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White Mage: Power By Level (Update 5/11) Includes Merits

#21
User is offline   Spanner 

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nonauno :
list is missing both light staff and dark staff. important around lvl 51 lol.


Check again:

*Deacon* :Level 51
Learns spell Curaga III.
[orange]Weaponskill: Learns Skullbreaker (Club 150).[/orange]
Item: Elemental Staves. (Dark, Ice, Thunder, Earth, Wind, Fire, Water, Light)
Item: Serket Ring.
Item: Amity Cape.


Wasn't just added, either - last edit was ten days ago...
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#22
User is offline   flopcast 

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*Deacon* :
Level 65
Learns spell Banish III.
Job Trait: Clear Mind IV.
Item: Relaxing Earring.
Item: Darksteel Maul.
Item: Druid’s Slops.
Item: Evasion Torque (melee).


Druid Slops are lvl 64
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#23
User is offline   Brittania 

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cool thread, ty
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#24
User is offline   Mingusdew 

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I might be wrong on this, or maybe I am blind, but wouldn't a whm get Elemental Seal at level 30 by subbing blm?
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#25
User is offline   AphriniTheGreat 

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umm....WOW...Great list man....infact its fan fucking tastic
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#26
User is offline   Kimber 

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Oh cool. Great list. I wish they had something like this when I started lol
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#27
User is offline   Serataru 

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AphriniTheGreat :
fan fucking tastic


QFT
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#28
User is offline   *Deacon* 

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Thanks for all the great feedback guys!

I've updated the list to also encompass [green]/PLD[/green] since it now gets Auto-refresh as a Job Trait. Only Abilities and Job Traits will be listed, considering all PLD spells are already gained by WHM anyways.

[Edit 5/11/06] - Added all new equipment from the new expansion.
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#29
User is offline   Kumbai 

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What are the best things to merit??? Im 10k >75 and i wanna have a rough idea of wahts best
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#30
User is offline   Slinger 

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i like the cure casting time, many times ive saved a tanks ass with an ultra fast cure 5, regen is also nice but when the tank is taking 200+ dmg from faust, byakko, or any other fast/tough mob cure casting time > regen potency big time. It really depends on whether you fight hnm/god/enm or just xp..but i think if you ever plan to fight hnm regen is last on the list, it just wont save a tanks life tongue.gif
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#31
User is offline   Budahsmoka 

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VERYVERY VERY Helpfull but u forgot [blue]Slow[/blue]-Lvl 13
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#32
User is offline   Sakura200 

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yeah yeah whatever zzzz
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#33
User is offline   Kasteck 

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Slinger :
i like the cure casting time, many times ive saved a tanks ass with an ultra fast cure 5, regen is also nice but when the tank is taking 200+ dmg from faust, byakko, or any other fast/tough mob cure casting time > regen potency big time. It really depends on whether you fight hnm/god/enm or just xp..but i think if you ever plan to fight hnm regen is last on the list, it just wont save a tanks life tongue.gif



Cure Casting Time is the best ftw.~

Devotion as well.

merit with whm brd rdm you will love it. RDM's will love you.
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#34
User is offline   Anacrusis 

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I'm not sure if they're around to edit this anymore, but a few pieces to add to the list:

Lv30 Magician's Earring (smn sub only)
Lv45 Astral Earring
Lv50 Antivenom Earring
Lv50 Insomnia Earring
Lv60 Chivalrous Chain
Lv60 Grandiose Chain
Lv60 Potent Belt
Lv64 Spider Torque
Lv65 Enfeebling Torque
Lv70 Cleric's Belt
Lv71 Brass Jadagna
Lv72 Suppanomimi
Lv72 Magnetic Earring
Lv73 Perdu Wand
Lv73 Prudence Rod
Lv73 Prudence Torque
Lv74 Elemental Rings (Flame, Aqua, etc)
Lv75 Cleric's Attire +1 Set (AFv2+1)
Lv75 Goliard Saio Set (Nyzul Isle Assault gear)
Lv75 Brutal Earring

In the merits section, here's some clarifications. (Numbers in parentheses indicate Merit points needed per level to upgrade)
HP/MP caps at 8 mods per stat, 8 mods total for the group. (1 2 3 4 5 5 5 5)
Stats (MND, STR, etc) caps out at 5 modifications total. (3 6 9 9 9)
Combat Skills caps at 8 mods per stat for weapon skills, 4 mods per stat for defensive skills (evasion, shield, guard, parry). Combat Skills group allows 12 mods total for the group. (1 2 3 3 3 3 3 3 for weapons, 1 2 3 4 for defensive skill)
Magic Skills caps at 8 mods per stat, 8 mods total for the group. (1 2 3 3 3 3 3 3)
Others category caps at 4 modifications per stat, 8 total for the group. (1 2 3 4)
Job Specific merits in Group 1 allow 5 mods per stat, 10 total for the group. (1 2 3 4 5)
Job Specific merits in Group 2 allow 3 mods per stat, 6 total for the group. (3 4 5)

Theres more stuff that can be added, I'm considering making a fresh thread for this, since the original hasn't been updated in almost a year.
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#35
User is offline   Dreizehn 

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Am i the only one that's noticed that there are 2 level 54's on there? tongue.gif
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#36
User is offline   *Deacon* 

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I'm finally getting around to updating this sticky!

Only took me a year or so, heh :/

I'm in the process of adding new subjobs, and then when I'm done with all that I'm going to go through the massive amounts of new items and add them also.

Thanks for your patience smile.gif
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