Tips for EXP
Status ailments: Before you ever venture out, go to your CONFIG menu, to the FONT COLOR section. Edit the color of Status ailments on others and on yourself to a color that will stand out. This way when someone is Poisoned, for instance, you will see it in the text even if you missed the graphic of it happening on the screen.
The Orcish Cursmaker casts Poison.
Shiloh is poisoned.
Some status ailments don't show up in the text box. For instance, if the monster uses Ice Spikes, your melees will likely become Paralyzed. If you aren't familiar with a monster's abilities, be sure to ask the party if they are being enfeebled by anything.
Items you should bring: For food, be sure to have something that gives
+MP regeneration while resting, like roast mushrooms or cookies. Have a few juices on hand for when your MP gets very low. There are several medicines you should always carry, like a stack of echo drops, a stack of silent oils, and a stack of prism powders. Even mages will need oils and powders quite often. It's advisable to carry a warp cudgel, a Scroll of Instant Warp and a Scroll of Instant Reraise. There will definitely be times these come in handy.
Looking for parties: This is one area that causes many people to pick White Mages. They are in demand from the start. Level 1-40 is swift for a White Mage. When Red Mages get Convert and Refresh, they become heavy competition. White Mages get a slight boost from Raise II, but not until Raise III at level 70 does a White Mage start getting invites as readily as low levels. Although White Mages have their ups and downs, finding parties is always quite easy compared to most other jobs.
The pull: If the puller pulls behind you with a ranged attack but misses, the monster may hit you if it runs near you. Be sure to have your puller say if the ranged attack misses, and either stand up before the monster arrives, or have your tank provoke before it has a chance to hit you. Try to rest in a spot that is not near the pulling paths. If you ever have to pull with an avatar from your subjob, either use Release or simply allow your avatar to die for a successful pull.
SA/TA: Try not to do anything to cause aggro if your party does Sneak Attack / Trick Attack to start the battle, until after SA/TA has been performed. Some things cause more aggro than you might expect. Resting your MP near a monster, eating a piece of food, casting a Paralyze, or using Regen. If you can, try to see to it that the initial Provoker is fully healed and has Regen and Protect before the monster arrives.
Magic: Always remember your Haste duties. If you see "Shiloh's Haste effect wears off," Hasting Shiloh is now an extremely high priority. If you are late Hasting Shiloh, you will be late Hasting the rest of the damage dealers as well. Use Regen III, II, and even I as much as you possibly can. Be swift at removing status ailments. Make sure someone in your party has Reraise on--usually it will be you.
Macros: When you reach level 51, create these macros:
/equip Main "Light Staff"
and
/equip Main "Dark Staff"
add the various other items later on, like Errant Houppelande and Hierarch Belt.
Your spell list: Since a mage has so many spells, it is important that you organize your spell list so that the spells needed in an emergency are quick to get to. Your spell list can be toggled through quickly by using the left and right buttons on your keyboard. Each time you hit right, it will toggle to the next set of 12 spells. Place your Cure spells at the top of the first page. Stoneskin, Blink, and Aquaveil can go at the top of the second page. Sneak and Invisible can go at the top of the third page. If you go to the first spell in your list and hit the up button, you will go to the bottom of your list. There you can place spells like Haste, Enfeebles, Flash, and Sleep. You might also want to place Warp in an easy to get to spot on your spell list, but be sure not to accidentally hit it.
Aggro: People who switch from a melee job to a mage job will probably experience magic-aggro a few times before they learn their lesson. Elementals and arcana are magic-aggroing monsters. They will attack you the moment you start casting a spell, whether or not you finish casting it. Some monsters have true-sight and true-sound, like Ash Dragon and Orcish Overlord. Sneak and Invisible do not work for these. Be very careful and try to stay near a Provoker while traveling to your exp camp. If you ever get aggro on the way to camp or during exp, immediately let the party know. Here are several survival tips. You can attempt to Flash the monster and apply Blink or Stoneskin, or Flash the monster and Sleep it. You may want to use Elemental Seal before Sleep. If these options don't work, try to stand still and Cure yourself. Hopefully someone can save you before your MP runs out. Try to limit your aggro to 1 monster. Consider using Escape, if your Black Mage sub is level 29 and you are in a dungeon. But it's frowned upon if you Warp, leaving your party behind. Your last option is to find a safe place to die, where you can successfully Reraise afterwards. Concerning HP-aggro from undead type monsters, it is your responsibility to cure anyone whose HP is in the yellow or lower, if they run the risk of aggroing by low HP.
Final note on EXP tips: Last but not least, remember, there are times when it's best to not Cure at all, or give a tiny Cure. Waiting until hate is squarely planted on the tank is a wise choice. And there will probably be other people in your party assisting with the curing, so you can often just give a Cure III instead of a Cure IV. MP efficiency and balance of hate are the keys to being a White Mage, and the only way you can truly master these is by practice.
At level 70+
Maat: There are many different strategies at fighting Maat, but the main goal is to Cure yourself for a certain amount of HP--keep Curing yourself as long as you possibly can. The amount of HP people have reported Curing themselves for has varied from 4000 to 6000. It's best to not attack Maat with a weapon, since that will cause him to gain TP at a faster rate. Timing is important--try to Cure yourself such that you do not get hit while at 15% to 85% of your spellcasting. This usually means that you start casting Cure just as he hits you. You have Flash at your disposal if the situation sours, however Maat is so resistant to Flash it will only stick for about 1-2seconds. A Vile Elixir +1 recovers half of your HP & MP, and it, along with two yagudo drinks, are a wonderful investment to ensure you defeat Maat.
Your role in Dynamis: Create a macro like /target Shiloh. /target macro all the tanks in your immediate alliance. Your job is to keep them alive. Everything else like keeping melee alive and keeping people Hasted are a secondary objective. Bring venom/poison potions because you are the one expected to perform the curaga when your party gets slept. You will have to click off your Stoneskin to wake up while Poisoned. And you should always have echo drops in your inventory. Use Barfira when facing Ninja NMs, bar-element when facing Summoner NMs with their avatar out, and if you are facing Monk NMs be ready for Hundred Fists with Cure V and Benediction. Always, always, always have Reraise on. When it comes time to do Raises, Haste yourself first to reduce recast time, then start the Raises. Raise the Red Mage or Bard first, the tank next, then the people with MP, and last the melee without MP. However, if there are any White Mages who don't have Reraise on, Raise them before you do anything else. You will sometimes find you have to give a Raise I or II, and in this case, ask who is willing to accept it, but try not to waste too much time.
Your role at NMs: Flash and Dia are your two best pulling tools; Flash is faster but Dia is longer range. You can sub Warrior or Beastmaster for instapull. Keep your tank alive, have Reraise on, Stoneskin and Blink yourself, and keep people Regened and Hasted.
Your role at Gods: You will usually be outside the alliance. Have your /target Tank macro set. Have Reraise on. Be familiar with status ailments like Byakko's Paralyze, and Barwatera on Genbu for instance if you are in the alliance. For Kirin, create Barstonra and /ma Erase Tank macros.
Soloing: Buff yourself as much as you can, Protect, Shell, Stoneskin, Blink, Aquaveil, Haste, and Reraise. Your main damage will be Hexa Strike, so it's important you skillup to get it--it enables you to defeat most Easy Prey. When Stoneskin and Blink wear off, use Flash to temporarily blind the enemy, and recast Stoneskin. Sometimes you will need to Sleep the enemy to recast your buffs. Another option is you can begin casting Stoneskin and click it off just before it is reapplied, similar to a Ninja's Utsusemi strategy. Spirit Taker is nice to have for longer battles because it recovers MP and does damage simultaneously. But always be aware of the nearest zoneline to scamper off to when things get ugly. Reraise III is your best friend.
Merit Points: A White Mage has many choices about what stats they want to boost with merit points. You earn a new merit point every 10,000exp. Some merit categories require 3 merit points per boost, like MND. Other categories require 1 point for the first boost, 2 points for the second boost, and so on, like Regen. It is all a matter of taste. Pick where you place your merit points based on your own playing style. Here are some merit categories that might interest White Mages:
You may add 5 merit increases spread across this category.
Regen: +1hp/tick per increase.
Cure: -4% spellcasting time per increase.
Banish: +2 damage and +2 seconds of defense down per increase.
Barspells: Enhance potency and magic defense by 2 per increase.
Divine Seal: -20seconds recast per increase.
You may add 4 merit increases spread across this category.
MND: +1MND per increase.
You may add 7 merit increases spread across this category.
HP: +10HP per increase.
MP: +10MP per increase.
You may add 6 merit increases spread across this category.
Healing magic: +2 skill levels per increase.
Divine magic: +2 skill levels per increase.
Enhancing magic: +2 skill levels per increase.
Enfeebling magic: +2 skill levels per increase.
You may add 9 merit increases spread across this category.
Club skill: +2 skill levels per increase.
Staff skill: +2 skill levels per increase.
You may add 6 merit increases spread across this category.
Enmity: -1 enmity per increase.
Spell interruption: -2% interruption rate per increase.
Weapon Skills
Your most important skills for Club are Hexa Strike (Fusion) for the biggest damage, and Black Halo (Fragmentation) which are sometimes used for Light skillchains, but Brainshaker is nice for a quick stun. Seraph Strike has been reported as doing good damage on elementals, and Judgment can do decent damage if you have 300% TP saved up. As for Staff, you have Retribution (Gravitation) and the lovely Spirit Taker which converts about 50-200 damage into 50-200MP for you! Since a White Mage has to skillup to obtain these high level weapon skills, here is an example of where you can skillup:
1-100: Davoi-Orcish Beastriders, Orcish Impalers, Orcish Nightraiders, Orcish Brawlers (monsters around level 37).
100-135: Crawler's Nest-Soldier Crawler, Hornfly, Blazer Beetle, Mushussu (monsters around level 50).
135-195: Kuftal Tunnel-Robber Crabs or join coffer key parties like Beadeaux-Sapphire Quadav, Platinum Quadav, Darksteel Quadav, Ancient Quadav (monsters around level 65).
195-205: Boyahda Tree-Robber Crabs (monster around level 68).
205-253: Boyahda Tree-Steelshell (monster around level 75).
253-256: Ru'Aun Gardens-Light Elemental (monster around level 78).
Of course, this is just an example--there are dozens of possible locations. It is possible to reach level 256 club and level 230 staff solo, but for safety you may want to join skillup parties.
Club Weapon Skills: Random Damage Multiplier; Hidden Damage Factors:
10-Shining Strike: 0.875, 1.75, 2.50; Your MND, Your INT vs. Target's INT, Target's Light Element resistance.
40-Seraph Strike: 0.875, 2.00, 3.00; Your STR, Your MND, Your INT vs. Target's INT, Targets's Light Element resistance.
70-Brainshaker: 1.00; Your STR vs. Your Target's VIT.
100-Starlight: N/A.
125-Moonlight: N/A.
150-Skullbreaker: 1.00; Your STR vs. Target's VIT.
175-True Strike: 1.00; Your STR vs. Target's VIT.
200-Judgment: 2.00, 2.50, 4.00; Your MND, Your STR vs. Target's VIT.
220-Hexa Strike: 6.00; Your STR vs. Target's VIT.
230-Black Halo: 1.50, 2.50, 3.00; Your MND, Your STR vs. Target's VIT.
Staff Weapon Skills: Random Damage Multiplier; Hidden Damage Factors:
10-Heavy Swing: 1.00, 1.25, 2.25; Your STR vs. Target's VIT.
40-Rock Crusher: 1.00, 2.00, 2.50; Your INT vs. Target's INT, Target's Earth Element resistance.
70-Earth Crusher (AoE): 1.00, 2.25, 3.50, Your STR, Your INT vs. Target's INT, Target's Earth Element resistance.
100-Starburst: 0.875, 1.625, 2.00; Either your MND vs. Target's Light Element resistance, or Your INT vs. Target's Dark Element resistance (random), and Your INT vs. Target's INT.
150-Sunburst: 0.875, 2.00, 3.125; Either your MND vs. Target's Light Element resistance, or Your INT vs. Target's Dark Element resistance (random), and Your INT vs. Target's INT.
175-Shell Crusher: 1.00; Your STR vs. Target's VIT.
200-Full Swing: 1.00, 3.00, 5.00; Your STR vs. Target's VIT.
215-Spirit Taker: 1.00, 1.50, 2.00; Your INT, Your MND, Your STR vs. Target's VIT.
230-Retribution: 2.00, 2.50, 3.00; Your MND, Your STR vs Your Target's INT.
A glance at the final weapon skills quests:
Know that to break the latency on your weapon of trials, you must gain 300 trial points against Easy Prey or stronger monsters. Solo weaponskill is worth 1 point, First tier weaponskill is worth 2 points, Second tier weaponskill is worth 3 points, and a Third tier weaponskill is worth 5 points. The way to know if you have broken your latency is when the latent effect on your weapon no longer adds to your stats what it says it adds. The club of trials will no longer give you the +10HP, +10MP, +10Earth, +10Fire, for example. And sadly you cannot make a Third tier skillchain with your staff until after you finally get Retribution.
Black Halo: NPC Kuroido-Moido in Windurst Port E-7, break latent on club of trials, defeat NM Pot in Ro'Maeve M-8.
Retribution: NPC Shantotto in Windurst Walls K-7, break latent on staff of trials, defeat NM Skeleton in Ifrit's Cauldron eastern entrance->F6->fall I-8->cave->H-7.
Conclusion
White Mage isn't a job for everyone, but it might be a job for you. Give it a try and see what you think. We'll be waiting for you at 75 :)
Written by: Whisp the Onion Head™