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  • White Mage: a small retrospectus

    I finally levelled to 20 and officially am done with WHM, more or less. I figured I'd post my experiences here in the hope that somone can learn from them, and also include my future plans in the hopes that someone can instruct me further if it looks like I made a(nother) gigantic mistake. So, with no further ado...

    As I said, I hit level 20 WHM last night, and I celebrated the occassion by running to San d'Oria (from Selbina... god I hate doing that), selling all my stuff, stripping down to a 1 WAR/1 WHM, and running to Jeuno. As I only had 300-odd XP with my WHM job, while 4600 were required for the next level, I would've lost a level if I died en route to Jeuno, so to preserve my level 20-ness I ran there as a naked level one. Surprisingly, with some care, I made it the first time through, did the Chocobo quest, and am now happily levelling WAR.

    General Hints

    Perhaps the most important thing I learned during my days of levelling up is to have lots of friends. I mean, this may seem fairly obvious, but it was easy to make and keep friends as a WHM, and if you can you really should. Being consistently on the ball and talking to people will get you really far in this game. I grouped with almost the same party from 10-20, and now we have a linkshell. It's worked out quite nicely for everyone involved. Really, make friends early and make 'em good. You'll thank yourself constantly. I know I do.

    In terms of more practical matters, though: macros are the best things ever. I had all my Cure's macroed, with a small party-notification at the same time the Cure was going off, and that helped improve my efficiency tons. There's an excellent macro guide on Gamefaqs.com -- go read it and love it. What also helped with efficiency, around levels 13-15, was stopping with the melee. First, it allowed me to target my party members much more easily (learn and love F1-F8), and second, it saved me and my party uncountable times.

    You see, though with a mace my damage output could near a real tank's, we're intended to be healers, not damage-dealers, and I would rather have my Wand +1 anyday than a Bronze Maul. Additionally, and the primary reason I stopped getting up close, there are really nasty AoE's out there. Tons of damage and hideous status effects (including paralyze, sleep, or, god forbid, disease) weren't worth the small amount of melee damage I could do -- especially if, by staying out of AoE range, I could fix those status effects on my party members. Pretty easy decision there, eh? Finally, staying further away gives the WARs more time to taunt off of you, which, believe me, can be a life-saver.

    You should use maces/shields, not staves. Staves only add to HP and MP, which is pretty worthless considering the amount they give: on the other hand, maces add to MND/INT, and shields have saved me before from 40-damage hits. It doesn't happen often, true, but it does happen.

    As soon as you use Benediction, run to the zone. You'll save your party, but you might die, as Benediction will get you aggro quickly and permanently. Just hit the button, save everyone else's life, and start running your little heiny off.

    Get a Justice Badge and Friar's Rope ASAP, you'll wonder how you survived without. And, finally, always try to be one of two WHMs. It's so much easier and more efficient to heal with a friendly WHM that it's almost ridiculous. Do NOT, however, split the party up between you two. Just agree to use Cure (or Cure II in emergencies) most of the time, and the two of you will probably do much less stepping on each other's toes than you might think.

    Spell Thoughts

    In my opinion, many WHM spells get a bad rap. It's true that Protect does not scale particularly well as you gain levels, but that defense boost is always nice to have -- and, in my opinion, Paralyze should be cast every battle. But I'm probably getting ahead of myself here.

    In general, spell tactics should work thusly: while the monster is coming in and getting its first few hits on the tank, you should lay down the Enfeeblement on it, then work the tank's health back up to a more comfortable level. Rinse, repeat, and make sure Shellra and Protectra stay on your party. Don't bother recasting Enfeeblement spells unless the monster still has more than half life when they wear off. And if it does, consider retreating.

    Specific-spell thoughts:

    Cure: From 1-20, this is your staple cure spell. Only use Cure II if someone in your party is losing health rapidly, or someone got hit with Jet Stream or Hell Slash and needs their health out of the orange straight away. You should be spamming this spell on the main tank always. Or, at least, as long as he's losing HP.

    Cure II: As I said, only in emergencies. A 30 heal from only 8 MP is far, far superior to a 60-80ish heal for 24 MP. While it's true I was getting about 90 on Light days from my Cure II towards the end of my WHM's life, at low levels CureII is simply not worth the MP investment.

    Curaga: Do NOT use this spell during combat, unless the monster is almost dead and you want to get a slight jump on healing. Even if your entire party has taken seven Goblin Bombs and they're all in the orange, just cast Cure II a couple of times on the main tank. Do NOT use this spell. The hate it generates is truly astonishing -- only slightly better than Benediction. That said, Curaga -is- a great downtime saver, especially if your party has taken a few Goblin Bombs or other unpleasant AoEs. I consistently used Divine Seal with this spell after bad pulls to heal everyone for ~150 health with only a 60 mana outlay on my part. You don't want bad pulls, so you don't want to use this spell, but it is convenient to have around for when they happen.

    Dia: Cast this on every mob your party fights. It is unresistable, and while it's true it does sucky damage, it does lower defense, and against snippers and the like, every little bit counts. Additionally, this spell is THE great way of raising your Enfeeblement.

    Paralyze: Cast this on every mob your party fights. It can unfortunately be resisted a fair amount until your Enfeeblement skill is high (Dia is good for raising it), but when it lands it's quite nice. Only 6 mana outlay will save you 3-4 heals. So, 6 mana versus 24-32 mana. Clear winner, here.

    Slow: Definitely cast this on every mob your party fights. You can't argue with increasing the monster's delay -- it means less damage for everyone.

    Protect and Shell: At low levels, when Protect really makes a huge difference when compared to your natural defense, it's very nice to have around. At higher levels, it moves from 'very nice' to 'just nice.' Still, make sure everone has it on them at all times. Same with Shell, when you get it -- I haven't noticed it making a huge difference, but it can unexpectedly save your life, and costs a negligible amount to cast.

    Bar-spells: I have had no luck with these. Even though I spent an inordinate amount of money acquiring Barsleepra, my entire party still goes to sleep when the Sheep do their AoE. I wouldn't waste money on this spell, if I had to do it again.

    Banish & Attack Spells: I say 'Attack Spells,' as well, as I will be briefly discussing using Cure against undead monsters. In a word: don't. Don't use Banish, don't use Cure, don't attack. Banish takes a simply ludicrous amount of mana to do a pretty pathetic amount of damage. Cures versus undead are even worse -- if you cast Cure II on a tough ghoul, you'll do about 30 damage -- roughly equivalent to what a WAR gets for free. Save your mana for heals. I can't impress this on you enough: a group of mine died in Gusgen because an idiot insisted on casting Cure II on the ghouls, instead of on us. The only time I've even found Banish to be vaguely useful is against snippers and thickshells, after they cast metal body. If their HP is low, a Banish can finish them off, and that's generally worth it. You can also Banish to finish a Light-aspected skill chain, but those are harder to get than they sound at the levels we're talking about.

    Quest Thoughts

    Subjob Quest: Goddamn this quest was terrible. I can only reflect on the Selbina version of this, but it was easy enough to acquire a Crab Apron and Damselfly Worm -- and neigh unto impossible to get a Magicked Skull. In general, if you can, form a full alliance with 2-3 thieves and go hunt in the Gusgen Mines for a good 8 hours. You may find enough skulls for everyone, but I wouldn't hold my breath. The Ghouls in the Dunes seem to drop Magicked Skulls much more frequently, but they spawn only during the night, and very rarely at that. Gusgen is probably a better bet, as you'll get fair XP and have an okay shot at the Skull. Keep in mind it is a RARE DROP, though, and will take you FOREVER to get it, unless you are extremely lucky and in that case I hate you. =D

    Chocobo Quest: This really wasn't so bad. Running to Jeuno is harrowing, but very possibly. The only annnoying part about this quest is that you have to wait 6 in-game days to do it, and as near as I can figure a day translates to about half an hour to an hour of real-time. It REALLY SUCKED being chained to my computer for that length of time, doing nothing but wandering around Jeuno and feeding a damn Chocobo.

    In general, both these quests were almost more trouble than they were worth. I mean, the game is crazy fun, but why make such a rare drop so desperately important? Why force a player to sit in front of a computer for 6 hours for a quest? These elements should have been redesigned, in my opinion.

    Continued...

  • #2
    Hunting:

    Fairly straightforward. This is, again, from the San d'Orian perspective. Just remember that soloing, for you, will start to get really sucky at around level 8. It's possible to get all the way to 10 by yourself -- I did -- but it is by no means particularly pleasant.

    1-5: Whatever. Go hunt rabbits.

    5-10: During these levels, I headed to the King's Tomb. The Goblins there are tough for these levels, but they drop tons of Fire Crystals which will make you rich reaaally fast. Also, bats drop bat wings which are almost as good.

    10-15: The early part of this level I spent in La Theine, hunting thickshells around the Ephemere. They're really attractive monsters: they don't aggro or link, and all things considered they're easy to take down. Just watch out for the Water Elemental in the area, which will aggro you if and only if you stat casting a spell (ANY spell) in its vicinity. I promise you, any spell. Don't believe me at your peril.

    After a few levels, my gang and I headed over to Valkurm. Man, I love Valkurm. The early part of this place is full of rabbits which are lovely to kill. Be aware of Goblin Ambushers and Butchers, though, which will add and can be very tough for your level.

    15-20: Valkurm. Move further into the dunes and start taking thickshells and ambushers/butchers at a consistent rate. Vary your diet with sheep, if you're feeling gutsy -- just remember you can heal any party members that are asleep and they'll wake up. Avoid like the plague the leechers and muggers, they will easily kill you and your entire party. Oh, speaking of death, make sure, at these levels, to set your homepoint in Selbina. You'll thank me later.

    Damselflies are an unfortunate fact of life at this point. They're harder than Goblins, though, and they have a really annoying AoE. You have to kill one for a damselfly worm, but as there's no good spawn of them and they link and they're annoying to take down, I'd suggest against hunting them specifically.

    Quite despite myself, I also made two levels from 15-20 in the Gusgen Mines. It is surprisingly good XP, especially if your party is competent. As soon as you get in, go left through the room with all the skeleton warriors to a long hallway. At the other end of the hallway is a large room with a shack in it. Two bandersnatches and two ghouls pop here on a consistent basis. Camp here, just watch out for skeleton warrior adds from behind. And, WHM, do NOT stay in range of bandersnatch's AoE. They will disease you, which takes FOREVER to go away and additionally prevents you from regaining HP OR MP. This spell has taken my party out of commission for up to 5 minutes. Really, it's terrible.

    My Plans Now

    Now that I'm done with WHM, more or less, I'm going to level WAR to 30, and probably switch to PAL after that. On the way there, though, I hope to level 1hs, 2hs, scythe, and spear every level. I may eventually want to be a Dragoon or Black Knight, after all, and I may as well get the skills in now for those eventual job paths.

    And that's about everything I wanted to say. It took awhile to say it, but I hope that somone besides me finds some value from my stint as a WH. =)

    Varys, 20 WHM

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    • #3
      in respects to banish ~ did you raise your holy skill since thats were banish draws its power from (not from int as most Blm spells do)??

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      • #4
        I had my MND as high as equipment could make it, and my Divine skill was around 15 when I quit. Raising it higher wasn't worth it, though, frankly. I can't suggest strongly enough that you never cast Banish. You have far better things to spend the MP on, and it'll never be particularly worthwhile.

        Comment


        • #5
          I'll add some annotations here based on my experiences in beta, as well as my WHM levelling these past few days(Currently level 15WHM/RDM7).

          Regarding Banish:

          IF you happen to be in an area with mid-level worm enemies (Maze of Shakrami, Korroloka Tunnel), Banish has its uses. Find some BLM and RDM, get Barstonra and open fire at long range to rack up tons of XP. It's also useful for winning solo fights up through about level 10, as long as you use it consistently and level up your Divine Magic. You're going to need the Divine Magic skillwhen you get Holy at level 50 if you ever want to Magic Burst with it, also.


          Attacking:

          In situations where there are area of effect attacks you need to avoid, sure, stand back, but I generally prefer to stay in melee range for a couple of reasons. Note that this is important ONLY if you are planning on being WHM main. In Veraticus' case, he's planning to switch to Paladin, so it isn't important in his case. Nevertheless, for the majority of WHM players...

          - Working on Club skill is important for dedicated WHM. It isn't important when you're in a large group, but when you have small groups of 2-4 players, the extra offense is handy. Learning how to heal while you're in melee is a trick that I leave to the reader. There are a lot of approaches to this, but I assure you it can be done. More importantly, the few extra hits you land will make the monster die that much faster, which means there's less damage to be healed overall. I leave it up to each player to decide whether the inconvenience of not being able to specifically target

          - Working on Shield skill is even more important for pure WHM. Shield is a very, very slow-increasing skill, and staying out of combat only makes the problem worse. It's not one of the skills you can "catch up with" at higher levels, either - if your shield skill ends up too low at high levels, you simply won't ever block - this can get you killed a lot more than you imagine when you start slinging spells like Cure IV or Curaga II. Better to develop it when things aren't going to hit you for 100+ damage per hit.

          - There will come a time when you're going to need to cast Curaga, Protectra, or some other area-of-effect spell in a hurry. Because these spells have limited range, you're going to need to be close to the battle to do so, without spending the 2 or 3 seconds to run back into the middle of a fight, plus you risk ruining you casting if you don't come to a complete stop before you start casting, which will get people killed. This is especially important once you get to level 20+, when area of effect damage starts becoming common.


          Icemage

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          • #6
            Just adding my 2gil on being a WHM for 18 levels so far:

            I agree Cure2 is not worth casting unless you need to catch up heal before chaining cure1 before about level 17.
            Cure1 is good for healing taru mages that are almost at half hp

            I've not really had any problems using curaga during a fight.
            If you have just over 60 mana left, everyone is worn down to low hp, the black mage needs a heal so they can risk burning down the mob and the monster is due to toss another bomb or stonega, using curaga is the only choice I would make everytime.
            Having maxed evasion lets you survive getting attacked when you need to pull off divine seal and cure2 or curaga. I have seen mages that have no evasion or shield skill get absolutely mauled in comparision.
            Shield skill does go up slow that I would advocate soloing occasionally to keep it raised.

            I've only died once using benediction when my party was killing Bogy - I was the only one that died and they all survived. If I save everyone else at the expense of myself I am fine with that :p

            Running after casting bene isn't an option in certain areas and may just kill the rest of your party as they try to make a run for it and aggro something else getting away or attempting to kill it while chasing after the mob in a close fight.

            Barrier spells work, I use them alot. Its easy to notice the difference in damage taken when you have a taru mage in the party getting hit with AE and not having a barrier on them.
            The effectiveness of the barrier spell may be linked to enhancing magic skill - i am not sure so I max it out.

            The subjob quest in mhaura was difficult, but one party of 14-23 can pull it off. Hardest part was killing Bogy but laying down paralyze followed by slow and dia then having warrior provoke makes a huge difference.

            3 Mithra are better than 1...
            Sapphire - Valefor 30RDM/15THF
            Navia - Valefor 70SAM/63NIN/42SMN/42RNG/60DRK
            Navii - Valefor 70SAM/64NIN/42SMN/50RNG/60WHM


            Navia - Asura (ret.) 75NIN/75RNG/55WHM/37WAR/37SMN/28THF
            Goldsmithing (99.0 + 3) / Clothcraft (60+1) /Smithing (60.0)/BoneCraft (60) / Alchemy (60) / Cooking (30)

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