Feel free to post any corrections or other advice, obviously one person can’t possibly be the be all and end all of white mage. As much as we want to be ^^
White Mage Abilites and Job Traits:
http://ffxi.killvoid.com/page.php?id=43
White Mage Spells:
http://ffxi.killvoid.com/page.php?id=121
White mages can cast four types of magic: Healing, Enhancing, Enfeebling, and Divine. Healing magic is used for healing and removal of status effects. All of your cure, curaga, raise, and -na spells (paralyna, silena, erase, etc.) fall under this category.
Enhancing magic is used to enhance yourself or your other players. (And, for some reason, to transport them >.>) Barspells, Regen 1-3, Haste, Protect/Shell, Aquaveil/stoneskin/blink, sneak/invis/deodorize all fall under this category.
Enfeebling magic is used to weaken a monster's attributes and make them easier to kill. WHM enfeebles include dia, paralyze, slow, and silence.
Most Divine magic spells, such as banish and holy, are used to deal light-based damage to an enemy. The only divine spell that doesn't do damage is flash, which is used to blind an enemy for hate (PLDs use it for that reason) or in case of an emergency.
Weaponskills:
White Mage typically uses a club or a staff depending on the situation. Ref. ffxi.somepage.com for some of the descriptions and the list.
Club Weaponskills:
Level 10 – Shining Strike – Light Based Damage
Level 40 – Seraph Strike – Light Based Damage
Level 70 – Brainshaker – Stuns Target
Level 100 – Starlight – Recover MP (yourself only, the more TP the more you recover)
Level 125 – Moonlight – Recover MP (whole party, the more TP the more you recover)
Level 150 – Skullbreaker – Lowers INT of target
Level 175 – True Strike – Accuracy depends on TP
Level 200 – Judgement
Level 220 – Hexa Strike – 6 hits, chance of critical hit depends on TP
Level 230 – Black Halo (quested) – 2 hits
Staff Weaponskills
Level 10 – Heavy Swing
Level 40 – Rock Crusher – earth damage, damage depends on TP
Level 70 – Earth Crusher – earth AOE damage, damage depends on TP
Level 100 – Starburst – light or dark based damage (random)
Level 150 – Sunburst – light or dark based damage (random)
Level 175 – Shell crusher – lowers target defense, duration depends on TP
Level 200 – Full Swing
Level 220 – Spirit taker – converts damage to MP (yourself only)
Level 230 – Retribution
Okay, those are the basics of what you are looking at for whm up to 75. But what really is whm? Whm is a healer, a protector, and a debuffer. (And occasionally we banish stuff with our leet divine skill! Rarr!) Our job is to make sure that the party stays alive and can kill whatever they are killing most effectively. WHM is not just spamming cures, as much as people think it is! It is also spamming a variety of other spells. Spam spam spam. But don’t we all spam something, in some way or form? *smile*
Race Choices:
Tarutaru: The obvious choice because of high MP amounts compared to other races. However, the Tarutaru actually don't have as much MND as they do INT.
Hume or Mithra: Both races, as far as playing whm, have very similar, middle-of-the-road attributes. Thay have a moderate level of both MP and MND at their disposal.
Elvaan: Although the Elvaan have a lower amount of MP than Humes or Mithra, they have a high amount of MND. Loading up on MP gear can give them a similar MP pool of a hume or mithra. (and later on, even a Tarutaru!)
Galka: Unfortunately the Galka don't have a large MP pool and they don't have a MND boost like the Elvaan do to make up for it. However their ability to take a hit or two makes them a more sturdy white mage than the other races.
WHM Advice by Level
I have split the following sections into 10-level breaks until level 50. There are some suggested spells to macro within each range.
WHM level 1-10:
WHM is probably one of the hardest jobs to solo from levels 1-10. Most jobs can take DC and EM fairly easily at these levels… for a WHM to take a DC after level 5 or so will deplete all of their mana and is not very effective.
A staff is highly recommended at these lower levels because of the damage that it can do. Focus on curing yourself to get your healing magic skill up, and then resting MP rather than resting HP. This stage will go pretty quickly because MP will regen faster than HP will when kneeling. (In fact, I recommend subbing whm on any job up to level 10 because of this.) When you get to level 3, you will have the spell dia at your disposal. Whether you want to use it now or not is up to you, but at lower levels your MP isn’t all that disposable and you might want to save it for cures. Same with paralyze and banish. You can use them if you want to, but expect to do a lot more resting than you need to.
After level 4 or 5 I highly recommend sticking to higher level EP mobs that will give you 25-36 exp per fight. You will be able to take on multiples of these mobs in a row without resting. If you take a DC, chances are your MP pool will be depleted very quickly and you will need to rest more frequently.
At level 8-9 you have a couple of options. You can either keep soloing until level 10-11 on easy prey mobs, or you can get a small party together to fight in a slightly tougher area for decent exp. (Tahrongi, Latheine, Highlands) I don’t recommend fighting in places like the dunes until at least level 11 when you have cure 2 at your disposal.
Recommended Macros: Cure, Dia, Paralyze, Poisona, Protect, whatever barspell you use the most. I would also macro in your weapon skill, just to make it easier.
Level 11-20:
You are going to be very frustrated. This is the time where just about everyone goes to the dunes, unless you are lucky/smart (heh) and can get a party somewhere less crowded. I highly recommend having another mage in the party for backup healing, although it isn’t necessary.
One thing I have to say through this level range is keep up with your barspells and your status effect spells (poisona, paralyna). You will use barwatera a lot in the dunes when you fight crabs and pugils. You can use barstonra when you fight lizards. You will definitely want barfira at 17 for goblins. You can use barwatera and barpoisona combo when fighting damselflies. These spells seem like they take a lot of MP but in the long run you will usually save MP by using them.
You may also want to start using your enfeebling spells now, to get skill up and to actually enfeeble the mob. Dia and paralyze will be good friends, especially on crabs, dia will be wonderful because of their high defense. Some of the goblins can cast magic (lechers and gamblers) so you will want to silence them as well.
One last note about this level range: DO NOT USE CURAGA DURING AN ACTUAL FIGHT. Afterwards is fine, but if you use it during a fight pretty much the only way anyone can get hate off of you is PLD 2-hour. Rule of thumb about using your curaga spells: Whatever your highest curaga is, only use up to the one below that when you actually fight something, or be prepared to die if you do. If your highest curaga is Curaga III, then don’t use higher than 2 during a fight (and I would wait as long as possible to use even that!)
Also, from level 11-15, use cure 2 sparingly if you can because you will get a decent amount of hate for using it.
In summary, at this point you should start getting your enhancing magic and your enfeebling magic up, along with your healing magic. Your divine skill will probably be lacking, but banish does take 15 mp and the damage isn’t so great. If you want to get your divine skill up some, I recommend going back to where you leveled before and camping lower level nms like leaping lizzy/Tom Tit Tat and just banishing the placeholders for skillup. You can also cast Blink on yourself (level 19) to take a little less damage and skill up enhancing magic.
Recommended Macros: Cure, Cure II, Dia, Paralyze, Poisona, Protect, Shell, Silence whatever barspell you use the most. Maybe Sneak if you don’t want to menu it. I don’t recommend macroing Curaga, or any AOE spells, because it’s an accident waiting to happen.
Level 21-30:
If your enhancing magic isn’t capped now, it will be! Level 21 is an incredibly useful level for whm because of cure 3 and regen. I highly recommend regenning your tank every fight, in fact 90% of the time the first spell I ever cast on my tank is my highest level regen spell. When you have a ninja tank you will definitely want to keep them regenned at all times, especially at lower levels, because it will give them HP without you gaining a lot of curing hate. You will notice your enhancing levels go up dramatically when you start using regen.
Most of 21-30 is very similar to 11-20 as far as barspells are concerned. Barstonra for worms, barwatera for crabs, barsleepra for mandys and barfira for goblins. If you do run into a wight and your party can kill it, banish it, you’ll actually do decent damage =)
Level 25 is also quite a milestone for white mages and you may even enjoy it for the first 5 minutes
Why? Raise, of course! Now all of your friends, even the ones you didn’t know you had, will love you forever! If you go raise them that is. A lot of white mages start using the /anon function once they have Raise, hehe. Just remember that it’s completely up to you if you want to raise someone, and you are not obligated by some higher order of whms to do everyone else’s bidding.
Sneak and Invisible are also wise spells to have in this range as you will be using them for the rest of the game, on yourself and your party. Stoneskin (level 28 ) is also useful for soloing, or if you think you’re going to get a lot of hate and need to take some hits. I find that stoneskin and blink are very essential spells much later on.
In summary: There are a lot of spells in this range that are all important for whm. Cure 3 is a very powerful spell and must be used sparingly because of hate issues. Regen can be used instead to help get HP back. Sneak and Invisible will help you get around to newer places without getting aggroed. Stoneskin and Blink will allow you to fight more monsters solo. You will be able to raise people!
Recommended Macros: Cure, Cure II, Cure III, Regen, Dia, Paralyze, Poisona, Protect II, Shell, Silence whatever barspell you use the most. Sneak, Invisible optional.
Level 31-40:
This is the part where WHM starts to get a little pricey. However, a lot of it can be avoided if a) youre lucky and
you take the time to get some fame up in all of the cities. For many people, this will be the end of the road for whm, since they just wanted to get it up to 37/38 for subjob and teleporting abilities.
ERASE. (Cue the angels singing from above.) Do you need this at level 32? That is very debatable. I have known a couple of whms that didn’t get it until they were level 75. My personal opinion? Try to get a BCNM party for it around level 40, or farm the gil for it when you can. I personally didn’t get it until level 60ish, but that’s because I had a hard time getting bcnm parties together, none of my friends were on at the same time =) I do wish I had it earlier though, and your ninja tank will love you if you have erase while you fight bats or beetles. If you start getting into a lot of parties where they look at you funny for not having erase, I suggest taking some time off to make gil.
Should you get erase if whm is going to be a subjob? It is highly recommended. You never know when you’ll need erase, and the recast time is pretty long, so if the whm has already used it and someone else needs it you can cast it to help them out.
Reraise: <3 Now you can be prepared for death yourself! Reraise is an amazing spell, don’t leave home without it =) Cast it on yourself anytime you’re about to do anything dangerous (exp, quests) and it lasts around 45 min or so
Teleport spells: THESE CAN BE QUESTED! Hallelujiah! One problem though: you need a decent amount of fame in each city to do it. Eek! Honestly, Bastok and San D’oria fame really aren’t all that hard to get. Windhurst seems to be a little tougher because a lot of the quests are given by the same people. I ended up taking about a month off from leveling around level 34-35 to get fame, although I had a blast doing it. I learned a TON of the game’s storyline while questing for fame. If you want to get fame the easy way… there are ways. Boring ways. I liked doing the quests for the story but if you are the type that just has to be boring then here you go:
Bastok: Sunsand quest is repeatable, galkan sausage (go away pervs) is repeatable, the one where you turn in quadav helms that you can farm in beadeaux is repeatable and gives you 900 gil per helm, which is pretty decent gil for level 35ish.
Sandy: Bat wings. Trade them to the dude in North Sandy. They’re not that expensive and will get your fame up pretty quickly.
Windhurst: If youre lucky enough to be on a server where Bastok is in first ever (it pretty much never is on Midgard, not till recently anyway) you can buy coronettes in the bard shop for ~100gil and turn them into an NPC in Windy Woods for fame.
Once you have a certain amount of fame in each of the cities, you’ll be able to do all six teleport quests. Dem, Mea, Holla, and Altepa just involve sneaking yourself through areas to touch a ??? (you’ll need invisible for holla, downstairs in gusgen). Yhoat, you will need help killing Ivory Lizards in yuhtunga jungle for a rare drop. Be prepared to sit there for hours waiting for the drop, most whms I know had to wait a few hours for it. Vahzl, you need to kill shadows in Fei’Yin, so again you need help for those since they are around level 46 mobs or so, and once you get the Fei’Yin chest key you will have to compete with life belt campers for the chest. Happy hunting =)
One other note about teleporting: If you spend some time selling ports… your enhancing magic will go through the roof. No joke!
Remember to keep up with your status effect spells (viruna, stona, etc) at these levels, and be sure to buy Haste for level 40!
Recommended Macros: Cure, Cure II, Cure III, Regen, Dia or Dia II, Paralyze, 2 x stat effect –na spells, Protect II, Shell II, Erase, Haste, banish 1 (for skilling up), whatever barspell you use the most. Sneak, Invisible optional.
Level 41-50:
Welcome to the essence of White Magery! You are now past the point where White Mage might be a mere subjob, you are ready and willing to be a healer full time. You have most of the tools that you will need at this point, most of the spells are just stronger versions of the originals.
Cure 4 is nice for big heals, but be careful because this spell will get you the most hate of any of the other spells in your arsenal. Only use it if you absolutely have to.
Regen 2 will help you out a lot, because you’ll notice that Regen 1 isn’t doing so much anymore. Haste will be extremely useful for either your tank (absolutely necessary if you have a nin tanking), or for a melee that might get TP slower than their skillchain partner. (Or both!) Make sure you you communicate with your rdm if you have one, because you don’t want to waste 40 MP both hasting the same person.
Teleport-Vahzl will round out your list of teleports. Don’t worry if you don’t have this one right at 42, I find that I didn’t use it much for anything other than making gil until level 50ish.
Flash: (level 45) Another debatable spell. I LOVE using this spell while soloing so I can recast stoneskin. I also used it in exp parties with ninjas or other blink tanks if they were having problems recasting utsusemi. As far as casting it all the time so the tank doesn’t get hit… it seems like a good idea to a whm, but since I play PLD as well I can say that sometimes it can be REALLY aggravating. If you’re going to do it, a) make sure it is AFTER the PLD has already cast it, so you don’t double up and the PLD doesn’t get any hate, and
the mob is actually hitting for decent damage, because if the PLD takes no damage at all then they can’t cure themselves and then they have to work a lot harder to get hate.
The rest of the spells are just higher versions of spells already there, like I said before =) The 40’s are where you will start getting more and more skillchains, so having a rdm or bard around for refresh or ballad is helpful. Conserve your MP as much as possible, don’t overcure, use regens if you can to save MP.
Recommended Macros: Cure II, Cure III, Cure IV, Regen 1 and/or 2, Dia or Dia II, Paralyze, 2 x stat effect –na spells, Protect II, Shell II, Erase, Haste, banish 1 (for skilling up), Flash (for soloing or for helping the tank) whatever barspell you use the most. Sneak, Invisible, Cure 1 optional.
Level 51-75:
I have lumped 51-75 together because, again, most spells are higher versions of other ones. You get higher level raises and reraises in this range, show up to the party where you ding 56 with a Raise II scroll or 70 with a raise 3 scroll and they will praise you with cookies and pie! Ok not really, but they will applaud you for having the higher level raise since it benefits them more than you. It will also make you more likely to get a party invite if you have those spells. Just don’t forget the appropriate reraises as well
Reraise 3 is easy to get if you exp off of goblin alchemists in gustav or terrigan, Reraise 2 is also a relatively easy drop, there just aren’t a lot of mobs that drop it. Hellish Weapons in Fei’yin, just outside the Cloister of Frost zone, drop this scroll.
This range is all about maximizing gear, conserving MP, and having a heck of a lot of fun! Keep your magic capped now that you have the MP to do it. Banish 1 once or twice every fight will get your divine capped in no time. (Don’t flash if all you’re trying to do is skill divine up.) Same with Dia or Dia 2 for enfeebling. If you keep tanks and melee hasted/regen/barspelled, you shouldn’t have much trouble keeping your enhancing capped. Especially if you have your own teleport business on the side.
I do highly recommend keeping skills capped in this range. All of your skills. Are they way low? Join coffer parties, especially ones against undead mobs. Try to get into a party with a lot of mages so you don’t have to main heal, but at the same time do your part to keep people alive. The melee are keeping the mobs off of you, the least you can do is cure them a little
You don’t have to be skilling up a weapon in a coffer party. I once got 40 enfeebling levels spamming dia on undead in garlaige while getting my coffer key down there.
Recommended Macros: Cure II, Cure III, Cure IV, Cure V, Regen 2 and/or 3, Dia or Dia II, 2 x stat effect –na spells, Protect III or IV, Shell III or IV, Erase, Haste, banish 1 (for skilling up), Flash (for soloing or for helping the tank) whatever barspell you use the most. Sneak, Invisible, Cure 1 optional.
In-Depth WHM Macro Advice
Since so many people have been asking about macro advice lately, I will share some insight on what some commonly used spells are and how to most effectively macro them.
As explained in the previous section, there are certain spells that I do recommend macroing. At lower levels, There are many less spells to macro than at higher levels, obviously.
The first thing I will do is explain some of the types of macros that can be used. I will use the spell Cure as an example.
/ma "Cure"
This macro will cure yourself. There are many spells that you can only cast on yourself, such as barspells, stoneskin, etc, that this macro is handy for.
/ma "Cure" Bubba
This macro will cure the person with the name Bubba.
/ma "Cure"
This macro allows you to cure whoever you have targeted. Be careful what you target, if you target the mob and accidentally cure it, you won't actually cure the mob but you WILL waste the mp.
/ma "Cure"
This macro automatically casts on the party member in the list in numerical order from top to bottom. By default, you are
The advantage of this type of macro is that you do not have to target anyone in the party to use it. The disadvantage is if you are in an alliance, you have to either use the menu or have a separate macro for /ma "Cure"
/ma "Cure"
This macro allows you to select the member of the party that you wish to cast before you actually cast the spell. Let's say that this macro is set in the ctrl-1 position. When I hit ctrl-1, a blue arrow will show up next to my name. I can toggle up or down using a joystick or arrow button to the person in the party/alliance that I want the Cure cast on, or hit F1-F6 to select them. Once I select them, the spell will cast.
The advantage to this type of macro is that you can melee while using macros for cures. This is great for skill-up parties or killing random things with people. The disadvantage of using this type of macro is that, if you are in an exp situation, you are usually curing the tank more than anyone else and if the tank is at the bottom of the list then you would have to arrow down every time.
So, how can these all be used effectively? I will make sample macro sets for different level ranges and explain my reasoning behind each of them.
Level 1-10
Recommended macros for soloing:
Ctrl 1: /ma "Cure"
Ctrl 2: /ma "Dia"
Ctrl 3: /ma "Paralyze"
Ctrl 4: /ma "Banish"
Ctrl 5: /ma "Poisona"
Ctrl 6: /ma "Paralyna"
Ctrl 7: /ma "Barstonra"
Ctrl 8: /ws "Shining Strike"
Ctrl 0: /ma "Protect"
These are the main macros for level 1-10, all set up to cast on yourself or the mob in a one-on-one situation.
Recommended Macros for partying:
Ctrl 1-6: /ma "Cure"
(# = 1, 2, 3, 4, 5, or 6)
(# = 0, 1, 2, 3, 4, or 5)
(# = 0, 1, 2, 3, 4, or 5)
Alt 1: /ma "Dia"
Alt 2: /ma "Paralyze"
Alt 3: /ma "Banish"
Alt 4: /ma "Poisona"
Alt 5: /ma "Paralyna"
Alt 6: /ma "Barstonra"
Alt 7: /ws "Shining Strike"
Ctrl 0: /ma "Protectra"
These are set up for meleeing (
Level 11-20
Ctrl 1-6: /ma "Cure"
Alt 1-6: /ma "Cure II"
Ctrl 7: /ma "Dia"
Ctrl 8: /ma "Paralyze"
Ctrl 9: /ma "Silence"
Ctrl 0: /p Casting Protectra and Shellra in 3 seconds...
- /wait 3
- /ma "Protectra"
- /wait 7
- /ma "Shellra"
Alt 7: /ma "Banish"
Alt 8: /ma "Poisona"
Alt 9: /ma "Paralyna"
alt 0: /ma "Barstonra"
I am assuming at this point that you aren't meleeing. If you are... please by all means stop! All of the macros are set up to cast on a targeted person or the mob. Because there are so few macros, the cures are set up to automatically cast on the appropriate party member to save time.
I also set up a buff announcement macro here, off to the side on ctrl-0. You will most likely keep this macro there forever and just change the level of spell as it progresses from 1-4.
Level 21-30
Ctrl 1: /ma "Cure"
Ctrl 2: /ma "Cure II"
Ctrl 3: /ma "Cure III"
Ctrl 4: /ma "Regen"
Ctrl 5: /ma "Barwatera"
Ctrl 6: /ma "Poisona"
Ctrl 7: /ma "Silena"
Ctrl 0: Protect II and Shell announcement/casting macro.
Alt 1: /ma "Dia"
Alt 2: /ma "Paralyze"
Alt 3: /ma "Silence"
Alt 4: /ma "Banish"
Alt 9: /ma "Sneak"
Alt 0: /ma "Invisible"
At this point you have three cures to choose from so it is not effective to use
Level 31-40
Ctrl 1: /ma "Cure"
Ctrl 2: /ma "Cure II"
Ctrl 3: /ma "Cure III"
Ctrl 4: /ma "Regen"
Ctrl 5: /ma "Barwatera"
Ctrl 6: /ma "Poisona"
Ctrl 7: /ma "Silena"
Ctrl 8: /ma "Haste"
Ctrl 9: /ma "Erase"
Ctrl 0: Protect II and Shell II announcement/casting macro.
Alt 1: /ma "Dia II"
Alt 2: /ma "Paralyze"
Alt 3: /ma "Silence"
Alt 4: /ma "Banish"
Alt 9: /ma "Sneak"
Alt 0: /ma "Invisible"
This set is basically the same as 21-30 except for the addition of Erase and Haste. If you do a lot of soloing, you can add a macro to cast both blink and stoneskin on yourself, with about a 7 second wait in between. (/wait 7) I usually just cast these from the menu.
Level 41-50
Ctrl 1: /ma "Cure II"
Ctrl 2: /ma "Cure III"
Ctrl 3: /ma "Cure IV"
Ctrl 4: /ma "Regen II"
Ctrl 5: /ma "Barwatera"
Ctrl 6: /ma "Poisona"
Ctrl 7: /ma "Silena"
Ctrl 8: /ma "Haste"
Ctrl 9: /ma "Erase"
Ctrl 0: Protect III and Shell II announcement/casting macro.
Alt 1: /ma "Dia II"
Alt 2: /ma "Paralyze"
Alt 3: /ma "Silence"
Alt 4: /ma "Banish"
Alt 5: /ma "Flash"
Alt 9: /ma "Sneak"
Alt 0: /ma "Invisible"
Again, this set is basically the same. I have removed Cure from the list because it will hardly be cast, and added Flash for emergencies.
Level 51-60
Ctrl 1: /ma "Cure II"
Ctrl 2: /ma "Cure III"
Ctrl 3: /ma "Cure IV"
Ctrl 4: /ma "Regen II"
Ctrl 5: /ma "Barwatera"
Ctrl 6: /ma "Poisona"
Ctrl 7: /ma "Silena"
Ctrl 8: /ma "Haste"
Ctrl 9: /ma "Erase"
Ctrl 0: Protect III and Shell III announcement/casting macro.
Alt 1: /ma "Dia II"
Alt 2: /ma "Paralyze"
Alt 3: /ma "Silence"
Alt 4: /ma "Banish"
Alt 5: /ma "Flash"
Alt 9: /ma "Sneak"
Alt 0: /ma "Invisible"
Same as above, with a higher level Shellra spell.
Level 61-75
Ctrl 1: /ma "Cure II"
Ctrl 2: /ma "Cure III"
Ctrl 3: /ma "Cure IV"
Ctrl 4: /ma "Cure V"
Ctrl 5: /ma "Regen III"
Ctrl 6: /ma "Poisona"
Ctrl 7: /ma "Silena"
Ctrl 8: /ma "Haste"
Ctrl 9: /ma "Erase"
Ctrl 0: Protect IV and Shell IV announcement/casting macro.
Alt 1: /ma "Dia II"
Alt 2: /ma "Paralyze"
Alt 3: /ma "Silence"
Alt 4: /ma "Banish"
Alt 5: /ma "Flash"
Alt 8: /ma "Barfira"
Alt 9: /ma "Sneak"
Alt 0: /ma "Invisible"
Most of the high levels spells are incorporated here. Cure V was added, the higher level protect and shell and regen spells as well. There is room to add more macros, for example a resting macro. (I will explain more about that in the next section.)
I know I missed a couple of spells in the list (Slow comes to mind) but the basic idea is to have your important cure spells and enhancing spells, along with some status effect removers, erase, an enfeeble or two for skilling up and banish for skilling up.
Equipment Change Macros
As you level up, you will find that certain pieces of gear work really well to enhance some spells while others work well for other spells. Unfortunately, those two pieces of armor are for the same equipment slot. What to do? Macro them in!
Here is an example:
I have a Banish III Macro that consists of me changing into 5 specific pieces of equipment while I cast the spell.
Name: BanishIII
Line 1: /ma "Banish III"
Line 2: /equip Head "Elite beret"
Line 3: /equip Main "Water Staff"
Line 4: /equip Neck "Divine Torque"
Line 5: /equip Body "Errant Hpl."
Line 6: /equip Legs "Healer's Pantaloons"
When I hit the macro, the spell starts casting and my equipment changes immediately.
For equipment changing in macros, it is imprtant to make sure that you use the same name as the equipment appears in your item list. Note that in my Banish Macro, I typed "Errant Hpl." instead of "Errant Houppelande". The macro a) won't fit if I try to type it all out and
won't work if I don't type it exactly the same way as it is in the item list. That includes capital letters.
Make sure that the equipment you are putting on is in quotes ("like this!") or else it won't work.
I can't remember all 16 equipment slots off the top of my head, but if you need to figure out the name of it for the macro, just unequip whatever is in that slot and the name will show in the empty space on the equipment menu
Another random bit of advice... if you think the rdm is about to refresh you, don't use an equip change macro
Just as much as we hate when the tank or melee changes equip and we have to retarget them, the rdm hates us when we change our equip to cast while they are trying to refresh us.
WHM Gear
There are quite a few schools of thought here. Some WHMs swear by MND, some swear by MP, some swear by MP regen per tick while resting. Some try to balance all three.
At the early levels, there are a lot of relatively cheap pieces of armor that give MP or MND. There are also some expensive pieces (astral rings for example) that give a lot of MP, at the sacrifice of HP. These are not necessary however. I do recommend some MP+ gear and some MP+ food, preferably of the mushroom family for the extra MP while resting as well.
In the middle level range (30sish) everyone except the Tarutaru have some great pieces of RSE that are good for a whm. Some would argue that Taru RSE is good because of the +HP so they are less likely to die. I say, if you’re playing the job well, you’re not going to get hit much anyway. Perhaps that is a little arrogant though
Later levels, there are tons of options, and again race seems to be a big motivator for gear choices. Elvaan have a MND bonus but horrible MP levels, so they will usually focus on MP+ gear. Tarutaru have a lot of MP but not as much MND so they can focus on that. Humes, Mithra can both do a combination of both, or whichever they prefer. Galka have very little MP so tend to load up on MP gear so they have a decent MP level.
I wasn't going to go into specifics about gear here, but there seems to be a little demand for it. After doing some research (thank you Mysterytour, hehe) I've found a LOT of gear out there that is either new or I just never really knew about. I'm not going to list everything that I found, but there are definitely some NICE things out there for WHM. This section is going to be long so please bear with me
I am not going to mention many +1 equipment statistics because I'm going to assume that most people reading this guide can't afford them anyway. (Hehe, I know I couldn't!) Most of the time you can just add 1 to the stats on the items. Sometimes it is more than that, sometimes it is not.
I want to give a bit of a disclaimer. Something that I have always said, and probably repeated myself on these forums about (hehe) is that in my opinion skill will always be more important than gear in the white mage job. I will make recommendations for gear at certain levels, however don’t feel that you are a horrible white mage if you do not have every piece of equipment that is recommended. (Lord knows, I didn't have all of this stuff.) Get what you feel will accent your abilities, or help in places you might be lacking. I still don’t have every piece of gear that I want for my whm, mostly because certain novelty items just don’t seem worth the price. If you are doing a good job as a WHM (i.e. nobody is yelling at you for curing too little or grabbing hate too often or worse…) then your gear is fine and anything extra will be icing on the cake
Gear vs Spells: If you are having trouble deciding between a gear and a spell, chances are the spell is a better idea.
Ok, let's get to the gear already shall we? =)
Weapons
As I stated earlier, staves are my weapon of choice for very early whm leveling, as long as you are leveling solo. There are a good number of staves with high damage that also add HP and MP. Until level 41 I recommend alternating between a +MP staff and a wand during exp, and use a high damage maul for soloing or just beating stuff up with friends.
Recommended choices up to level 40:
1: Ash Staff (dmg 5, HP+2, MP+2) **solo
1: Maple Wand (INT+1, MND+1) **in a group
5: Ash Pole (dmg 11) ** solo
9: Willow Wand (INT+2, MND+2) **in a group
10: Legionnaires Staff (dmg 12, HP+6, MP+6)
11: Holly Staff (dmg 10, HP+4, MP+4) **cheaper alt. to Leg. Staff
13: Hermit's Wand (INT+2, MND+2, spell interruption rate -25%) **in a group
18: Yew Wand (INT+3, MND+3) **in a group
18: Decurion's Hammer (dmg 16) **solo
20: Warhammer (dmg 17) **solo
28: Eremite's Wand (MP+5, INT+2, MND+2, spell interruption rate -25%) **in a group
31: Maul (dmg 22) **solo
32: Chestnut Wand (INT+4, MND+4) **in a group
38: Holy Maul (dmg 26, additional damage: light) **solo
39: Oak Staff (HP+8, MP+8)
40: Dia Wand (Enhances cure potency, enhances dia effect)
After level 40, the AF maul is great for everything until the elemental staves can be used. The following is a list of recommended gear from 41-75, with some fun weapons tossed in for droolability.
41: AF: Blessed Hammer (dmg 27, MP+10, MND+2)
45: Quarterstaff (dmg 40, attack +4) **soloing, skilling up
47: Time Hammer (dmg 31, Additional Effect: Slow)
48: Rose Wand (INT+5, MND+5)
50: Tactician Magician's Wand (INT+5, MND+5, MP+5, +1=MP+18, +2=MP+20)
50: Musketeer's Pole (dmg 45, accuracy+3, attack +3) **soloing, skilling up
51: Light Staff (MND, INT, CHR, STR, DEX, VIT+1, Cure Potency up 10%, light and dark resist +10, Additional Effect: Light Damage)
51: Dark Staff (MND, INT, CHR, STR, DEX, VIT+1, MP regen while healing +10, light and dark resist +10: Additional Effect: Light Damage)
51: Water Staff (MND+4, Divine magic skill +10, Additional Effect: Water Damage)
54: Arcana Breaker (dmg 34, Arcana: Additional Effect: Weakens defense)
55: Healing Staff (MP+50, Cure Potency up 10%)
60: Ebony Wand (INT+6, MND+6)
60: Battle Staff (dmg 49, accuracy +3, attack +10) **skilling up
62: Asklepios (Rare/Ex, Cure Potency +5%, Convert 30 HP to MP)
63: Kraken Club (occasionally hits 2 to 8 times)
65: Mythic Wand (INT+8, MND+8)
65: Darksteel Maul (dmg 39, attack +10)
67: Holy Wand (divine magic skill +4, Additional Effect: Light Damage)
70: Purgatory Mace (dmg 41, STR+3, MND+3, Additional Effect: Stun)
73: Primate Staff (dmg 68, critical hit rate +5%) **soloing
75: Eight Sided Pole (dmg 57, accuracy +4, attack +8) **skilling up
Elemental Staves
The main two elemental staves that a WHM should own at some point are a light staff and a dark staff. The light staff gives +10% cure potency, and the dark staff adds +10 MP per tick while resting. Which order you buy them in is up to you. I bought the light staff first, most people I know went with dark first. It depends on what you can afford and what you think you need more. I can say that food can help you regen MP while resting, while there isn't a food out there that I know of that will give extra cure potency.
Do you have money to burn? The following other elemental staves can help you for various reasons:
Dark - is useful not only for resting, but if you are /blm you can equip it to help when casting sleep on a mob that aggros or links.
Water - MND+4, divine magic skill +10. When I bought my water staff and equipped it to cast banish in exp parties, my divine skill went up a LOT faster. Add that to a divine torque and AF pants for a grand total of +32 divine skill per cast. Whee!
Earth, Wind, and Ice - very helpful in casting slow, silence, and paralyze, respectively. Try to macro in some MND gear and your AF body to maximize the chance of the enfeeble landing and working properly.
Fire and Thunder - I haven't found much of a use for these on my whm, except that the fire staff looks rad with my AF. I guess if you are really picky you can use them when casting barblizzara and barwatera
Ranged/Throwing Weapons
Throwing items are also used, although you don't actually throw them. Well, you try not to anyway! There are a few items that WHM can equip for a little extra MP or MND boost.
1: Fortune Egg (mp+1%, VIT+1) **Rare/Ex from SE event
25: Morion Talthum (MP+3, INT+1)
35: Holy Ampulla (MP+5, MND+1)
50: Mantra Coin (MP+12)
50: Nazar Bonjuk (INT+1, MND+1, CHR+2)
66: Phantom Talthum (MP+10, INT+2)
70: Hedgehog Bomb (MP+30, enmity -1)
The talthums are really more of a blm gear than a whm gear. I don't know about other servers, but the Hedgehog Bomb is ridiculously expensive on Midgard (at the time of writing this) and IMO is not worth spending that sort of gil on if I'm probably going to end up throwing it accidentally. I've already thrown a fortune egg and a Holy Ampulla!
Armor
I am going to go through armor slot-by-slot because a) if I talk about it all at once it will be overwhelming and
if someone is wondering what they can buy for a certain slot they can just look at that section.
I am going to mention most of the gear that adds either mp, mnd, -enmity, and +mph (a common acronym for added mp per tick while healing). Most whms focus on one or more of these stats when they equip themselves. So if you think that blue cape is better than the peace cape and think I am wrong in recommending it, remember that somewhere out there someone prefers -emnity gear to +mp gear ^^
I put in a lot of RSE pieces, both the quested and the BCNM'ed ones. I only mentioned the ones that I thought helped a whm in a group though. Sometimes having your RSE for soloing is a good idea. You may also notice that I threw in all of the Nobles set as well. This is totally for vanity. IMO everything else besides the tunic is crap.
Wear your AF instead.
Another quick sidebar about gear: When you get to the higher levels there are a lot of really nice options to choose from. Remember though that you'll probably want different gear for different situations. When you're exping, you don't necessarily WANT a ton of +MP when you could be using MND instead for casting enfeebles, or -enmity to help your tank out. +mph is HUGE for exping, so loading up on +mph gear and food is a good idea since what you really want to do is regen your MP back quickly for the next fight. Those of you whms that are getting higher in level, how many times do you really get to rest to full while exping? Not often at all, if you want to get decent exp/hour. So why maximize on MP gear when you'll barely get to use it? Loading up on +MP is better for big fights, like HNM fights or mission/quest fights. +MP gear is also some of the most expensive in the game, especially at low levels, so if there's something that you're drooling over and can't quite afford yet, give it time and a few levels, because chances are you don't need it yet.
I am only listing gear here that will help you out as a whm. There is a lot of gear out there that helps with defense, evasion, etc that I did not mention. Also I didn't list a lot of lower level gear that only has defense. Remember again that you don't have to have every single piece of expensive whm-friendly equipment. You might only be able to afford a couple of things at first, and the rest of your gear will be solely for defense.
Back
10: Mist Silk Cape (MND+1, light resistance +3)
20: Variable Cape (MP+3)
32: White Cape (MND+2)
39: Tundra Mantle (MP+5, ice and wind resistance +5)
43: Red Cape (INT+2, MND+2)
44: Aurora Mantle (MP+10, ice and wind resistance +7)
50: Esoteric Mantle (MP+7, enmity -1)
50: Skulker's Cape (Enhances "Sneak" effect, enhances "Invisible" effect)
51: Amity Cape (enmity -3)
59: Enhancing Mantle (HP+10, MP+10)
60: Sapient Cape (INT+2, MND+2, enmity -2)
66: Peace Cape (enmity -4)
67: Empowering Mantle (HP+10, MP+10, HP+1%, MP+1%)
68: Blue Cape (MP+15, Convert 15 HP to MP, fire/lightning resist -10, water/ice/earth/wind/light/dark resistance +5
71: Rainbow Cape (HP+9, MP+9, INT+3, MND+3, CHR+3)
72: Hexerei Cape (MP+8, damage taken -3%)
73: Errant Cape (MP+30, enmity -5)
There is a lot of back armor for both MND, MP, and -enmity. Sometimes having more than one piece for different situations is helpful. For most of my whm career I just had cheap defense only pieces (cape, cotton cape etc) because I was trying to afford other armor. I used an Aurora Mantle and a Red Cape for a long time once I hit 40+, and switched to Empowering, then Blue, then Rainbow Cape which I use now because I like the mix of MP and MND.
Waist
1: Blood Stone (HP+5)
14: Friar's Rope (MP+5, MND+1, light/dark resistance +2)
18: Magic Belt (MP+3)
30: Mercenary Captain's Belt (INT, MND, CHR, VIT, DEX, AGI +1)
32: Hojutsu Belt (MP+10)
39: Oracle's Belt (MP+7, MND+1)
40: Druid's Rope (INT+1, MND+1, CHR+1, spell interruption -10%)
41: Reverend Sash (INT+2, MND+2, CHR+2, mph+1)
42: Adept's Rope (HP+8, MP+8)
44: Powerful Rope (HP+20, MP+20)
50: RSE
-Ocean Stone (Hume) -- MP+30, STR-5, INT+3, MND+2
-Forest Stone (Elvaan) -- MP+40, DEX-5, AGI+2, INT+3
-Steppe Stone (Tarutaru) -- MP+20, STR-5, VIT+2, MND+3
-Jungle Stone (Mithra) -- MP+30, AGI-5, INT+2, MND+3
-Desert Stone (Galka) -- MP+40, DEX-5, INT+3, CHR+2
60: Penitent's Rope (HP-20, INT+5, MND+5, enmity -3)
70: RSE
-Ocean Rope (Hume) -- MP+45, STR-4, INT+4
-Forest Rope (Elvaan) -- MP+60, DEX-4, INT+4
-Steppe Rope (Tarutaru) -- MP+30, STR-4, MND+4
-Jungle Rope (Mithra) -- MP+45, DEX-4, INT+4
-Desert Rope (Galka) -- MP+60, VIT-4, INT+4
70: Tarutaru Sash (MP+10, spell interruption rate -6%)
71: Heiarch Belt (MP+48, hph+2, mph+2)
A lot of these belts were, to be honest, news to me when I was looking them up. *grin* I used my Friar's rope for AGES, it really is a nice piece of gear and the best part is it can be quested with (I believe) level 2 fame in Sandy. Which means you do 12 easyish quests or so, or turn in a few stacks of bat wings, and you can do the quest. I switched to Merc. Captain's Belt and then Adept's Rope, which I had for a long time until I buckled down, made some money and bought the level 70 Hume RSE belt. I would have loved the level 50 belt, but it was way out of my price range, especially since at the time I was also saving for a light staff and dark staff. I now use the Heiarch Belt, it has the most +mp along with the +mph. I've got a Penitent's Rope that I use mainly for my BLM, but I can see it's uses on WHM as well.
Rings:
1: Ascetic's Ring (MND+1)
10: Astral Ring (Converts 25 HP to MP)
10: Saintly Ring (MND+2)
14: Lapiz Lazuli Ring (MND+1, water resistance +3)
14: Onyx Ring (MP+2)
25: Carect Ring (Rare/Ex, MP+20, MND+1)
36: Turquoise Ring (MND+2, water resistance +5)
36: Black Ring (MP+4, dark resistance +5)
40: Electrum Ring (HP-20, MP+20)
40: Mana Ring (MP+15)
51: Serket Ring (Converts 50 HP to MP)
54: Aquamarine Ring (MND+3, water resistance +7)
54: Painite Ring (MP+6, dark resistance +7)
56: Zoredonite Ring (MP+20, INT+1)
59: Peace Ring (enmity -1, convert 10 HP to MP)
60: Demon's Ring (HP+10, MP+10, light resistance -20, dark resistance +10)
60: Grand Knight's Ring (area under own nation's control: MP+6, DEX+2, MND+3)
61: Vivian Ring (Rare/Ex, INT+1, MND+1, convert 50 HP to MP)
69: Serene Ring (INT+2, MND+2, CHR+2, convert 15 HP to MP, enmity -2)
72: Sapphire Ring (MND+4, water resistance +9)
72: Death Ring (MP+8, dark resistance +9)
74: Aqua Ring (STR+2, DEX-2, MND+5)
For a very long time, I had some free lapiz lazuli rings that an lsmate gave me while skilling up goldsmithing.
When I hit 40 I discovered electrum rings and was ecstatic to have 40 more MP for a pretty decent price. I was able to get a good deal on a couple of astral rings way later on... until then if I ever did any sort of capped BCNMs or anything like that, I used two Saintly Rings. I have to admit, the versatility of astral rings makes them (almost) worth every gil. But again, they are the icing on the cake, not the standard. Saintly rings aren't all that expensive anymore, I highly recommend them at low levels. Don't bother saving for crazy things like astral rings or a serket ring until you have a lot of different endgame-ish gear. Eremites rings are a completely acceptible alternative and chances are if you join some sort of endgame LS they can help you get a Serket Ring, and maybe even a Vivian Ring *drool*.
I don't recommend buying the other rings that only give a few MP, you are much better off with 2-3 MND on each finger than a couple of MP.
Earrings
10: Onyx Earring (MP+2, dark resistance +2)
17: Valor Earring (HP+3, MP+3)
30: Morion Earring (MP+4, INT+1)
31: Black Earring (MP+4, dark resistance +4)
35: Divine Earring (divine magic skill +3)
35: Healing Earring (healing magic skill +3)
38: Geist Earring (MP+5, MND+1)
40: Enhancing Earring (Rare, HP+5, MP+5)
45: Astral Earring (converts 25 HP to MP)
47: Moldavite Earring (Magic Attack Bonus +5)
49: Boroka Earring (Rare/Ex, INT+1, mph +1)
49: Night Earring (MP+6, dark resistance +6)
60: Phantom Earring (MP+8, INT+1)
67: Death Earring (MP+10, dark resistance +10)
67: Communion Earring (MND+2, fire and water resistance +11)
72: Knight's Earring (Rare/Ex, VIT+2, shield skill +5, divine magic skill +5)
The honest to goodness truth is that I currently wear a Moldavite Earring and a Knight's Earring on my WHM right now. That's right, not a single MP+ at all on either ear. My issue is that it just seems ridiculous to me to spend 200-300k per ear for a few MP. Even if I bought two +1 death earrings (and we are talking millions per ear now), thats one extra Cure 2 that I can cast. It doesn't seem worth it. Plus, I really do like messing around with divine magic, and those two earrings are my little gift to the part of me that loves to Banish.
Don't get me wrong, if I could get my hands on an astral earring I wouldn't turn it down, hehe. But I'm not paying 6 million for it. The Boroka earring looks sassy too, I wouldn't mind one of those.
Neck
7: Justice Badge (MND+3)
26: Holy Phial (MP+9, MND+3)
38: Spirit Torque (MP+10, evasion +5)
39: Stone Gorget (enhances Stoneskin effect)
48: Promise Badge (HP+10, MND+5)
50: Benign Necklace (enmity -2)
54: Pachamac's Collar (hph+1, mph+1)
55: Republic Mythril Medal (MP+12)
58: Ajari Necklace (AGI+2, MND+6)
59: Star Necklace (CHR+3, converts 15 HP to MP)
65: Divine Torque (divine magic skill +7, light resistance +5)
65: Enhancing Torque (enhancing skill +7, earth resistance +5)
65: Healing Torque (healing magic skill +7, water resistance +5)
65: Republic Gold Medal (Rare/Ex, area outside of own nation's control: MP+50)
70: Fenrir's Torque (daytime: MP+30/nighttime: enmity -3)
The beauty of whm neckwear: The Justice Badge quest is probably one of the easiest, not to mention the cutest, in the game! And the badge ROCKS. 3 MND on your neck at level 7 is hawtaru. It can be replaced with the Holy Phial at some point if you want to boost MP a little. I used my Justice Badge until the level 50s when, out of nowhere, my husband managed to kill the NM in Beadeaux that dropped the phial and then gave it to me. Then I did Bastok rank missions with my LS and was able to get the Republic Gold Medal with CP. So now, I switch between three pieces of neckwear: Holy Phial, Republic Gold Medal, and Divine Torque. I know a lot of whms that like Fenrir's Torque too, but I would probably only use that if I was in an area where the Gold Medal didn't work.
Shields
43: Royal Squire Shield +1: (evasion +3, in areas under own nation's control: HP+7, MP+7)
50: Holy Shield (HP+10, MP+10, MND+1)
58: Astral Shield (+2 to all elemental resistance, converts 30 HP to MP)
68: Astral Aspis (AGI+3, INT+3, wind resistance -5, earth and lightning resistance +5, converts 25 HP to MP)
69: Numinous Shield (MP+10, MND+2, +10 to all elemental resistance)
69: Dominus Shield (MP+10, MND+2, +10 to all elemental resistance, enchantment: recover MP)
74: Genbu's Shield (fire resistance -10, earth resistance +10, evasion +10, physical damage taken -10%)
This is a prime example of armor that really doesn't have a lot of whm-friendly stats till mid/higher levels. Until level 43, I recommend whatever shields you can get that have decent defense. I had a Fish Scale Shield for a long time.
Head
1: Copper Hairpin (HP-2, MP+5)
6: Traveler's Hat (def 3, MND+1)
9: Compound Eye Circlet (def 4, evasion +5)
10: Brass Hairpin (HP-4, MP+10)
19: Garrison Sallet (def 5, MND+1, CHR+1)
20: Silver Hairpin (HP-6, MP+15)
32: Kosshin (HP+20, MP+20)
40: Electrum Hairpin (HP-10, MP+25)
50: Gold Hairpin (HP-12, MP+30)
54: AF: Healer's Cap (MP+13, MND+4, enmity -1, dark resistance +15)
67: Noble's Crown (MP+15, MND+2, CHR+1)
70: Faerie Hairpin (HP-20, MP+55)
72: AF2: Cleric's Cap (VIT+4, enmity -4, MP+25, enhances "Resist Silence" effect)
73: Zenith Crown (Rare/Ex, INT+3, MND+3, enhances "Resist Silence" Effect, converts 50 HP to MP)
74: Elite Beret (divine, enfeebling, elemental, and summoning magic skill +4)
Hairpins hairpins hairpins. Those are pretty much all I wore until AF. Even then, I switched between af hat and gold hairpin. Everything 70+ is luxury, except the beret which is just plain sassy. You're fine with AF and Gold hairpin until you can get any of these other things.
Feet
13: Light Soleas (evasion +3)
18: Garrison Boots (def 4, MND+1, INT+1)
25: San D'orian Clogs (HP+3, MP+3, AGI+1)
29: RSE
-Custom Boots (Hume) -- HP+4, MP+12, DEX-1, AGI+3, INT+3, MND-1
-Magna Ledelsens (Elvaan) -- MP+20, AGI+3, INT+2
-Elder's Sandals (Galka) -- MP+12, AGI+3, INT+2
29: Seer's Pumps (MP+4, MND+1)
41: Inferno Sabots (MP+10, New Moon: INT+1, dark magic skill +3)
52: AF: Healer's Duckbills (MP+10, AGI+3, spell interruption rate -20%)
59: Cure Clogs (cure spell casting time -15%)
62: RSE
-Wood Ledelsens (Elvaan) -- MP+30, STR-3, AGI+6, INT+3
-Dune Sandals (Galka) -- HP-20, MP+45, VIT-3, CHR+4
-River Gaiters (Mithra) -- MP+35, DEX-3, INT+4, MND+4
67: Noble's Pumps (MP+12, AGI+2, CHR+1)
70: Herald's Gaiters (MP+12, evasion +8, movement speed +12%)
70: Blessed Pumps (MP+17, MND+3, haste +2%, enmity -4)
71: AF2: Cleric's Duckibills (MP+18, MND+5, enmity -1, enhancing magic skill +10)
72: Errant Pigaches (HP-20, MP+20, MND+5, enmity -2)
73: Zenith Pumps (Rare/Ex, INT+2, CHR+2, converts 50 HP to MP)
Feet are quite possibly the only thing that you're going to notice have pretty crummy armor on them for almost the entire game. Unless you're willing to pay out the ear for better armor, that is. I didn't have the option of seer's gear when I was leveling, so I stuck with RSE for the MP boost, but I would definitely choose Seers now over RSE if I had to level it over again. (For my hume whm anyway...) AF Boots are ok, and I wore them until 71. Cure clogs... it depends on your play style. I know some white mages that swear by them and others who sold them the same day they bought them. If you're the type that lets your tank take a few hits before you cure them, then these are probably for you.
I remember at one point thinking, oh, maybe I will finally want a piece of Nobles besides the tunic since AF feet aren't all that wonderful. Nope. Even AF Feet are better than Nobles feet. Grr.
At higher levels, I would definitely focus on trying to get something to replace the AF boots. Errant are a great choice, they aren't too expensive and they have almost the same stats of the AF2 boots. These will probably be most easily attainable.
Hands
11: Zealot's Mitts (def 3, MP+5, INT-2, MND+3)
14: Battle Gloves (def 4, accuracy+3, evasion+3) **skilling up
16: Scentless Armlets (def 4, evasion+5)
27: RSE
-Magna Gauntlets (Elvaan) -- MP+24, DEX+2, INT+1
-Savage Gauntlete (Mithra) -- MP+16, VIT+4, MND+2
-Elder's Bracers (Galka) -- MP+32, INT+2
27: Devotee's Mitts (def 5, MP+8, INT-4, MND+5)
29: Seer's Mitts (INT+1, MND+1)
36: New Moon Armlets (MP+8 )
45: Concealing Cuffs (enmity -5)
50: Ivory Mittens (MP+12, MND+5, DEX-2)
56: Magical Mitts (HP+20, MP+20)
60: AF: Healer's Mitts (MP+10, STR+5, healing magic skill +15, enmity -4)
62: RSE
-Marine Gloves (Hume) -- MP+35, VIT-3, AGI-3, INT+4, MND+4, CHR+3
-Wood Gloves/Gauntlets (Elvaan) -- HP-30, MP+55, DEX+4, VIT-3, INT+4
-Dune Bracers (Galka) -- HP-35, MP+65, VIT-5, INT+2, MND+2
65: Master Caster's Bracelets (Ex, area outside of own nation's control: INT+1, MND+1, enfeebling and elemental magic skill +7)
67: Noble's Mitts (MP+12, DEX+2, CHR+1)
70: Blessed Mitts (MP+15, MND+7, Haste +5%, enmity -3)
73: Zenith Mitts (Rare/Ex, magic attack bonus +5, converts 50 HP to MP)
75: AF2: Cleric's Mitts (MP+20, enmity -3, enfeebling magic skill +15, enhances Banish effect on undead)
I will let you in on an embarassing secret of mine. I used scentless armlets until AF gloves. Now, of course, I've got Devotee's Mitts on a mule for capped missions. But yeah...
I still use my AF now. Blessed Mitts may be in my future at some point, but I seem to be doing ok without them.
Legs
15: Windhurstian Slops (MP+4)
29: Seer's Slacks (MP+9, INT+1)
31: RSE
-Custom Slacks/Pants (Hume) -- MP+32, STR-1, MND+3, CHR+1
-Magna Chausses (Elvaan) -- HP+12, MP+12, DEX+2, AGI+2
-Wonder Braccae (Tarutaru) -- HP+21, STR+1, VIT+2, MND+2
-Savage Loincloth (Mithra) -- MP+32, VIT+1, MND+1
-Elder's Braguette (Galka) -- MP+20, AGI+2, INT+1, CHR+2
40: Magic Slacks (INT+2, MND+2, enchantment: restore MP)
52: Tactician Magician's Slops +1/+2 (dark elemental resistance +6, in area under own nation's control: MND+3/+4)
56: AF: Healer's Pantaloons (MP+15, VIT+3, divine magic skill +15, enmity -1)
64: Druid's Slops (healing magic skill +5, elemental magic skill +5)
68: Noble's Slacks (MP+17, VIT+2, CHR+1)
70: Blessed Trousers (MP+25, MND+6, Haste +3%, enmity -5)
73: Errant Slops (STR, DEX, AGI, VIT -5, MND+7, CHR+7, INT+7, enmity -3)
73: Zenith Pants (Rare/Ex, MND+4, CHR+4, evasion -3, converts 50 HP to MP)
73: AF2: Cleric's Pantaloons (MP+17, enmity -2, healing magic skill +15, enhances effect of elemental resistance spells)
Again the seer gear wasn't an option for me although I still choose my hume rse over Seer when doing level 40 capped missions. It seems like the RSE pants are a pretty spify option for all races for quite a long time. I know even after I got my AF pants I used RSE sometimes for the extra MP and MND.
Once again, AF > Nobles Slacks.
The MND and -enmity from the errant slops is great for a high level whm. Blessed, Zenith, AF2 are all great pants as well but harder to come by and usually more expensive.
Body
19: Priest's Robe (MND+1, dark elemental resistance +2)
29: Seer's Tunic (MP+8, mph+1)
33: Frost Robe (MP+6)
33: RSE
-Elder's Surcoat (Galka) -- MP+32, INT+1, CHR+1
35: Bishop's Robe (MP+3, MND+2)
40: Holy Breastplate (def 45) ** good for soloing
40: Royal Squire's Robe (MP+10)
50: White Cloak (MND+2, light elemental resistance +4, cannot equip headgear)
50: Tactician Magician's Coat (INT+1, MND+1, CHR+1, light and dark elemental resistance +3... +1/+2: in area under own nations control = +18MP/+20MP)
58: AF: Healer's Briault (MP+15, wind elemental resistance +10, enfeebling magic skill +10, enmity -4)
59: Vermillion Cloak (MP+10, MP+1%, evasion -10, adds Refresh effect, cannot equip headgear)
68: Noble's Tunic (MP+17, Cure Potency +10%, adds Refresh effect)
70: Blessed Briault (MP+7%, MND+5, increases effect of elemental resistance spells, enmity -5)
72: Errant Houppelande (STR, DEX, VIT, AGI-7, INT+10, MND+10, CHR+10, enmity -3, mph+5)
73: Dalmatica (magic defense bonus +5, adds Refresh effect, enhances "Resist Paralyze" effect, converts 50 HP to MP)
74: AF2: Cleric's Briault (MP+24, enmity -2, adds Refresh effect, enhances potency of Regen)
The whm body piece is one of the biggest sources of debate among all white mage gear. At lower levels, I don't see a lot of white mages wearing Priest/Bishop Robes, or any of the +MP armor. I didn't until Seer's was introduced, anyway. I used defense gear until RSE, then my RSE until level 50 when I could wear a TM Coat. I have never owned a Holy Breastplate. I like the idea of a Holy Breastplate making me take a ton less damage, but that is what stoneskin and blink are for. If any whm is wearing a holy breastplate in exp past level 50 when they could be wearing a TM Coat or White Cloak, then they are missing out on stats that can benefit them.
Everything after the AF body is what I would consider luxury items. Errant Hpl. is definitely the easiest to obtain although the price was up there when I bought it.
Food
I'm not going to list all of the different foods that are available, but I will go over the different types of food and what they do. Mysterytour (http://mysterytour.w...i/us/index.html) has a very comprehensive food database with everything listed by category. Check out the hMP/MP and MND sections.
Cookies: Cookies are primarily used because of their high hMP. They are one of the shortest-time foods in the game, ranging from 3-5 min per cookie. I find that these are excellent for those times where I just know I'm going to die and I don't want to use a 3 hour, or even an half hour/hour long food (i.e. Dynamis, fighting a hard NM, etc.) I've seen plenty of whms use these in exp, which is acceptible as well because as I stated earlier when exping you want to get as much MP back in between fights as possible. Many cookies are also a much cheaper alternative to some of the other foods out there, and some can be bought at NPCs. Cookies stack to 99.
Chocomilk: Chocomilk is similar to cookies in that it gives hMP, however these do not stack and last for 3 hours (4 for the HQ version). I don't recommend using chocomilk; ever since cookies were updated they seem to be better. NQ Ginger cookies have the same effect as HQ chocomilk and are most likely cheaper.
MP+ Food: Recently introduced foods have given WHMs a lot more options for food, including a myriad of MP+ foods that kick the pants off of many of the pies at high levels. Most of these new +MP foods are based on a percentage of overall MP and have a cap. The most common of these are Orange Kuchen and Marron Glace (both 3 hour foods). Marron Glace is slightly better, it caps at 85 instead of 75 and has +1 hMP. However, on our server it runs about twice (or more) of the cost of the Kuchen. I like using these for big fights so I can have as much MP going into them as possible. Pumpkin and Rolanberry Pie have a standard +MP that isn't a percentage, and are a better idea at lower levels.
Mushrooms: For a balance of +MP, +hMP, and +MND you really can't go wrong with any of the foods made from the various mushrooms around the world. I preferred these for exping because the +MND helped me skill up enfeebling and divine as well. Roast Mushrooms/Witch Kabobs are 1/2 hour/1 hour foods, the rest are soup/stew type foods that don't stack and last 3 or 4 hours. The soups and stews are great whm food, but are usually quite expensive.
Subjob Choices:
http://ffxi.killvoid.com/forums.php?m=posts&q=43180
I direct you to this thread because it is 10 pages long and probably explains everything better than I can.
Monster Status Effects
One thing I've noticed is that the farther up you get in levels, the more WHM becomes a status-effect removal job as much as a healing job. (Funny thing, since status effect removal is considered Healing Magic too!) I'm not going to list every monster's TP move and what effect it gives, but I do have a spiffy link for you. Thank you Icky for the recommendation!
http://mysterytour.web.infoseek.co.jp/ffxi/us/
Under the "Database" section, click on the "Monster Ability" link.
And now that you have read this gigantic thread of doom... have a good laugh! (Thanks Turlos for this link, hehe).
The WHM Dating Guide
http://ffxi.allakhazam.com/db/jobs.html?fj...91752704&num=16
Like I said, this is a work in progress, if anyone has any additions since surely I have missed something, I’ll cite you and everything! But I’m hoarding all the cookies for myself.
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I threw in a note about the races, I really don't know how much there is to say besides what is there. If you think I'm missing something by all means say so =)














