Part 1 - The Basics
All right! You've got your White Mage up to 75 and you're feeling pretty darn good with that Scroll of Reraise 3 burning a hole in your Greedalox-sack, knowing that almost every time you die for now on you'll lose less EXP than a level 10 bloodport.
So now you've got a few big decisions to make.. Where do you plug in those wonderfully juicy merit points that you're going to be accumulating? And what should you avoid changing that might have a negative impact on other jobs you're working on?!
There are several merit areas that are going to be common, and expected by other players. The rest a subjective to the race of your character (which plays an important role in your strengths and weaknesses) and whether you want to balance your character or flood your strongest features. Let's start with basics:
HP or MP? : This one is more determined by your race than anything else. If you're a Taru, the choice is definitely HP since the boost will be helpful even when you change jobs. For Galka and Elvaan, MP is the way to go since neither is particularly blessed. Hume and Mithra players can get away with a balanced approach, so the decision then falls to whether you play mage-type jobs more often or not.
Basic Attributes: Mind is the White Mage's most important static trait - it determines the potency of your Cures, Stoneskin, Banish, and Dia, and lays a foundation for Paralyze, Slow and Silence.
Your race and choices of sub-job determine which is next important - for Elvaan the best choices are Intelligence (for extra magic resistance!) and Agility; for Galka definetly Agility; and Mithra players should go with Vitality.
Tarutaru players are somewhat tricky. Your bodies are geared opposite to the needs of a White Mage, including having the lowest base Mind trait of the five races, AND your Vitality isn't much better. The only exception is your insane pool of MP, and you can use this to your advantage by casting more Cures instead of more potent cures. My personal suggestion would be to pop a few points into Vitality. If you decide to level Red Mage or Monk, revisit this since Mind affects some of your Enfeebling Magic, Chakra and Chi Blast.
Other Modifiers: Personally I would leave all of these alone, except for Spell Interruption Rate and Enemy Critical Rate. Changing your Emnity has the adverse affect of locking you into a certain group of jobs (either melee or mage). This can be corrected by meriting in the opposite direction, which is a major waste of merit points. Critical Hit Rate isn't very important to a White Mage in most situations (because you won't usually be beating stuff up), but reducing enemy critical rate can make a difference in whether you live or die (since I've noticed that White Mages tend to get hit REAL hard when we do get hate).
Coming soon - Part 2 (Skill Modifiers and White Mage Exclusive Traits)
All right! You've got your White Mage up to 75 and you're feeling pretty darn good with that Scroll of Reraise 3 burning a hole in your Greedalox-sack, knowing that almost every time you die for now on you'll lose less EXP than a level 10 bloodport.
So now you've got a few big decisions to make.. Where do you plug in those wonderfully juicy merit points that you're going to be accumulating? And what should you avoid changing that might have a negative impact on other jobs you're working on?!
There are several merit areas that are going to be common, and expected by other players. The rest a subjective to the race of your character (which plays an important role in your strengths and weaknesses) and whether you want to balance your character or flood your strongest features. Let's start with basics:
HP or MP? : This one is more determined by your race than anything else. If you're a Taru, the choice is definitely HP since the boost will be helpful even when you change jobs. For Galka and Elvaan, MP is the way to go since neither is particularly blessed. Hume and Mithra players can get away with a balanced approach, so the decision then falls to whether you play mage-type jobs more often or not.
Basic Attributes: Mind is the White Mage's most important static trait - it determines the potency of your Cures, Stoneskin, Banish, and Dia, and lays a foundation for Paralyze, Slow and Silence.
Your race and choices of sub-job determine which is next important - for Elvaan the best choices are Intelligence (for extra magic resistance!) and Agility; for Galka definetly Agility; and Mithra players should go with Vitality.
Tarutaru players are somewhat tricky. Your bodies are geared opposite to the needs of a White Mage, including having the lowest base Mind trait of the five races, AND your Vitality isn't much better. The only exception is your insane pool of MP, and you can use this to your advantage by casting more Cures instead of more potent cures. My personal suggestion would be to pop a few points into Vitality. If you decide to level Red Mage or Monk, revisit this since Mind affects some of your Enfeebling Magic, Chakra and Chi Blast.
Other Modifiers: Personally I would leave all of these alone, except for Spell Interruption Rate and Enemy Critical Rate. Changing your Emnity has the adverse affect of locking you into a certain group of jobs (either melee or mage). This can be corrected by meriting in the opposite direction, which is a major waste of merit points. Critical Hit Rate isn't very important to a White Mage in most situations (because you won't usually be beating stuff up), but reducing enemy critical rate can make a difference in whether you live or die (since I've noticed that White Mages tend to get hit REAL hard when we do get hate).
Coming soon - Part 2 (Skill Modifiers and White Mage Exclusive Traits)
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