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  • White mage FAQ (by no means conclusive)

    To eliminate confusion over White mage and prevent multiple posts on the same question, I'm going to write a "short" FAQ on playing this class since the FAQ they have at GameFAQs is frankly unsatisfactory. All views expressed here are by NO means authoritative and complete. Questions which are frequently a source of rabid debate have been skimmed over, the purpose is to provide FACTS only. You have been forewarned.

    Please feel free to add reasonable questions that you think are "frequently asked" and should be addressed. Opinions, corrections and criticism are most welcome.

    General Questions:
    -How do I raise "so and so" skill?
    -What is the best sub for WHM?
    -How important is +MND?
    -Staff or Club?
    -What food should I eat?

    About Spells:
    -Where do I find this spell?
    -Raise spells (footnote on Divine Seal)
    -Shell and BarElement spells.
    -Statusna spells
    -Barstatusra spells
    -Sneak, Invisible (a.k.a. MGS "Metal Gear Solid" spells)

    How do I raise "so and so" skill?
    *= This skill must be raised on monsters of the appropriate level for your skill range. Monsters that are too weak will not do.

    *Divine magic is raised from using the following spells on monsters: Banish-line spells, Holy, Flash.

    Healing magic is raised by casting the following spells: Cure spells, "na" status spells, Raise spells, Reraise spells. Casting Cure spells on undead enemies seems to use the same calculation for skill as Divine or Elemental magic. As a consequence, it will rise quickly on monsters (of the appropriate level).

    Enhancing magic is raised by casting the following spells: Protect and Shell-related spells, Bar spells, Regen spells, Metal Gear Solid spells (sneak, invis, deodorize), Teleport spells.

    Any RDM or BLM spells which are "enhancing" magic will also raise this skill if they are cast using a support job. These spells include: "En" spells, "Spike" spells, Escape and Warp.

    *Enfeebling magic is raised by casting the following spells on a monster and not having them resisted: Dia, Slow, Paralyze, Silence. Subbable spells: Gravity, Blind, Slow, Poison, Bind, Sleep.

    *Weapon skill is raised by hitting monsters. Dealing 0 damage will still raise this skill, although missing will not.

    *Evasion is raised when monsters attempt to hit you.

    *Shield skill is raised when monsters hit you from the front while you have a shield equipped.

    It is unfortunately not possible to raise skill that your main job does not inherently possess. Hence, you can not raise Parry, you can not raise Elemental Magic by casting black magic as long as white mage is your main job, but it IS possible to raise your enhancing magic skills by casting black magic enhancing spells (e.g. Warp and Spikes spells).

    What is the "best" sub for white mage?
    General consensus indicates that the most popular sub jobs for white mage are Black mage and Summoner. Whether they are the "best" or not is beyond the scope of this FAQ.

    How important is +MND?
    The general rule is that 2 points of a stat = 1 point of the skills it influences. Mind is more important at lower levels as it helps substitute for low healing skill, making your cure spells heal more efficiently. At higher levels, you get diminishing returns from +mind gear. Mind also affects your white magic enfeebling spells (Slow, Paralyze, Dia and Silence), substituting at the rate of 2 mind = 1 point of enfeebling skill.

    Staff or Club?
    This generally is a matter of preference and is not very significant as white mage does not play a major role in damage dealing. Club is more popular, due to the availability of several strong SP skills. (Staff is also unable to complete level 3 Skillchains until Retribution is learnt) Try both for versatility or equip whichever has the more helpful statistics.

    What food should I eat?
    The best performance for value food for white mages is generally held to be Roast Mushroom.
    (2x sleepshroom, 1 rock salt, fire crystal, Cooking skill 12-16. Mp+10, STR-1, MND+3, RestingMP +2, lasts 30 minutes)

    The Various pies give large max MP bonus and +int
    Chocolate increases the mp you recover when resting.

    If you complete the quest "The opo-opo and I" and equip the item you get as a reward, Pamama is cheaply bought and will give you +1MND, +14CHR and +50 hp and mp.

    Juices do not stack with refresh. When using them, it is best to synthesize them as needed as they do not stack in your inventory. The most space-efficient and money efficient juices are Pineapple Juice and Melon Juice.

    Where do I find this spell?
    Almost all spells can be bought from the Auction House, or from Magic shops in the three kingdoms, Selbina, Rabao or Lower Jeuno (Magic shop or Goblin shop). The following spells may pose a problem:

    -Sneak/Invis/Deodorize: Dropped by various white magic using beastmen.
    -Erase: Obtained as a random reward from various BCNMs(all BCNM40, a few others)
    -Raise 2: Obtained as a drop from Yagudo High Priests, Coral Sahagins and from high level Beastmen-seal BCNMs (Comet orb and Moon orb).
    -Reraise 2: Obtained from Hellish Weapons in Fei Yin.
    -Teleport spells: From San'Dorian Priests upon the completion of various long and annoying Quests.
    -Raise 3: Dropped by Za'Dha Adamantking, Kirin and from the Lachesis orb BCNM at Qu'Bia Arena.
    -Banish (3,4,5), Banishga (3,4). Holy 2, Dia (3,4,5): These spells are in the game code (type /ma "Holy II" <t> to see), but there is as of yet no way to obtain them. This does not prevent monsters (and a certain annoying old man) from happily using them on you.

    Raise spells
    These three spells differ mainly in the amount of experience that is restored. Raise 1 restores 25% of lost experience, 2 restores 75% and Raise 3 restores 90%. Raise 3 also revives a character with half life in his weakened state. Raise 2 and 3 do not restore more than 25% exp for characters who are level 50 and below.

    Contrary to a popular rumor, Divine Seal does NOT do a single thing for Raise, nor the time spent in a weakened state. Using Divine Seal and then casting Raise results in you wasting a 10 minute ability.

    Shell spells and BarElement spells
    Some confusion exists to whether these spells have a significant effect or are merely mp sinks.

    Shell works by cutting damage received from ALL elemental sources (by a set percentage?). This percentage is small and hard to observe when taking small amounts of damage from a low level shell spell, however the difference becomes more pronounced when taking larger amounts of damage.

    Bar element spells increase your resistance to an elemental attack (this includes many special attacks from monsters). This increases the chance that people will RESIST the attack and take very significantly less damage. There are many levels of resistance. However, some testing I have done seems to indicate that resist chances are still low without the presence of Shellra. This testing is not conclusive.

    Common monster attacks which can NOT be barspelled:
    Cursed Sphere - this is not an air element attack. It is darkness.
    Jet Stream - this is a multihit attack and is physical, not elemental.

    Statusna spells
    All are necessary. If required to choose between the three expensive ones, Stona>Viruna>Cursna.

    Certain attacks of enemies do not show if they give a status ailment in the chat log! Beware of such attacks, which include:

    Bad Breath (Molbols: Slow,Gravity,Bind,Poison,Blind,Paralyze,Silence)
    Black Cloud (Skeletons: Blind)
    Brain Crusher (Lizards: Silence)
    Foul Breath (Raptors: Diseased)
    Spike Ball, Acid Spray, Leaf Dagger, Poison pick, Poison Breath etcetra... (Antican, Spider, Mandragora, Cockatrice, Crawler, Flies: Poison. CAUTION: Spider poison is 15 times as powerful.)
    Light of Penance (Tonberries: Bind, Blind)

    Sleep may be cured by casting any Cure spell on the sleeping character. Curaga can wake up groups.

    Slow may be countered with Haste or Erase. For Spiders' Spider Web attacks, Haste will not work and Erase is your only option (as you can not use Leviathan's Spring Water as a sub).

    Erase will remove only ONE of the following status ailments if more than one is present:
    Slow, Bio, Dia, Gravity, Bind, Elemental debuffs(rasp, choke etc), STAT-Down, Parameter(attack, accuracy, defense)-down.

    It will NOT work on "you are currently in a weakened state" (after Raise).

    Barstatusra spells
    These spells are generally held to be as useful as the "Resist" job traits. (Read: not at all)

    Sneak, Invisible:
    These spells do not overwrite. Invisible is cancelled by performing almost any action but can easily be recast on yourself. Make sure your party is familiar with knowing how to cancel these spells before you recast them. The message "so and so's <spell> expires" will only be displayed to the caster of the spell, and usually too late, so it is important that your party members tell you when this spell starts to expire. The common terminology (among Japanese players) is "@s" for "Sneak is going", "@i" for "Invisible is going".

    To cancel a spell effect: Hit the + key twice, highlight the right icon and press enter.

    Some general rules:
    Invis: Beastmen (except Quadav), Bees, Tigers, Beetles.
    Sneak: Quadav, Almost everything else.
    Invis + Sneak + Don't cast magic near them!: Ahriman + Bombs
    Low life: All undead
    Don't cast magic!: All Arcana.
    Run away! (sneak, invis don't work): Active HNMs, (Guivre, Bune, Fafnir), NM beastmen in beastmen strongholds.
    I believe most sigs are like the people they represent - useless, loud and obnoxious.

  • #2
    I'll post some more observations here:

    How do I use Benediction/Divine Seal/Curaga/Other Large Healing Effect without dying?

    There are a lot of ways to avoid damage as a white mage. The best way to avoid getting killed when you use this ability is to make use of your defensive magic:

    - Paralyze, at level 4, can negate enemy spells and attacks. The effect is very unreliable, however.
    - Slow, at level 13, decreases the speed at which monsters attack. This means you will take damage at a slower rate if you pull aggro.
    - At level 19, white mages acquire Blink. This spell will (randomly) stop 2 hits/targetted spells and negate them.
    - At level 28, white mages acquire Stoneskin. This spell seems to stop a bit over twice your Enhancing Magic skill in damage. Non-Stunning attacks which hit you for 0 cannot interrupt your spellcasting while you are under the effects of Stoneskin (not even critical hits).
    - At level 45, quite mages acquire Flash. This spell pulls a LOT of enmity, and should be used with caution, but it greatly decreases an enemy's accuracy for several seconds, which can buy you some extra time to get another defensive spell in place (and give your other party members more time to react).

    How do I get money to pay for spells/equipment/food?

    There are no hard and fast answers to this question. However, at early levels (prior to level 30), your best bet is to do some research on quests in each city and complete as many as are reasonable, as well as repeat those which seem profitable. If you ever plan on using the Summoner job, this is doubly important, since all of the Summoner avatar quests require very high Fame, which can only be raised by completing quests. As a side effect, increased Fame will improve the prices for which you can purchase items from vendors, as well as the price the vendors will buy items for.

    More notes on Statusna

    Poison:
    - Crawler and Fly poison effects deal 1 damage/3 seconds. This can be safely ignored until the end of a battle - don't spend time and energy curing this when the monster can re-use the ability. This also applies to the spells Poison and Poisonga.
    - Fungaur and Lizard poison deals 3 damage/3 seconds. This is significant enough to be worth removing immediately, unless someone is in immediate danger of dying.
    - Spider poison is incredibly powerful. Remove this poison ASAP, as it can indeed deal as much as 15 damage/3 seconds. Poison II and Poisonga II also fall under this category of severity.

    - Correction to Locus' note above: Horror Cloud used by Skeletons is a Slow effect. Black Cloud is their area effect damage/blind effect.

    - Great Bleat, a Max HP Down ability which is used by Ram-type enemies, is considered a Curse effect, and is removed using the level 29 spell, Cursna.

    What is the interaction between Dia and Bio spells?

    Dia and Bio are mutually exclusive. The order in which these spells have precedence is:

    Bio II > Dia II > Bio > Dia

    For instance, if someone has cast Bio on a monster, Dia will have no effect on that monster (other than the 0-2 damage initial effect). Dia II, however, will erase the Bio effect, because it has higher precedence.

    More notes regarding Bar- and Shellra spells

    Shellra spells seem to increase your chance to resist elemental damage, rather than being a straight damage reduction effect. It is effective against any elemental damage effect (even effects which are not spells, such as Bubble Shower). Bar-Element-ra spells work similarly against elemental effects of their type.

    Barstatus effects are mostly useless, as they only seem to reduce the duration of the effect. Since it is usually more desirable to use Erase or a -na spell to remove the effect entirely, it makes almost all of them useless. The exceptions to this rule seem to be:

    Barpoisonra: This spell seems to have an effect similar to Shellra/Bar-element-ra versus poison attacks such as Acid Spray (increases your chance to resist damage).

    Barsleepra: Has only one use that I have seen, and that's in Yuhtunga Jungle when fighting Mandragora, since their area effect Sleep attack(Dream Flower) can be very annoying.


    Icemage

    Comment


    • #3
      Would raising club skill fall under the scope of this faq? I've been skill training in small groups on coffer key monsters, but I don't believe these mobs will take me all the way to 220.

      Comment


      • #4
        Thanks for the correction, Icemage. A few comments:

        Stoneskin cuts an amount of damage dependant on two factors - your enhancing magic skill and your maximum HP. Increasing either of them will result in more damage being absorbed.

        To avoid dying after a huge hate spell, I recommend the following: Elemental Seal + Bind, Dangerous spell, zone and come back if possible. Zoning removes all hate from you. Another good tactic is to get another person to put the monster to sleep - this causes hate reset of the monster.

        Great Bleat causes MAX HP DOWN, this is a parameter down status which can be removed by Erase. I have not tried Cursna personally, but if that works too, all the better.

        The effects of Shell are the most evident when fighting IT enemies. Here's an isolated example with Shellra 4:

        Maledictor fireballs without Shellra or Barfira = 150ish damage. With Shellra on only = 120ish damage, damage never seems to go to 150. This damage cut is highly reliable. (Hence why it may be a percentage or just a straight resistance increase. The way that resistance works in this game is that it confers a percentage cut reduction in damage.)
        With Barfira on only = most people take a straight 150 damage. Some people will resist and take 70ish damage.
        With Barfira + Shellra = people take around 110 damage, some people resist and cut damage down to the 50s.

        This is easily tested on monsters that do large elemental damage, such as high level Crawlers with Poison breath. Damage can drop dramatically from 200 to a mere 50 with both shell and barwatera, with shell alone, you are looking at 100ish damage, but barwatera alone, people still take a hideous amount of damage.

        From this, I speculate that Shell > Barelement. But for best results, apply both.

        Area effect sleep is not limited to mandragora. Any black mage type enemy over level 31 can cast Sleepga and Sheep have an area attack sheep song too. When fighting mandragora - do NOT cure poison inflicted by Leaf Dagger, as this keeps front row people awake.

        A word about hate reset
        Certain monsters have attacks that cause "hate reset". This completely removes hate from any player hit by these attacks. As you will probably be out of range of these attacks and keep your hate, it is important that you be prepared for the monster to start running towards you.

        Attacks that reset hate are:
        Throat Stab (Tonberries)
        One of the attacks of Crystal Giants (can't remember the name). Causes Slow.
        Sand trap (Area attack+ petrify, Anticans)
        Hydro Shot (Area knockback + Stun, Sahagin)

        Raising (Weapon) Skill
        Coffer key monsters in Castle Oztroja, Beadeaux and Davoi are popular for skill up parties, but they generally will not take you further than 210 or so skill. To max skill, the most popular haunts are in Ve'Lugannon palace or in the Ru'Aun Gardens (pots and elementals). Getting there is a chore, however, and it is impractical to write a list of skill ranges for monsters here, so it is just suggested you attempt to skill up on monsters that check out as "Even match" and above to you.
        I believe most sigs are like the people they represent - useless, loud and obnoxious.

        Comment


        • #5
          Originally posted by locus
          Thanks for the correction, Icemage. A few comments:

          Stoneskin cuts an amount of damage dependant on two factors - your enhancing magic skill and your maximum HP. Increasing either of them will result in more damage being absorbed.

          To avoid dying after a huge hate spell, I recommend the following: Elemental Seal + Bind, Dangerous spell, zone and come back if possible. Zoning removes all hate from you. Another good tactic is to get another person to put the monster to sleep - this causes hate reset of the monster.

          Great Bleat causes MAX HP DOWN, this is a parameter down status which can be removed by Erase. I have not tried Cursna personally, but if that works too, all the better.

          The effects of Shell are the most evident when fighting IT enemies. Here's an isolated example with Shellra 4:

          Maledictor fireballs without Shellra or Barfira = 150ish damage. With Shellra on only = 120ish damage, damage never seems to go to 150. This damage cut is highly reliable. (Hence why it may be a percentage or just a straight resistance increase. The way that resistance works in this game is that it confers a percentage cut reduction in damage.)
          With Barfira on only = most people take a straight 150 damage. Some people will resist and take 70ish damage.
          With Barfira + Shellra = people take around 110 damage, some people resist and cut damage down to the 50s.

          This is easily tested on monsters that do large elemental damage, such as high level Crawlers with Poison breath. Damage can drop dramatically from 200 to a mere 50 with both shell and barwatera, with shell alone, you are looking at 100ish damage, but barwatera alone, people still take a hideous amount of damage.

          From this, I speculate that Shell > Barelement. But for best results, apply both.

          Area effect sleep is not limited to mandragora. Any black mage type enemy over level 31 can cast Sleepga and Sheep have an area attack sheep song too. When fighting mandragora - do NOT cure poison inflicted by Leaf Dagger, as this keeps front row people awake.

          A word about hate reset
          Certain monsters have attacks that cause "hate reset". This completely removes hate from any player hit by these attacks. As you will probably be out of range of these attacks and keep your hate, it is important that you be prepared for the monster to start running towards you.

          Attacks that reset hate are:
          Throat Stab (Tonberries)
          One of the attacks of Crystal Giants (can't remember the name). Causes Slow.
          Sand trap (Area attack+ petrify, Anticans)
          Hydro Shot (Area knockback + Stun, Sahagin)

          Raising (Weapon) Skill
          Coffer key monsters in Castle Oztroja, Beadeaux and Davoi are popular for skill up parties, but they generally will not take you further than 210 or so skill. To max skill, the most popular haunts are in Ve'Lugannon palace or in the Ru'Aun Gardens (pots and elementals). Getting there is a chore, however, and it is impractical to write a list of skill ranges for monsters here, so it is just suggested you attempt to skill up on monsters that check out as "Even match" and above to you.
          Side note for weapon skill, you don't get much skill ups from coffer key droppers, around 200 or so, BUT those in NM/G3 area can bring you high enough to Hexa.
          WHM 75 | BLM 37 | RDM 63 | WAR 75 | MNK 44 | NIN 37 | RNG 20
          Windurst Rank 10 | Bastok Rank 10 | Sandoria Rank 3
          No more permanent stats on "In areas outside own nation's control" items.
          Combat Caster's Boomberang +1 | Master Caster's Bracelets
          Sandoria is gay.

          I'm a warrior and I kill stuff! RAWR!


          ph34r the Gigant Axe rush.



          Comment


          • #6
            thanks for the advice synbios, guess id better get that orb quest done in davoi ^^a

            Comment


            • #7
              Synbios, you didn't need to quote the ENTIRE post >_<;

              Going to update this FAQ about macro tags so I can refer to it.

              Macro Tags

              Example with a /ma Cure <tag>

              <tag> = select one of the following below

              <t> = target (Tip = you can target party members with F1-F6)
              <st> = select target (will let you cure players or monsters)
              <stpc> = select player character (will let you cure party members only)
              <stnpc> = select non-player character (monsters/npcs only)
              <lastst> = last selected target
              <bt> = will act as a <t> macro if no hostile monsters are present, otherwise it will auto-target the NEAREST monster with it's name in red. (Best used when targetting is hard due to other targets in the way)

              Later on, it is advisable to do /ma Cure <t> over /ma Cure <stpc>. Why?

              One tactic in huge alliances+ (e.g. Dynamis) is to do a support Cure. Macro the main healers in other parties. This involves the use of the much unused /assist command.

              Let's say I'm in an alliance and the other party has a white mage named "Sue". Sue needs help with healing a galka monk in her party which has HUGE hp and is the current tank.

              /assist Sue (gets the target of Sue)
              /ma "Cure III" <t>

              If closer attention (na spells) is needed:

              /assist Sue
              /lockon (remember to hit the asterisk key to lock off)

              As it's inconvenient to type "Sue" all the time, it actually makes sense for the white mage/main healer to be the leader of alliance parties all the time. That way I can use the tags <a10> and <a20> instead.

              As you can see, if Sue was using <stpc> she could be targetting and locked on to a monster while curing the galka monk. After you use your assist macro, you would NOT cure the galka monk, you would be curing the monster. <stpc> is a fine tag, but it's really so much easier to hit F1-F6 instead (use <bt> for debuffs).
              I believe most sigs are like the people they represent - useless, loud and obnoxious.

              Comment


              • #8
                I saw a post on alakazham that Raise 2 was available from Quicksand coffers. This sure sounds a ton easier than hunting High Priests. Can anyone confirm this? Thanks!

                Best Regards,
                Alex
                Unleashed LS - http://unleashed.de.be

                Comment


                • #9
                  Where can I buy/acquire some of my most important spells?

                  * note: This is work in progress, I'm still unsure as to a few of these locations, and will note those I have not personally checked, so please feel free to add to this or correct me if I've made a mistake

                  Base spell vendors in each starting city are:
                  Kususu's Hoodoos in Port Windurst
                  Sororo the Scribe in Bastok Markets
                  Regine's Magicmart in Port San d'Oria

                  Other major white magic spell vendors:
                  The Federal Magic Reserve is located in the south part of Windurst Waters.
                  Weeg-Deeg's Magic Shop is located in Lower Jeuno.
                  Quelpia, an NPC in Selbina, sells white magic.

                  Cure I: Any base vendor
                  Cure II: Base vendor in your home city when your city is #1 or higher in conquest, or Selbina
                  Cure III: Federal Magic Reserve, or Selbina
                  Cure IV: Weeg-Deeg's
                  Cure V: From Goblin Alchemists in either Gustav Tunnel or Cape Terrigan

                  Curaga: Base vendor
                  Curaga II: Weeg-Deeg's
                  Curaga III: Weeg-Deeg's

                  Protect: Any base vendor
                  Protect II: Federal Magic Reserve when Windurst is #1 or #2, or Selbina
                  Protect III: Weeg-Deeg's
                  Protect IV: Rabao, Mog House quest

                  Protectra I: Low level WHM beastmen (i.e. Yagudo Acolyte)
                  Protectra II: Muckvix' Junk Shop in Lower Jeuno
                  Protectra III: Weeg-Deeg's Magic Shop
                  Protectra IV: Rabao, Mog House quest

                  Blink, Stoneskin: Purchased from your home city base vendor when your city is ranked #1 in conquest.

                  Bar-spells: Weeg-Deeg's

                  Poisona, Paralyna, Blindna: Any base vendor
                  Silena, Cursna, Viruna, Stona: Weeg-Deeg's
                  Erase: BCNM40

                  Shell: Base vendor
                  Shell II: Federal Magic Reserve when Windurst is #1 or #2, Selbina
                  Shell III: Weeg-Deeg's
                  Shell IV: Unknown

                  Shellra: From Muckvix' Junk Shop in Lower Jeuno
                  Shellra II: Weeg-Deeg's
                  Shellra III: Weeg-Deeg's
                  Shellra IV: Goblin Alchemist drop

                  Regen I: Drop from Boggarts in Inner Horutoto, or item vendor in Mhaura
                  Regen II: Item vendor in Mhaura
                  Regen III: Goblin Alchemist drop

                  Raise: Federal Magic Reserve when Windurst is #1 or #2, Selbina
                  Raise II: Yagudo High Priest drop, Coral Sahagin drop, Quicksand Caves Treasure Coffer (VERY rare!), BCNM50
                  Raise III: Unknown

                  Reraise: Garnet Quadavs drop in Beadeaux
                  Reraise II: Unknown
                  Reraise III: Goblin Alchemist drop

                  Slow: Purchased from your home city base vendor when your city is ranked #1 in conquest.
                  Paralyze: Low level WHM beastmen (i.e. Yagudo Acolyte)
                  Dia: Base vendor
                  Dia II: Weeg-Deeg's
                  Silence: Drop from Garnet Quadav (Rolanberry Fields, Beadeaux), or Goblin Leecher
                  Flash: Higher level PLD enemies (Antican Princeps, Antican Faber, Darksteel Quadav)


                  Icemage

                  Comment


                  • #10
                    One tip I would like to add that many beginners aren't aware of:
                    In the config it is possible to bind keys to Menu Up or Menu Down only. This is useful for selecting alliance members. Press F1-F6 to select a member in your party, then use your newly-bound buttons to scroll onto Alliance members. It's quite fast when you get used to it. Well, it's fast enough for support cures and it's very easy to do.

                    With the amount of buttons unused on the keyboard, I suggest all characters do this. I also bound buttons to Camera Movement Only, so that after you die you can watch the rest of your party die as well. Also convenient for Taru melee's when fighting mobs like Dhamels if you prefer to see more than just the tip of your club when you swing.

                    Comment


                    • #11
                      i believe reraise ii drops from the weapons in fei yin. ...overweapons are they called? i forget.

                      Comment


                      • #12
                        Spells for all jobs and all methods they are acquired. Pretty accurate for the most part. Click the job you want to look under, then click the individual spell to see what quest gives it, under what conditions it appears at the npc vendors, and with npc vendor prices. Details for the quests themselves can be found at allakhazam.com. Hope this helps some.
                        Whm 75 Blm 37 Brd 75 | Bastok Rank 10 | Whm > Rdm

                        Comment


                        • #13
                          Originally posted by locus
                          Synbios, you didn't need to quote the ENTIRE post >_<;

                          Going to update this FAQ about macro tags so I can refer to it.

                          Macro Tags

                          Example with a /ma Cure <tag>

                          <tag> = select one of the following below

                          <t> = target (Tip = you can target party members with F1-F6)
                          <st> = select target (will let you cure players or monsters)
                          <stpc> = select player character (will let you cure party members only)
                          <stnpc> = select non-player character (monsters/npcs only)
                          <lastst> = last selected target
                          <bt> = will act as a <t> macro if no hostile monsters are present, otherwise it will auto-target the NEAREST monster with it's name in red. (Best used when targetting is hard due to other targets in the way)

                          Later on, it is advisable to do /ma Cure <t> over /ma Cure <stpc>. Why?

                          One tactic in huge alliances+ (e.g. Dynamis) is to do a support Cure. Macro the main healers in other parties. This involves the use of the much unused /assist command.

                          Let's say I'm in an alliance and the other party has a white mage named "Sue". Sue needs help with healing a galka monk in her party which has HUGE hp and is the current tank.

                          /assist Sue (gets the target of Sue)
                          /ma "Cure III" <t>

                          If closer attention (na spells) is needed:

                          /assist Sue
                          /lockon (remember to hit the asterisk key to lock off)

                          As it's inconvenient to type "Sue" all the time, it actually makes sense for the white mage/main healer to be the leader of alliance parties all the time. That way I can use the tags <a10> and <a20> instead.

                          As you can see, if Sue was using <stpc> she could be targetting and locked on to a monster while curing the galka monk. After you use your assist macro, you would NOT cure the galka monk, you would be curing the monster. <stpc> is a fine tag, but it's really so much easier to hit F1-F6 instead (use <bt> for debuffs).
                          I si lazy.
                          WHM 75 | BLM 37 | RDM 63 | WAR 75 | MNK 44 | NIN 37 | RNG 20
                          Windurst Rank 10 | Bastok Rank 10 | Sandoria Rank 3
                          No more permanent stats on "In areas outside own nation's control" items.
                          Combat Caster's Boomberang +1 | Master Caster's Bracelets
                          Sandoria is gay.

                          I'm a warrior and I kill stuff! RAWR!


                          ph34r the Gigant Axe rush.



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                          • #14
                            Protectra4

                            Anyone know how the quest for Protectra4 works?
                            Character Profile:
                            http://ffxi.allakhazam.com/profile.xml?50058

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                            • #15
                              I have a few questions I would like to pose, if I may.

                              Questions

                              1.) Enhance Skill - Trying to use the Barspells, Protect, Shell, Regen, and Sneak/Invis are taking a considerable amount of time to raise skill it seems as you gain levels in whm. Is a whm forced to spending monotonous hours casting all these spells in a cycle to raise Enhance or is there a better way to raise it more quickly? (Like casting on a higher level character for example?) Gains seem to come very limited. (whm is 50 w/118 in enhance and getting more +gains when casting warp than the whm spells.)

                              2.) MND - this attribute effects potency of cure spells and debuffs as was previously mentioned in this thread. However, MND also assists in resistances. Could this be expounded upon?

                              3.) INT - I have been told by several people that INT increases spell damage in FF11. This includes Divine spells like the Banish line. Can this be confirmed? Also, would this demolish the idea that MND increases divine spell damage?

                              4.) Barelementra spells - If a white mage cast Barpoisonra on her party while fighting a crawler that used poison breath, then also cast barwatera on her party, would barwatera help reduce poison damage? I was of the understanding that poison is a water type elemental and thus, I would think barwatera would help reduce damage from poison. Is this idea confirmed?

                              There are just a few of my most pressing questions!

                              Thx in ADV

                              [b]


                              Goodbye everyone.

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