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On Healing Hands - A Comprehensive WHM Guide v3!
---Welcome! Please excuse any errors--- |
Some things are copied from the old guide credit goes where credit should.
I have chosen not to add all Job Ability/Job Trait info, instead linked bgwiki's whm page |
On Healing Hands - A Comprehensive WHM Gear Guide v3 |
Scholar is the most commonly used sub job and should be a White Mage’s go to for almost any situation.
Under Light Arts: 10% cast speed reduction; 10% recast reduction; 10% reduced MP cost &
Sublimation: When fully charged the total MP stored is equal to 50% of your maximum HP, about 850-950 mp.
And it will prevent you from Sleep while it's charging.
Conserve MP, Accession(AoE Regen/Stoneskin/-na's), Penury, and Celerity Stratagems, B+ in Enfeebling and Enhancing magic.
Under Dark Arts & Addendum: Black: access to Sleep, Dispel, which can be AoE with Manifestation, but on 2min timer. |
Red Mage is the next most important sub job for White Mage,
which isn’t saying too much as the times a White Mage will sub Red Mage is very few and far in between.
In terms of utility it offers, Refresh, Fast Cast, Flurry, Convert, Dispel, Sleep and Sleep II |
Black Mage is generally used as the lazy man’s way to head from easy event to easy event. |
Bar Spell Effect 5/5
Regen Potency 5/5
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Animus Solace 5/5
Animus Misery ?/?*
Devotion 5/5*
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* Depends on which stance you mostly use, Cureskin from Solace is probably used 99% of the time.
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Precast Fast Cast
Novice |
Precast Fast Cast
Medium |
Precast Fast Cast
Advanced |
ItemSet 373971 |
ItemSet 373972 |
ItemSet 373973 |
• Cape Fast Cast +10
• Head Path :D |
• Cape Fast Cast +10
• Head Path :D
• Gada 4~6 |
• Cape Fast Cast +10
• Option: Fanatic Gloves +7FC
• Head Path :D |
Precast Fast Cast
Elite |
ItemSet 373974 |
• Head Path :D
• This set is 80% Fast Cast &
10% Quick Cast
• Can also use Augmented
Grioavolr with Fast Cast
& Clerisy Strap+1
• Other swaps SU3 Legs
• Oranyan |
Precast Cure
Novice |
Precast Cure
Medium |
Precast Cure
Advanced |
ItemSet 373976 |
ItemSet 373977 |
ItemSet 373978 |
• Cape Fast Cast +10
• Head Path :D
• Feet Path :D |
• Cape Fast Cast +10
• Head Path :D
• Feet Path :D |
• Head Path :D
• Feet Path :D
• This set had capped
Cure Casting
Fast Cast &
Quick Cast |
Precast/Midcast Cure
For Equipsets |
ItemSet 373009 |
• Cape Fast Cast +10
• Rod Path :D
• Head Path :D
• Hands Path :A
• Feet Path :D
• This set had capped
Cure Casting
Fast Cast &
Cure Potency 50% |
You dont need everything in most of these sets, just enough to hit combined 80%.
What you need to keep in mind is that all maxed fc & cct sets arent made for the ingame /equipset,
the game cant handle maxed fast cast and swapping in time. |
Cure 50%
Novice |
Cure 59%
Medium |
Cure 76%
Advanced |
ItemSet 372276 |
ItemSet 373988 |
ItemSet 374343 |
• Club path: D
• Cape: Mnd -Enm |
• Club path: D
• Feet Path D |
• Head Path: A
• Feet Path: D
• Cape: MND
• Alt Waist:
Shinjutsu-no-Obi +1
Rank 15: FC+5 and
Conserve MP+15
• Can use Chatoyant
Instead of Raetic
for a slightly weaker % |
Curaga 50%
Novice |
Curaga 62%
Medium |
Curaga 82%
Advanced |
ItemSet 372276 |
ItemSet 373986 |
ItemSet 373987 |
• Club path: D
• Cape: Mnd -Enm |
• Club path: D
• Feet Path D
• Cape: Healing Skill +10
(can use Ambu Cape) |
• Head Path: A
• Feet Path: D
• Cape: Healing Skill +10
(can use Ambu Cape)
• Can use Chatoyant
Instead of Raetic
for a slightly weaker % |
On Raetic+1 vs Chatoyant. Raetic has a MP penalty which can be dangerous in the wrong situations.
Chatoyant Staff only works at max potency under Aurorastorm and or Weather, Hachirin-no-Obi works under Storm/Weather or Day,
All sets implies Afflaus Solace |
I have left some slots blank, you could use Conserve MP, Mnd or Haste |
Divine Benison grants a significant fast cast bonus and enmity reduction to all -na spells and Erases. |
Divine Benison V as Level 90WHM grants 50% Fast Cast; 25% enmity reduction. |
Get That Sexy Yagrush When you can<3 |
With Tier V trait it's kinda easy to cap fast cast for -na's |
Doom removal
Novice |
Doom removal
Medium |
Doom removal
Advanced |
Doom removal
Elite |
ItemSet 373983 |
ItemSet 373984 |
ItemSet 373992 |
ItemSet 373985 |
• Head/Feet Path: B |
• Head/Feet Path: B |
• Head/Feet Path: B
• This set is 65%~ |
• Head/Feet Path: B
• This set has
100% success rate
in theory if Master Level 25~27
depending on JSE Earring.
Gambanteinn can be
offhanded for the effect |
Enhancing Magic
Skill |
Enhancing Magic
Duration |
Barspells |
Regen |
ItemSet 373994 |
ItemSet 373995 |
ItemSet 373996 |
ItemSet 369805 |
• This is just various
skill items
•AF Feet+3 has +21 Skill
& +10% duration
•Cape can get +10 |
• Telchine Auged with up to +10
•Can use Telchine Pigaches +10
•Gada +6 |
• Barspell cap at
500 Enhancing Skill
And max out at 236
Which is easy with
Light Arts |
• Max Potency&Duration
3m&30sec+ |
Barspell/Boost spells both cap at 500 enhancing magic skill
Little testing has been done for Barstatus spells but 500 is the reasoned Cap as well. |
I wont add Dark Matter augments |
Various swaps that can be made, Regal Cuffs, AF gloves +3, Relic Gloves+3
Diffrent clubs Gada, Grioavolr, Daybreak |
Nyame and Bunzi might look alike in the -dt, but useage are diffrent. Nyame has high Def lowering phys dmg taken, while Bunzi has high MDB lowering the magic Dmg you take even more.
These are just some combinations, There's Shamash, Su4-5, Volte gear etc. |
The bread and butter of a White Mage curing build (among other utilities it provides).
This Job Ability grants a 30 second Stoneskin buff to any target hit by a White Mages single target Cures.
The Stoneskin can absorb 25% (or more depending if you are wearing Orison Bliaud +1 or +2 when the Cure is cast) of the total amount Cured.
This effectively gives White Mages a 25%+ potency boost that stacks multiplicatively with the rest of their Curing gear and allows
any front line damage dealer to temporarily exceed their maximum HP cap thanks to the Stoneskin effect.
The benefits of Afflatus Solace does not end there. Afflatus Solace allows Sacrifice
to transfer at least seven enfeebling effects including those that can normally only be removed with Erase.
When Afflatus Solace is active, it grants a 5 MDB bonus against spells of the same element as the current applied Barspells.
Finally, Afflatus Solace charges a “battery” for each cure used that makes a White Mages Holy or Holy II spell significantly more potent.
Unfortunately, Afflatus Solace is that it does not grant its’ Stoneskin effect on Curaga or Cura spells.
Overall, this is the defining Job Ability for White Mages.
This Job Ability brings so much potential to the table that a
White Mage would be crazy not to have this Job Ability active
while they are supporting their party members from the backlines. |
White Mages front line ‘stance’.
Afflatus Misery brings some interesting supporting methods to a White Mage,
but if unfortunately falls flat compared to the ridiculousness that Afflatus Solace brings to the table.
Nonetheless, Afflatus Misery does have its’ moments and is not completely useless, it is just difficult to use.
It's main use consist of being paired with esuna under if the White Mage doesn't own a Yagrush and it's safe for him to stay in area of effect range. |
One of the most useful Job Abilities in a White Mages arsenal right now.
Divine Caress works in two stages. When a White Mage first uses it, the White Mage is granted a buff.
When the White Mage casts a -na spell and removes an appropriate enfeeble with that -na spell,
it grants a buff to the recipient that prevents them from being afflicted by that same status ailment for either a number of times or until three minutes have elapsed.
The base number of enfeeble prevention is one with each piece of "enhance Divine Caress" adding more preventions.
"Enhance Divine Caress" must be worn when the -na is casted, not at the activation of the job ability.
Paralyze effect of Ice Spikes becoming meddlesome? Divine Caress will protect you from that!
But that is not where the fun ends with his job ability. If a White Mage hits multiple targets with their -na
(thanks to Accession or Divine Seal) and removes the respective enfeeble from multiple players,
each character will get a Divine Caress buff as well. This is incredibly useful in a variety of fights.
Cerberus’ Ululation become problematic- Paralyna the entire party and watch as next several Ululatons become ineffectual.
Curse effect of Nerve Gas putting everyone at dangerous HP levels?
Cursna them all away and just worry about the damage portion of Nerve Gas.
Divine Caress is not useful in all fights but has the potential to trivialize certain NMs. |
White Mages ultimate one time use Magic Shield.
This job ability gives the White Mage and party members around them a shield that reduces the next magic hit by 75% after MDT calculations.
With that said, there need to be a bit of preparation to use this.
Sometimes, it is hard to predict when a NM will use its next super spell,
and if you are not close enough to your party members when it begins to cast its’ super nuke,
you might not be able to get to them in time to use Sacrosanctity.
Most common usage is Dynamis-D when fighting Nin NM's to make Mijin none lethal. |
White Mages 2nd SP / 2hr / 1hr ability.
When used provides a short period where all players with the effect active will be immune to all debuffs and dispelling effects!
This is particularly useful in a situation like Alexander HTB if you plan to zerg it.
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Ruaumoko's Final Fantasy XI: White Mage Guide |
YouTube Video Placeholder |
Pre-emptive curing is the art of acting before an event happens,
to the seasoned adventurer you will have noticed that NM's ready their special attacks and most
of them have a small window before they actually go off (hence the idea of stun locking),
in times where you don't have a Stunner you can start casting cure as your enemy starts using
a Special move to keep your Front Line fully cured and alive. This does not just apply to cures!
a Great player will also learn all the tp moves their opponent uses and the additional effects
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This was touched on above, learning what your target does and doesn't do is vital and a key role to what you do in this game.
Knowing what's a debuff move and whats a Oh **** move is a crucial and fundamental requirement to be good at Whitemage.
This is where mod knowledge and experience comes in and is not the easiest thing for a new whitemage to learn,
I suggest either asking up front (don't be afraid to ask your team mates) or if it's an event, read up about your targets. |
With how Attack starved most mage jobs are, the Relic+3 set is most suitable with it's high base Attack for Weaponskills,
unless you get some good DM augs on Chironic |
Single Wield TP |
Dual Wield |
Acc Swaps |
ItemSet 374387 |
ItemSet 374389 |
ItemSet 374390 |
• Cape: Dex Acc DblAtk+10 |
• Cape: Dex Acc DW +10
* You could have DW+6 on
Cape to reach +11 with Suppa |
• R15 Shield +30 Acc
• R15 Ring +10Dex/Agi
• R15 Hands adds
+50Acc(+96 total)
+10 Dex, +10Haste
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Weapons of Choice: Yagrush, Mjollnir, Tishtrya, Maxentius, Cath Palug Hammer.
Offhand: Kraken Club, Cath Palug Hammer, Sindri, Izcalli. |
v1 |
v2 |
MagicBurst |
ItemSet 374426 |
ItemSet 374442 |
ItemSet 374443 |
• Cape: MND MACC/MDMG MAB
• R15 Ring |
• Cape: MND MACC/MDMG MAB
• R15 Body/Ring |
• Helios Can be augmented
with MAB+25 & MBD+10
MagicBurstDmg I Cap is 40%
*Optimal setup would be:
Helios Hands & Feet |
Other swaps: Shamash Robe, Gyve Doublet, Gyve trousers, Baetyl Pendant. |
Art from Bgwiki
This is still a work in progress I welcome any feedback |
Date Created: 2020-06-23 17:51:03
Date Last Modified: 2022-10-27 13:31:33
Updates: 123
Bytes: 35656
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