White Mage Overview
Statement of Purpose
The purpose of this overview is to give people interested in White Mage a general idea of what to expect from the job, as well as a general guide to the job without spoon-feeding every last topic to those interested. There are a lot of points, counter points, pros, and cons to many of the things I say, but I have tried my best to give a balanced view and keep my opinions seperate from generally accepted "facts.". Think of this guide as awareness of the job, rather than "the way the job should be played." This guide isn't specificly geared to new players or veterans, but rather to anyone who is curious about White Mage at various stages in the job's progression.
I can't say enough that this is an "overview" and not a "guide" to playing the job. There are a large number of threads that can be found discussing all of the topics I address, and each of those threads is chalked full of more detail, and other points of view that are just as accurate as what I've worked up in this overview.
I have tried to go out of my way to avoid "X is better than Y" statements (such as Black Mage makes a better sub-job than Summoner), but at the same time I have tried to acknowledge that there are significantly prevailant views within the White Mage community and FFXI in general with regards to certain topics.
Finally, this overview is written from the perspective of someone who doesn't just play White Mage, but also enjoys it. It is my main job, the only one that I am extremely intersted in playing through end-game, and as such this overview focuses on White Mage as a main job, not a sub-job (or its applications as such.) Because White Mage is so enjoyable to me, I'm very opinionated, and couldn't entirely keep my opinions out though I have tried my best to do so. At the end of each section I've also include my personal views for those who care to read, but shouldn't be taken as gospel under any circumstances.
Is White Mage Right For Me?
White Mage is fairly straight forward for most people. The general understanding of most players who start this job is that they will be healing other characters first and foremost. This assumption is 100% correct, but there is - of course - more to White Mage than "just healing."
Even so, the majority of the game will be spent on the back line, as far away from actual combat as possible.
While it is true that there is always an exception to the rule (some of which are covered later in this overview), you can expect that in general you will never be anything but a support character. If you want to be involved in directly killing your enemies, White Mage is very probably not the best job for you.
One very common misconception about White Mage is that it is an "easy" job. On the contrary, mind numbing at worst and fast paced at best, White Mage is a very hectic job. There is always something to do, and 90% you are doing it.
In short, if you are willing to be a support character, and responsibile for keeping other people alive, then White Mage is very rewarding - and in most cases if that is what you are interested in, then you will likely find that White Mage can be just as demanding as any other job (and just as hectic, too!)
What Race Should I Play?
There are three answers you will get if you ask this question to most people. The first is, "Tarutaru of course!" The second is, "Not Galka. Anything but Galka." And the third is, "It doesn't matter." The catch is that all three answers are correct because it is a very subjective question.
So does race actually matter? If all else is equal then yes, race matters. If you stick a Tarutaru, a Hume, and a Galka side by side in the same equipment at the same level, fighting the same mob, you would notice a difference. The Galka would run out of MP first, but be more likely to survive a few direct hits. The Tarutaru may only be able to take three hits, but isn't as likely to run out of MP. Of course, the Hume will fall somewhere in between.
A simple fact of White Mage is that your survivability matters. If you die, chances are someone else will die as well. But if you run out of MP, the same is true. This is especially true during lower levels. Literally, Tarutaru can only take two or three hits in man cases (and can be easily one-shotted in some!); but in some cases even a Tarutaru is low on MP. Truely it becomes a matter of trying to achieve a balance that fits your play style, and is something you might have to play with for a bit to find what suits you best.
Regardless, if you choose Tarutaru, you will notice a significant decrease in survivablity compared to Galka White Mages. And if you pick Galka, you will notice a significat inability to keep up with Tarutaru in sheer curing power (again, all other things being equal). Hume is easily the most balanced and most likely better suited to new players who are entirely unfamiliar with FFXI while Elvaan's suprior Mind rating gives them an advantage early on when healing magics are lower levels or uncapped. Finally, Mithra have less brute strength than Galka or Elvaan, and not as much MP as Tarutaru or Hume, but they do have a higher agility and dexterity which can help with soloing, especially later in the game when there are so many equipment options its possible to find Galka with less HP and more MP than a Taru.
Of course this leaves the question, "What race should I play?" And the answer is that it depends on your play style and personal preference. You are White Mage. When push comes to shove, you will get parties because other players simply need you. And since the racial differences diminish more and more as you progress through the game, racial differences have less impact in the long run than they do during your initial levels.
In short, play what looks interesting and fun.
Starting Out (Level 1-10)
[spoiler]Starting out as a White Mage can be a pain in the rear. For the first ten levels, you will be soloing, just like with any other job out there. It can be slow, it can be boring, but there are plenty of ways to speed it up.
For new players, and for players who have never played a mage job (regardless how high level you are on your melee job), I do not suggest getting a power leveler to help you out. Playing a mage in FFXI is vastly different than playing a melee character. There are very simply some things you cannot do, and the best way to learn how to handle those situations is doing it.
Also, as a mage, you need to get used to casting magic. The first ten levels are a good time to experiment with timing your casting so you are not interupted or hit while casting. It lets you start getting a feel for how long you can go without curing yourself. It also will teach you just how long it takes to cast your various spells - something that later in the game can be the difference between life and death. And most importantly, it will engrain your mind just how important it is to have MP.
If you solo these levels, you will likely die a lot more than a melee would at these levels. You are a White Mage - you can't take the hits like a Monk or Warrior can. But again, it will get you used to the idea of how tough you aren't. It is a very good way to get yourself in the proper mindset for playing a mage.
If you get a power level, they will take hate from you, and you will end up beating on the mob with your stick. You won't cast spells, you won't get used to the idea of casting spells, and ultimately you will be at a disadvantage when it comes time to party.
Choosing a sub-job for the first few levels is also a subject of much debate. Of course, if you are a new character, you don't have a choice. If you have never played a mage before then you might find it more benificial in the long run to sub another mage job so that you can get out of the melee mindset. If you have leveled other mage jobs and are already familiar with the soloability of mages in the first ten levels, then you might find subbing Monk or Warrior gives you just enough of an extra boost to speed things along.
Your Days as a Noob (Level 10-20)
Everyone hates the Valkurm Dunes, but it is also where everyone levels from 10-20. The nice thing about being a White Mage is that you can make your time in the dunes a million times smoother by taking to heart a few simple topics.
First and foremost among them is MP conservation. A great way to learn MP conservation quickly is to make Ginger Cookies your food of choice, and take the time to learn when you can and cannot squeeze in that one tick of resting in the middle of battle. Remember, with the cookies you are getting an extra +4MP per tick while resting; just a few seconds is an entire cure.
The second biggest lesson to learn is hate management. It is a simple fact of life that hate is as much the responsibility of a White Mage as it is the tank's responsibility. Especially at low levels where the hate generating tools of tanks are as a few and far between as the hate mitigation tools of the White Mage.
The dunes are a time of experimentation, not so much because people like it when you experiment in parties, but rather because you have to learn through trial and error. Just remember, Cure through Cure IV generate hate based on how many hitpoints you cure as well as which level of cure you use. Curing 15 points of damage with Cure generates less hate than curing 30 points of damage. Likewise, using Cure II will generate more hate than using Cure to recover the same amount of points.
Take extra time to learn just how much each cure will recover. The easiest way to conserve MP is to not waist it in the first place. If you only need to cure for about 15 points, don't waist the MP for a Cure II; If you can, try saving Curaga (once you get it) for after battles. If you can manage, save it for later in the experience chain rather than earlier to save MP.
Another important lesson to learn is "Know your mobs." It is a favorite quote of mine, right next to "Know your zones." In this case, it applies to Lizzards, which you will fight in the dunes right off the bat. While it isn't typicly advisable to tell others how to play thier jobs, it is definitly advisable to make polite suggestions where your job is concerned. How does this relate to lizards and White Mages? Well, they will petrify your tank with a gaze attack, and as a White Mage it is your responsibility to remove that petrification. Unfortunatnately you are so low level you don't have Stona yet. A polite reminder that gaze attacks can be avoided by turning around, however, is definately within the realm of a White Mage's responsibility and can save the party in some cases.
A seldom appreciated tool that White Mages get during the dunes are Barfira and Barwatera. There cannot be enough emphasis placed on these and the other Bar-ra spells. Take the time to skillup your enhancing and and to learn the range of these spells. Remember, Bomb Toss is fire based, and Cursed Sphere (poison) is water based. Learning to use these spells will save more MP than it takes to use them; in fact, in later levels they can be the difference between a dead party and taking no damage at all.
Waiting for a party in the dunes is a great time to skill up your Enhancing Magic; its one of the slower magics to skill up but doing so is very much worth the effort - especially where Bar-ra spells are concerned.
Statement of Purpose
The purpose of this overview is to give people interested in White Mage a general idea of what to expect from the job, as well as a general guide to the job without spoon-feeding every last topic to those interested. There are a lot of points, counter points, pros, and cons to many of the things I say, but I have tried my best to give a balanced view and keep my opinions seperate from generally accepted "facts.". Think of this guide as awareness of the job, rather than "the way the job should be played." This guide isn't specificly geared to new players or veterans, but rather to anyone who is curious about White Mage at various stages in the job's progression.
I can't say enough that this is an "overview" and not a "guide" to playing the job. There are a large number of threads that can be found discussing all of the topics I address, and each of those threads is chalked full of more detail, and other points of view that are just as accurate as what I've worked up in this overview.
I have tried to go out of my way to avoid "X is better than Y" statements (such as Black Mage makes a better sub-job than Summoner), but at the same time I have tried to acknowledge that there are significantly prevailant views within the White Mage community and FFXI in general with regards to certain topics.
Finally, this overview is written from the perspective of someone who doesn't just play White Mage, but also enjoys it. It is my main job, the only one that I am extremely intersted in playing through end-game, and as such this overview focuses on White Mage as a main job, not a sub-job (or its applications as such.) Because White Mage is so enjoyable to me, I'm very opinionated, and couldn't entirely keep my opinions out though I have tried my best to do so. At the end of each section I've also include my personal views for those who care to read, but shouldn't be taken as gospel under any circumstances.
Is White Mage Right For Me?
White Mage is fairly straight forward for most people. The general understanding of most players who start this job is that they will be healing other characters first and foremost. This assumption is 100% correct, but there is - of course - more to White Mage than "just healing."
Even so, the majority of the game will be spent on the back line, as far away from actual combat as possible.
While it is true that there is always an exception to the rule (some of which are covered later in this overview), you can expect that in general you will never be anything but a support character. If you want to be involved in directly killing your enemies, White Mage is very probably not the best job for you.
One very common misconception about White Mage is that it is an "easy" job. On the contrary, mind numbing at worst and fast paced at best, White Mage is a very hectic job. There is always something to do, and 90% you are doing it.
In short, if you are willing to be a support character, and responsibile for keeping other people alive, then White Mage is very rewarding - and in most cases if that is what you are interested in, then you will likely find that White Mage can be just as demanding as any other job (and just as hectic, too!)
Time to Inject My Personal Opinion:
What Race Should I Play?
There are three answers you will get if you ask this question to most people. The first is, "Tarutaru of course!" The second is, "Not Galka. Anything but Galka." And the third is, "It doesn't matter." The catch is that all three answers are correct because it is a very subjective question.
So does race actually matter? If all else is equal then yes, race matters. If you stick a Tarutaru, a Hume, and a Galka side by side in the same equipment at the same level, fighting the same mob, you would notice a difference. The Galka would run out of MP first, but be more likely to survive a few direct hits. The Tarutaru may only be able to take three hits, but isn't as likely to run out of MP. Of course, the Hume will fall somewhere in between.
A simple fact of White Mage is that your survivability matters. If you die, chances are someone else will die as well. But if you run out of MP, the same is true. This is especially true during lower levels. Literally, Tarutaru can only take two or three hits in man cases (and can be easily one-shotted in some!); but in some cases even a Tarutaru is low on MP. Truely it becomes a matter of trying to achieve a balance that fits your play style, and is something you might have to play with for a bit to find what suits you best.
Regardless, if you choose Tarutaru, you will notice a significant decrease in survivablity compared to Galka White Mages. And if you pick Galka, you will notice a significat inability to keep up with Tarutaru in sheer curing power (again, all other things being equal). Hume is easily the most balanced and most likely better suited to new players who are entirely unfamiliar with FFXI while Elvaan's suprior Mind rating gives them an advantage early on when healing magics are lower levels or uncapped. Finally, Mithra have less brute strength than Galka or Elvaan, and not as much MP as Tarutaru or Hume, but they do have a higher agility and dexterity which can help with soloing, especially later in the game when there are so many equipment options its possible to find Galka with less HP and more MP than a Taru.
Of course this leaves the question, "What race should I play?" And the answer is that it depends on your play style and personal preference. You are White Mage. When push comes to shove, you will get parties because other players simply need you. And since the racial differences diminish more and more as you progress through the game, racial differences have less impact in the long run than they do during your initial levels.
In short, play what looks interesting and fun.
Matter of Personal Opinion:
Starting Out (Level 1-10)
[spoiler]Starting out as a White Mage can be a pain in the rear. For the first ten levels, you will be soloing, just like with any other job out there. It can be slow, it can be boring, but there are plenty of ways to speed it up.
For new players, and for players who have never played a mage job (regardless how high level you are on your melee job), I do not suggest getting a power leveler to help you out. Playing a mage in FFXI is vastly different than playing a melee character. There are very simply some things you cannot do, and the best way to learn how to handle those situations is doing it.
Also, as a mage, you need to get used to casting magic. The first ten levels are a good time to experiment with timing your casting so you are not interupted or hit while casting. It lets you start getting a feel for how long you can go without curing yourself. It also will teach you just how long it takes to cast your various spells - something that later in the game can be the difference between life and death. And most importantly, it will engrain your mind just how important it is to have MP.
If you solo these levels, you will likely die a lot more than a melee would at these levels. You are a White Mage - you can't take the hits like a Monk or Warrior can. But again, it will get you used to the idea of how tough you aren't. It is a very good way to get yourself in the proper mindset for playing a mage.
If you get a power level, they will take hate from you, and you will end up beating on the mob with your stick. You won't cast spells, you won't get used to the idea of casting spells, and ultimately you will be at a disadvantage when it comes time to party.
Choosing a sub-job for the first few levels is also a subject of much debate. Of course, if you are a new character, you don't have a choice. If you have never played a mage before then you might find it more benificial in the long run to sub another mage job so that you can get out of the melee mindset. If you have leveled other mage jobs and are already familiar with the soloability of mages in the first ten levels, then you might find subbing Monk or Warrior gives you just enough of an extra boost to speed things along.
Opinion Time:
Your Days as a Noob (Level 10-20)
Everyone hates the Valkurm Dunes, but it is also where everyone levels from 10-20. The nice thing about being a White Mage is that you can make your time in the dunes a million times smoother by taking to heart a few simple topics.
First and foremost among them is MP conservation. A great way to learn MP conservation quickly is to make Ginger Cookies your food of choice, and take the time to learn when you can and cannot squeeze in that one tick of resting in the middle of battle. Remember, with the cookies you are getting an extra +4MP per tick while resting; just a few seconds is an entire cure.
The second biggest lesson to learn is hate management. It is a simple fact of life that hate is as much the responsibility of a White Mage as it is the tank's responsibility. Especially at low levels where the hate generating tools of tanks are as a few and far between as the hate mitigation tools of the White Mage.
The dunes are a time of experimentation, not so much because people like it when you experiment in parties, but rather because you have to learn through trial and error. Just remember, Cure through Cure IV generate hate based on how many hitpoints you cure as well as which level of cure you use. Curing 15 points of damage with Cure generates less hate than curing 30 points of damage. Likewise, using Cure II will generate more hate than using Cure to recover the same amount of points.
Take extra time to learn just how much each cure will recover. The easiest way to conserve MP is to not waist it in the first place. If you only need to cure for about 15 points, don't waist the MP for a Cure II; If you can, try saving Curaga (once you get it) for after battles. If you can manage, save it for later in the experience chain rather than earlier to save MP.
Another important lesson to learn is "Know your mobs." It is a favorite quote of mine, right next to "Know your zones." In this case, it applies to Lizzards, which you will fight in the dunes right off the bat. While it isn't typicly advisable to tell others how to play thier jobs, it is definitly advisable to make polite suggestions where your job is concerned. How does this relate to lizards and White Mages? Well, they will petrify your tank with a gaze attack, and as a White Mage it is your responsibility to remove that petrification. Unfortunatnately you are so low level you don't have Stona yet. A polite reminder that gaze attacks can be avoided by turning around, however, is definately within the realm of a White Mage's responsibility and can save the party in some cases.
A seldom appreciated tool that White Mages get during the dunes are Barfira and Barwatera. There cannot be enough emphasis placed on these and the other Bar-ra spells. Take the time to skillup your enhancing and and to learn the range of these spells. Remember, Bomb Toss is fire based, and Cursed Sphere (poison) is water based. Learning to use these spells will save more MP than it takes to use them; in fact, in later levels they can be the difference between a dead party and taking no damage at all.
Waiting for a party in the dunes is a great time to skill up your Enhancing Magic; its one of the slower magics to skill up but doing so is very much worth the effort - especially where Bar-ra spells are concerned.
I Sure Am Opinionated:
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