View Full Version : How to level a whm...
Soulsaver
12-02-2007, 12:01 PM
Ok well I am currently only at level 3 and its took me about 2-3 hours just to get this far. Because one I am a Tarutaru, so I have to like heal after every battle. That and my weapon is no good. I was wandering if anyone can give me on some tips as soloing as a whm at low levels.
Silent Howler
12-02-2007, 01:03 PM
It took you 2-3 hours!? What are you fighting? If you're starting in Windurst then stick to Bumblebees, Tiny Mandragoras, and Savanna Rarabs just outside East Sarutabaruta. Or if you started somewhere else you should be able to find equally challenging mobs just outside the city. And familiarize yourself with the "/check" command, if you haven't already. Try to find mobs that are either "Decent Challenge" or "Easy Prey."
An Ash Club or Maple Wand should be your weapon of choice at lvl 1.
Soulsaver
12-02-2007, 01:35 PM
It took you 2-3 hours!? What are you fighting? If you're starting in Windurst then stick to Bumblebees, Tiny Mandragoras, and Savanna Rarabs just outside East Sarutabaruta. Or if you started somewhere else you should be able to find equally challenging mobs just outside the city. And familiarize yourself with the "/check" command, if you haven't already. Try to find mobs that are either "Decent Challenge" or "Easy Prey."
An Ash Club or Maple Wand should be your weapon of choice at lvl 1.
I did stick to Bumblebees and Tiny Mandragoras...lol I dont understand...:|
Satimasu
12-02-2007, 01:48 PM
If you started in Bastok, I'd say do Zeruhn Mines. It might be a little tougher at first without a subjob. You should be able to level from the Tough bats after the first few. You could actually get 10 in there no problem if you don't have any competition.
Other than that, just chain kill all the beginning mobs outside of the city. Even killing any and all Easy Prey mobs.
Silent Howler
12-02-2007, 01:49 PM
Well, what weapon are you using? Ash Club and Maple Wand are the highest damaging clubs at that level (Ash Pole is pretty good too).
If you've been keeping signet on then try to get your hands on a Chariot Band (http://wiki.ffxiclopedia.org/wiki/Chariot_Band) as soon as you can. It grants a little exp bonus, not as much as an Empress Band, but you probably haven't accumulated that many Conquest Points yet.
Armando
12-02-2007, 01:53 PM
I don't know what it is, but you must be doing something wrong if it took you 2-3 hours to get to Lv.3.
The key is to wear armor for Defense, and to equip weapons for damage; forget mage stats for now. Stick to EP (Easy Prey) mobs, and save all your MP for Cure unless you get aggroed by a DC (Decent Challenge) or EM (Even Match) mob (in which case, you'll have to enfeeble it to win.) It's more efficient to rampage through 20 EP mobs running on your HP and Cures alone, than to fight stronger mobs enfeebling each and every one of them and having to recover HP/MP every 2 or 3 fights.
Also, make sure you always have Signet, and never fight without eating Meat Jerky. If you can afford it, bring Selbina Milk as well.
From 1-4, use an Ash Club with a Lauan Shield. At 4, you can upgrade to Bronze Mace. Then at 5 you should upgrade to Bronze Hammer or Ash Pole (I recommend the pole for killing EP mobs.) Both weapons will last you until Lv.10. If you can get the HQ (High Quality, e.g. +1) versions, even better. Don't forget to upgrade to Maple Shield at Lv.2. For shields, you want the nice, big, round ones. Stay away from the small bucklers/targes and shell-type shields. Upgrade your armor pieces whenever a new piece with higher Defense becomes available. Get as much +Evasion as you can as well.
I recommend killing around Sarutabaruta from 1-5 killing Tiny Mandragoras and Rarabs, then moving on to Mandragora and Carrion Crows as they become EP. Then at 5 go on a killing spree at the Northwest Horutoto Ruins tower in West Sarutabaruta. Kill all the bats and gobs in there, it's good money. You can level there up to 10 easily.
Soulsaver
12-02-2007, 03:20 PM
Ah ok thanks, that information helps alot Armando!
Icemage
12-02-2007, 04:15 PM
Pro-Tip for levelling white mage when starting:
Don't use clubs.
Yes, I know club is your highest potential weapon skill rating. It doesn't matter. Staves do far more damage over time, and are more accurate because of the way 2 handed weapons work now.
Get yourself a nice Pole and smack stuff with it. Pick on things that are Easy Prey online (use the Check commend from the targetting menu, or make a macro for /check if you need to).
This is a much faster way to get the first 11 levels of WHM than trying to beat things down with a glorified baseball bat.
Icemage
Silent Howler
12-02-2007, 04:31 PM
Pro-Tip for levelling white mage when starting:
Don't use clubs.
Yes, I know club is your highest potential weapon skill rating. It doesn't matter. Staves do far more damage over time, and are more accurate because of the way 2 handed weapons work now.
I'll agree that Ash Pole works great, but you don't get that until lvl 5. Until then, club + shield combo works.
IfritnoItazura
12-02-2007, 04:31 PM
This is a much faster way to get the first 11 levels of WHM than trying to beat things down with a glorified wooden spoon.
Fixed. >_>;
Theyaden
12-02-2007, 04:43 PM
Since your whm is level 3 I'ld sugest starting each fight with Dia http://ffxi.somepage.com/itemdb/4920 You'll notice the difference if you aren't already using this. I'ld also sugest if it's an area with orcs, quadaf exc to use the range of the spell so you can run off the main path so they don't crash your exping.
At level 4 you'll want Paralyze http://ffxi.somepage.com/itemdb/4921 since it allows you to get spells off midbattle and stops some of the monsters attacks.
Avoid skeletons at night as much fun as they are to cure nuke they tend to be stronger than /c sugests even when using blunt weapons and healing magic. Once you get your first weapon skill use a macro for it each time you reach 100% tp.
Once you hit 10th+ level you'll start getting party invites at which point you switch back to club for the mind boost and no longer needing to melee. At this point /heal whenever not actively curing, buffing your party, enfeebling monsters those extra ticks of mana make a big difference. A food item you'll find affordable will be Ginger Cookies http://ffxi.somepage.com/itemdb/3961 to give you a little faster mana recovery when resting.
When buying scrolls to update your spells I sugest checking the linked site for dia above to see what the NPC's are selling them at along with where at. Spending 300 gil verses 3,000 adds up quickly when your getting several spells, but be sure to check the AH since once in a while they will be cheaper there or close enough not to be worth the walk to find them.
Icemage
12-02-2007, 05:13 PM
I'll agree that Ash Pole works great, but you don't get that until lvl 5. Until then, club + shield combo works.
I would still rather use an Ash Staff at level 1-4 over any of the available clubs.
http://wiki.ffxiclopedia.org/wiki/Ash_Staff
Icemage
Soulsaver
12-02-2007, 05:56 PM
Well to be honest at the moment I am using a staff I like it better lol. Its so much smoother, that and it doesn't seem to miss as much as the club does.
Armando
12-02-2007, 07:03 PM
Yes, I know club is your highest potential weapon skill rating. It doesn't matter. Staves do far more damage over time, and are more accurate because of the way 2 handed weapons work now.Ash Staff has a DMG/sec of 0.82. Ash Club has a DMG/sec of 0.91 and even Maple Wand (the only other non-event club at Lv.1) has a DMG/sec of 0.83. The difference in DMG/sec between Ash Staff and Ash Club is 11%.
Although you are correct that he'd have the two-handed update on his side. That'll help his damage. But then again with Club, he gets the benefit of shielding. I think they're equally valid, although Heavy Swing will probably put out much better numbers than Shining Strike.Since your whm is level 3 I'ld sugest starting each fight with Dia http://ffxi.somepage.com/itemdb/4920 You'll notice the difference if you aren't already using this. I'ld also sugest if it's an area with orcs, quadaf exc to use the range of the spell so you can run off the main path so they don't crash your exping.
At level 4 you'll want Paralyze http://ffxi.somepage.com/itemdb/4921 since it allows you to get spells off midbattle and stops some of the monsters attacks.Enfeebles are a waste of MP if you're going to be mass-killing EP mobs, which is by far the best way to get EXP at that level. The mobs will die so fast that they're not worth enfeebling, and enfeebling each mob would empty out your MP pool very quickly. Even if that weren't an issue, the HP from an 8 MP Cure will keep you going much longer than the battle advantage a 7 MP Dia grants against EP mobs, since EP mobs that can be killed in 2 to 3 strikes and have bad accuracy and low attack compared to your defense will chip at your HP very, very slowly.
Oh, one tip I missed: When you're in the Horutoto ruins, beware of Goblin Weavers, they're Red Mages. As I mentioned, EP mobs will take very long to wear you down. However, Goblin Weavers tend to cast Dia on you as soon as you pick a fight with them. Having Dia on you constantly will wear you down much quicker. Fortunately, you can one hit-KO EP mobs with one hit and a Weapon Skill, before they have a chance to react. Always use your WS specifically on Goblin Weavers so you avoid Dia altogether.
Ameroth
12-02-2007, 08:40 PM
If you've been keeping signet on then try to get your hands on a Chariot Band (http://wiki.ffxiclopedia.org/wiki/Chariot_Band) as soon as you can. It grants a little exp bonus, not as much as an Empress Band, but you probably haven't accumulated that many Conquest Points yet.
I have to disagree with this. Chariot band wont stand up against an Empress Band in the long run. And buying a CB before an empress band will only waste CP (you can't have both). I'd just buy and Empress band as soon as you get 1000 conquest points.
Silent Howler
12-02-2007, 08:51 PM
I have to disagree with this. Chariot band wont stand up against an Empress Band in the long run. And buying a CB before an empress band will only waste CP (you can't have both). I'd just buy and Empress band as soon as you get 1000 conquest points.
Yeah I know the Empress Band is flat-out better, but I don't see much harm in getting the Chariot Band for starting out. Think about it. You can use it's exp bonus to level faster, sooner, and also use it to get more conquest points to later spend on an Empress Band.
Soulsaver
12-02-2007, 09:00 PM
I think that you all make very good points, and I will try to get a Empress Band as soon as possible! One more thing though, do you need every whm spell?
Silent Howler
12-02-2007, 09:15 PM
Yes, you should definitely get every spell you can get for WHM. But there are some spells that you don't need to get as soon as possible. Like for example, Barstonra. You can get this spell at lvl 5, but it doesn't truely become important until you start fighting worms in Korroloka Tunnel at around lvl 15.
Icemage
12-02-2007, 10:00 PM
You don't need some of the WHM spells right away. Bar-anything other than Barwatera, Barblizzara, Barfira, and Barstonra is pretty much a waste of time for many, many levels. Barparalyzra, Barpoisonra, and all the other anti-status effect spells are all but useless.
Diaga is a big time nono. Don't buy this spell. Seriously. The only thing it is good for is getting you killed by accidentally attracting the attention of neutral monsters in the vicinity.
Icemage
You don't need some of the WHM spells right away. Bar-anything other than Barwatera, Barblizzara, Barfira, and Barstonra is pretty much a waste of time for many, many levels. Barparalyzra, Barpoisonra, and all the other anti-status effect spells are all but useless.
Diaga is a big time nono. Don't buy this spell. Seriously. The only thing it is good for is getting you killed by accidentally attracting the attention of neutral monsters in the vicinity.
Icemage
Just out of curiousity, is there any merit to ever using this spell? The only situation I can think of is if there are many, many mobs that are close to dead and can die by DoT's, but that's all I can think of. I don't think I've ever seen it cast before. x.x
Icemage
12-02-2007, 10:13 PM
Just out of curiousity, is there any merit to ever using this spell? The only situation I can think of is if there are many, many mobs that are close to dead and can die by DoT's, but that's all I can think of. I don't think I've ever seen it cast before. x.x
The only application I've ever used Diaga for is to wipe out shadows when NIN-type enemies use Utsusemi: Ni.
Icemage
Sabaron
12-02-2007, 10:30 PM
The only application I've ever used Diaga for is to wipe out shadows when NIN-type enemies use Utsusemi: Ni.
Icemage
Personally I prefer Sleepga and Stonega for shadow-wiping. They don't DoT my mob... I have used Diaga when I can't sub BLM though. It's not a particularly useful spell, but it gets more play than Goblin Gavotte...
Icemage
12-02-2007, 10:57 PM
Personally I prefer Sleepga and Stonega for shadow-wiping. They don't DoT my mob... I have used Diaga when I can't sub BLM though. It's not a particularly useful spell, but it gets more play than Goblin Gavotte...
That's the point though. :) Those aren't WHM spells.
Icemage
Feenicks
12-03-2007, 12:43 AM
Yeah I know the Empress Band is flat-out better, but I don't see much harm in getting the Chariot Band for starting out. Think about it. You can use it's exp bonus to level faster, sooner, and also use it to get more conquest points to later spend on an Empress Band.
Fairly certain that CP received isn't dependant on XP and that Chariot/Empress Band doesn't increase the number of CP received per kill.
Theyaden
12-03-2007, 01:03 AM
Enfeebles are a waste of MP if you're going to be mass-killing EP mobs, which is by far the best way to get EXP at that level. The mobs will die so fast that they're not worth enfeebling, and enfeebling each mob would empty out your MP pool very quickly. Even if that weren't an issue, the HP from an 8 MP Cure will keep you going much longer than the battle advantage a 7 MP Dia grants against EP mobs, since EP mobs that can be killed in 2 to 3 strikes and have bad accuracy and low attack compared to your defense will chip at your HP very, very slowly.
The reason I disagree with this reasoning here is at those low levels I found killing decient challenge to even match to be more efficient. If your only attacking ep then enfeebles would be a waste, but not so much so if your dealing with even or decient. Dia helps them fall quicker. Adding a little skillup before parties is always nice as a side benifit. My 1st job was whm as an Elvan so it may have allowed me to kill tougher mobs that a taru due to higher str and hp. I used club and shield but was well before the 2h update. Banish I found to be a bad joke to use banish. Slow was never really worth while unless it was party fighting at which point it's an it rather than dc or em, but Paralyze has saved me several times upon gaining a link/agro.
Ellipses
12-03-2007, 05:31 AM
Fairly certain that CP received isn't dependant on XP and that Chariot/Empress Band doesn't increase the number of CP received per kill.
CP received is based directly off XP. Ten percent as a base, boosted by a factor of 1.5 if you're fighting in an area controlled by a nation other than your own. And the Chariot and Empress Bands provide CP in line with the bonus XP you receive.
What this means is that as long as you always receive the full bonus XP, Chariot and Empress Band charges pay for themselves. An Empress Band charge costs 100 CP, which is 10% of the 1000 bonus XP you get using a charge.
Armando
12-03-2007, 06:08 AM
The reason I disagree with this reasoning here is at those low levels I found killing decient challenge to even match to be more efficient.Even if this were true (which all of my experiences contradict), the OP can't take on DCs and EMs. It's a bad idea when you're totally fresh into the game and lack a sub job.What this means is that as long as you always receive the full bonus XP, Chariot and Empress Band charges pay for themselves. An Empress Band charge costs 100 CP, which is 10% of the 1000 bonus XP you get using a charge.Quoted for truth.
Sabaron
12-03-2007, 07:29 AM
That's the point though. :) Those aren't WHM spells.
Icemage
True, but you get Stonega from /BLM at level 30 so it's not a huge stretch where Diaga is useful (12 levels). I don't think NIN mobs really come into the picture during that time, so the only things with shadows will be Goblin WHMs.
Theyaden
12-03-2007, 09:28 AM
Even if this were true (which all of my experiences contradict), the OP can't take on DCs and EMs. It's a bad idea when you're totally fresh into the game and lack a sub job.
I hope that wasn't an implication I'm lying since I have nothing to gain by it and don't believe I've given cause to sugest I'm untrustworthy. I mentioned being elvan might have made the difference due to higher hp and strength, but this was my personal experience. Around 7 or 8 it got more difficult, but I had a piece of armor for each slot and I was subless at the time also. You don't forget those first learning experiences dc to even match with it becoming dc closer to 6-7th level then at 9 starting to have trouble with dc, if I didn't hit with enfeebles on the initial grab. Just make sure all armor slots are covered (You don't need great gear just to have something for each slot and it adds up).
DieselBoy09
12-03-2007, 09:59 AM
I agree. When I leveled white mage or any job, I stick to dc and em depending on the prey. Bees for whatever reason could be all the way up to T for example, gobs however were comfortable at dc or em.
nanatsu
12-03-2007, 10:09 AM
In his defense, taking out an EM as a subjob-less lvl 1 is cake as long as you have decent food and a good, fast weapon. I've done it often on rarabs in Sarutabaruta and I usually do it at those starting levels since it's the one time that solo chaining EM is easiest.
As to whether or not it's more efficient than killing EP and DC, I can't say that. I've never compared the two methods and neither will i waste time trying to test it. I will say I've gotten up to chain 3 on rarabs if I'm quick enough, using dhalmel pie to boost my attack, str and HP. It's even easier with a job like whm since they have a means to cure themselves. I've never been able to make it work well up to lvl 7 though. Usually by the time I hit level 4 I'm killing EM bats in Ruins and I just stay with them until they're EP since it's quick and easy.
Olorin401
12-03-2007, 10:46 AM
Okok.. Let me see here..
Staff vs. Club - As far as damage output in your early levels, I honestly think it doesn't make much of a difference when choosing your weapon. For the sake of argument though, if you want to purely beat stuff up faster go with a Pole-type Staff.
The other thing to consider when you're working on your early levels is getting into the routine of casting spells regularly and working on capping your magic skill levels. Certain staves will give you a small boost on your HP and MP total, which can add up when used with other equipment and allow you to cast more spells. Some clubs will give you a boost to your MND and INT. This, in my opinion, is a better way to go because it will allow your Cures and other spells to be more potent. The other thing about using a club is you'll be able to also use a shield, which gives you some added defense.
Spells to have - You absolutely want to have Cure, Dia, Banish and Poisona which I believe are the spells available from levels 1-5. You should have Paralyze and Protect/Protectra at the ready for the next few levels as well, and once you reach a level where you can get parties in the Dunes bring Cure 2, Slow, Barwatera, and Paralyna.
As you progress, I recommend that you get each and every possible spell. I've seen a couple people say in this thread that spells like Barpoisonra are useless. This comment is ridiculous. All the -ra spells give you an additional Magic Defense Bonus vs. all spells, and all of them help to reduce the potency of the particular status ailment they're meant to prevent. This means poisons and paralysis (among other ailments) might get resisted by your group, and it definitely means they will wear off faster and not proc as much. That's nice to have when a fly hits your tank with Venom.
Food: Ginger cookies are perfect for any low-level mage, though I personally liked having a stack of Rolanberry Pies because of the massive MP boost.
Icemage
12-03-2007, 11:49 AM
The other thing to consider when you're working on your early levels is getting into the routine of casting spells regularly and working on capping your magic skill levels. Certain staves will give you a small boost on your HP and MP total, which can add up when used with other equipment and allow you to cast more spells. Some clubs will give you a boost to your MND and INT. This, in my opinion, is a better way to go because it will allow your Cures and other spells to be more potent. The other thing about using a club is you'll be able to also use a shield, which gives you some added defense.
Wands are definitely a good way to go once you hit level 18, but that's really the first level where club-type weapons start giving you any amount of usable stats, unless you've gone and camped Nunyununc for Pilgrim's Wand (but new players aren't going to be able to do that successfully in any case).
For that matter staves give only minimal amounts of HP and MP, which generally aren't all that useful. Nice if they're there, but not something you should be counting on regardless. The payoff with these weapons is the improved melee damage and accuracy you get for those critical early levels from 1-10 before you get access to Cure II and have a reasonable chance to join a party.
Spells to have - You absolutely want to have Cure, Dia, Banish and Poisona which I believe are the spells available from levels 1-5. You should have Paralyze and Protect/Protectra at the ready for the next few levels as well, and once you reach a level where you can get parties in the Dunes bring Cure 2, Slow, Barwatera, and Paralyna.
Don't forget Poisona and Curaga, for those lovely Damselflies around level 15 or so.
As you progress, I recommend that you get each and every possible spell. I've seen a couple people say in this thread that spells like Barpoisonra are useless. This comment is ridiculous. All the -ra spells give you an additional Magic Defense Bonus vs. all spells, and all of them help to reduce the potency of the particular status ailment they're meant to prevent. This means poisons and paralysis (among other ailments) might get resisted by your group, and it definitely means they will wear off faster and not proc as much. That's nice to have when a fly hits your tank with Venom.
Anti-status barspells are a complete waste of time except in rare instances (Barsleepra the Elshimo Jungles). None of these grant any Magic Defense Bonus at all as far as I can tell. If we're talking about Bar-element spells, that's a different story, but we're not.
Food: Ginger cookies are perfect for any low-level mage, though I personally liked having a stack of Rolanberry Pies because of the massive MP boost.
Ginger cookies will outperform most pies unless you're one of the races with terminally low max MP pool (Galka, Elvaan).
Icemage
Olorin401
12-03-2007, 12:49 PM
Don't forget Poisona and Curaga, for those lovely Damselflies around level 15 or so.
Yeah I did forget about Curaga.. I usually do. :( Poisona's one of the first spells I said you should get though..
Anti-status barspells are a complete waste of time except in rare instances (Barsleepra the Elshimo Jungles). None of these grant any Magic Defense Bonus at all as far as I can tell. If we're talking about Bar-element spells, that's a different story, but we're not.
There's a difference between Magic Defense Bonus (MDB) and Elemental Magic Defense. Bar-status spells don't grant any additional elemental magic defense (instead they grant specific resistance to a particular status effect), but they do indeed grant a minimal boost to MDB.
Ginger cookies will outperform most pies unless you're one of the races with terminally low max MP pool (Galka, Elvaan).
<(~.~)>/ Elvaan here.. I used rolanberry pies until I was like level 60 lol...
Icemage
12-03-2007, 02:15 PM
There's a difference between Magic Defense Bonus (MDB) and Elemental Magic Defense. Bar-status spells don't grant any additional elemental magic defense (instead they grant specific resistance to a particular status effect), but they do indeed grant a minimal boost to MDB.
Odd. I've never noticed any significant change to magic damage when using Bar-status spells, but I'll admit I don't use them often except in rare instances where I'm expecting certain attacks (Barparalyzra probably sees the most use); I'll have to do some testing later. Unfortunately, it's rather hard to set up a controlled test since there are so few magic attacks that are consistent.
Can you point me in the direction of where you've seen this proven?
Icemage
Soulsaver
12-03-2007, 03:24 PM
Okok.. Let me see here..
Staff vs. Club - As far as damage output in your early levels, I honestly think it doesn't make much of a difference when choosing your weapon. For the sake of argument though, if you want to purely beat stuff up faster go with a Pole-type Staff.
The other thing to consider when you're working on your early levels is getting into the routine of casting spells regularly and working on capping your magic skill levels. Certain staves will give you a small boost on your HP and MP total, which can add up when used with other equipment and allow you to cast more spells. Some clubs will give you a boost to your MND and INT. This, in my opinion, is a better way to go because it will allow your Cures and other spells to be more potent. The other thing about using a club is you'll be able to also use a shield, which gives you some added defense.
Spells to have - You absolutely want to have Cure, Dia, Banish and Poisona which I believe are the spells available from levels 1-5. You should have Paralyze and Protect/Protectra at the ready for the next few levels as well, and once you reach a level where you can get parties in the Dunes bring Cure 2, Slow, Barwatera, and Paralyna.
As you progress, I recommend that you get each and every possible spell. I've seen a couple people say in this thread that spells like Barpoisonra are useless. This comment is ridiculous. All the -ra spells give you an additional Magic Defense Bonus vs. all spells, and all of them help to reduce the potency of the particular status ailment they're meant to prevent. This means poisons and paralysis (among other ailments) might get resisted by your group, and it definitely means they will wear off faster and not proc as much. That's nice to have when a fly hits your tank with Venom.
Food: Ginger cookies are perfect for any low-level mage, though I personally liked having a stack of Rolanberry Pies because of the massive MP boost.
Ok well this one post somes up, pretty much everything that I was asking lol so thank you!! Also..I really dont know anything so I cant really comment on the other posts sorry..But to me I think that Staff is the best way to go, and I have also been told by my LS that Bara spells are pointless threw out the whole game. So I really dont know lol...
Silent Howler
12-03-2007, 03:50 PM
You shouldn't pass up on the elemental bar spells, IMO. I think those have a more noticeable defense bonus and are certainly more useful. All bar spells are situational, but if you don't have something for that situation you might regret it.
Soulsaver
12-03-2007, 04:26 PM
You shouldn't pass up on the elemental bar spells, IMO. I think those have a more noticeable defense bonus and are certainly more useful. All bar spells are situational, but if you don't have something for that situation you might regret it.
Yeah I guess, but I dont know I am confused about alot of stuff right now, but I guess I will find out what really works for me when the time comes.
Silent Howler
12-03-2007, 04:54 PM
Vana'diel is a big word, so don't bite off more than you can chew. :thumbsup:
Clever Ninja
12-03-2007, 04:54 PM
You'll eventually want all of them for situation purposes, but what people here are recommending is until you find a niche in the market to make solid gil it's better to only buy what you need. That rule pretty much follows you throughout your FFXI career.
Soulsaver
12-03-2007, 05:10 PM
You'll eventually want all of them for situation purposes, but what people here are recommending is until you find a niche in the market to make solid gil it's better to only buy what you need. That rule pretty much follows you throughout your FFXI career.
ah ok thanks, is there a gil making guide anyware?
Clever Ninja
12-03-2007, 05:23 PM
I haven't searched the forum to see if an actual guide is up as I don't remember if we have one, but what anyone will tell you is at low levels just keep Signet up and collect crystal, then put them on the Auction House. Once you get higher and this doesn't becoming enough you'd have to start picking up a profession of sorts, or just stick to farming items like Beehive Chips, etc.
Silent Howler
12-03-2007, 05:27 PM
Beehive chips might actually be a little difficult considering his level. The Giant bees are a bit tough and I honestly don't think he would survive a fight. Same goes for Silk threads, except the main threat there is the crawler's poison.
I say keep organizing your inventory and make frequent trips back to a shop the sell what you've gathered. Pay attention to how much things sell for, so that the next time you head out you can drop the worthless items and keep only the most profitable ones. :thumbsup:
Clever Ninja
12-03-2007, 05:32 PM
True, I probably should have specified that, but by the time crystals aren't enough money I was personally like level 16 AFTER unlocking my subjob. After I saw Fire sold for more I just stuck to farming those from mobs like Lizards and Vultures while I leveled in Gustaberg and made lots. Of course this was pre-RMT nerf and Fire sold for 7k-8k in Bastok back then <_<.
Don't try Bees for awhile basically till you hit 10, where you can start comfortably farming them for Beehive Chips.
Soulsaver
12-03-2007, 05:35 PM
I am in Windurst, I dont think we have beehive chips there...so I think I will do silk thread??
Clever Ninja
12-03-2007, 05:38 PM
I would think they have higher level bees there, but yea Silk Thread is also a good money source. Just focus on crystals for now though.
Silent Howler
12-03-2007, 05:41 PM
You can find both beehive chips and silk threads in East Sarutabaruta, but beehive chips won't drop from the bees right outside the exit. You have to go a ways out, across the river to find Gaint bees, which do drop beehive chips.
Silk threads drop from the yellow crawler guys. I'm not sure if you've tried fighting one of those yet, but they have a nasty poison attack that often leads to death for low level players.
Soulsaver
12-03-2007, 05:55 PM
lol yes I did try to fight one, before I knew how to check..and thats not even what killed me it took 2 hits lmao. But yeah, thanks for the advice on the crawlers and bees! :)
Theyaden
12-03-2007, 08:44 PM
I am in Windurst, I dont think we have beehive chips there...so I think I will do silk thread??
There are some bee's in the same area you'll find crawlers. If you hunt the crawlers I sugest making sure you have selbina milk. The bee's are easier to kill than the crawlers although the silk thread is more valuable. Takes longer to get a stack though just watch out for Yagado.
IfritnoItazura
12-03-2007, 10:46 PM
How to make money as a newbie (http://www.ffxionline.com/forums/showthread.php?t=67145)
Soulsaver
12-04-2007, 01:59 AM
How to make money as a newbie (http://www.ffxionline.com/forums/showthread.php?t=67145)
Hey thanks alot that helps alot lol...
vBulletin® v3.6.8, Copyright ©2000-2008, Jelsoft Enterprises Ltd.