks man that was very informative! just got aero last night and next on my agenda is aquaveil
                          "when there is no more room in hell, the dead will walk the earth."

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                          • #14
                            i don't like diaga. AOE spells are just asking for trouble when you're lvling.

                            Thanks Yyg!

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                            • #15
                              neighbortaru, I generally only use diaga when farming, to get a big parade going. But in the lower levels, I could've used it for the occasional crowd-control when we had link/add and the black mage was unable to take care of it all. It's not a commonly used spell, but it is indeed very good to have just in case.

                              Common situation where it is useful: White Mage or Black Mage are low in mana and are busy, then a link/add decides one of them looks tasty and the main target agrees. Use it get both of them away from the mages in one shot, so the melees can get the hate back towards them and the black mage can sleep one if necessary without being hit.

                              locust, glad I could help you out. Let us know how it goes for you, and your experiences with the usage and effects of the various spells ^^-b
                              -pdac (retired)

                              At the endgame, I had: Full AF for RDM, RNG and NIN. Sky, Clothcraft 97, smithing 45 and far too much gil. My Jobs ended at RDM 75, NIN 65, RNG 59, BLM 37, WAR 33 and SMN 26. Finally, I synthed a Royal Cloak /signed/ for a friend.

                              Time to move on.

                              See you all on the flip side (*'-')/

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