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⚫ | * Regarding LV51 Elemental Staves: They can be used in macros in the following ways to benefit play: Light/Apollo's Staff for Cure Macros, Dark/Pluto's Staff for hMP Resting & Blind (/BLM) Macros, Earth/Terra's Staff for Slow Macro, Ice/Aquilo's Staff for Paralyze Macro, Wind/Auster's Staff for Silence, Invisible, & Sneak Macros. |
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⚫ | * Regarding [[Amity Cape]] and [[Peace Cape]]: These are used to craft a sought after [[Errant Cape]], which is an endgame piece. The [[Amity Cape]] is used to craft the [[Peace Cape]]. The [[Peace Cape]] is used to craft the [[Errant Cape]], however the [[Peace Cape +1|Peace Cape +1]] can't be used as a crafting material due to it's +1 suffix. |
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==General Equipment Suggestions== |
==General Equipment Suggestions== |
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− | Main: |
+ | 'Main: |
− | LV1: Onion Staff / Onion Rod |
+ | ''LV1: Onion Staff / Onion Rod |
Something cheap to get you going through the early levels. (0.66 vs 0.63 damage per second) |
Something cheap to get you going through the early levels. (0.66 vs 0.63 damage per second) |
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− | LV5: Bronze Hammer |
+ | ''LV5: Bronze Hammer |
1.48 damage per second (dps) will last a while. +1 isn't required. |
1.48 damage per second (dps) will last a while. +1 isn't required. |
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− | LV9, 10, and 13: Willow Wand, Pilgrim's Wand, and Hermit's Wand |
+ | ''LV9, 10, and 13: Willow Wand, Pilgrim's Wand, and Hermit's Wand |
One partying begins, you won't be attacking anymore. From here on, weapons are used for their stat-boosting properties. See the White Mage Equipment Chart for suggestions on weapons to keep handy for melee solo activities. |
One partying begins, you won't be attacking anymore. From here on, weapons are used for their stat-boosting properties. See the White Mage Equipment Chart for suggestions on weapons to keep handy for melee solo activities. |
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− | LV18: Yew Wand |
+ | ''LV18: Yew Wand |
More stat boosts. +1 lasts a long time so probably worth it. Keep Pilgrim's Wand handy for when you're resting back MP. That will be the case until level 51. |
More stat boosts. +1 lasts a long time so probably worth it. Keep Pilgrim's Wand handy for when you're resting back MP. That will be the case until level 51. |
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− | LV32: Solid Wand |
+ | ''LV32: Solid Wand |
Lasts forever. Skip the Rose Wand at 48. Solid wand +1, again, is worth it's price in it's longevity. |
Lasts forever. Skip the Rose Wand at 48. Solid wand +1, again, is worth it's price in it's longevity. |
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− | LV51: Light Staff, Dark Staff, Wind Staff, Ice Staff, and Earth Staff |
+ | ''LV51: Light Staff, Dark Staff, Wind Staff, Ice Staff, and Earth Staff |
10% increase to the effect (accuracy, potency, or duration) of spells of the corresponding element. These can best be used in macros in the following ways to benefit play: Light/Apollo's Staff for Cure Macros, Dark/Pluto's Staff for hMP Resting & Blind (/BLM) Macros, Earth/Terra's Staff for Slow Macro, Ice/Aquilo's Staff for Paralyze Macro, Wind/Auster's Staff for Silence, Invisible, & Sneak Macros. |
10% increase to the effect (accuracy, potency, or duration) of spells of the corresponding element. These can best be used in macros in the following ways to benefit play: Light/Apollo's Staff for Cure Macros, Dark/Pluto's Staff for hMP Resting & Blind (/BLM) Macros, Earth/Terra's Staff for Slow Macro, Ice/Aquilo's Staff for Paralyze Macro, Wind/Auster's Staff for Silence, Invisible, & Sneak Macros. |
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− | LV55: Healing Staff / Dryad Staff |
+ | ''LV55: Healing Staff / Dryad Staff |
A lovely luxury item for it's added MP. Light Staff can/will get you by until endgame when you can camp for this or have ways of making the money to buy the non Rare/Ex version. |
A lovely luxury item for it's added MP. Light Staff can/will get you by until endgame when you can camp for this or have ways of making the money to buy the non Rare/Ex version. |
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− | LV60/LV65: Battle Staff / Darksteel Maul |
+ | ''LV60/LV65: Battle Staff / Darksteel Maul |
Fairly low cost equipment to skill up neglected Staff and Club skills. Stick with LV51 staves for party play still. |
Fairly low cost equipment to skill up neglected Staff and Club skills. Stick with LV51 staves for party play still. |
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− | LV71: Templar Mace |
+ | ''LV71: Templar Mace |
Common to see paired with Numinous Shield at endgame instead of Light, Apollo, Dryad, or Healing Staves. |
Common to see paired with Numinous Shield at endgame instead of Light, Apollo, Dryad, or Healing Staves. |
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There isn't much to say about these shields. If you're using a club/wand/hammer when soloing, the added defense and skill-ups are nice. When in party play, the added defense will rarely be enough to save you if it's become bad enough that you're taking hits. |
There isn't much to say about these shields. If you're using a club/wand/hammer when soloing, the added defense and skill-ups are nice. When in party play, the added defense will rarely be enough to save you if it's become bad enough that you're taking hits. |
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− | LV29: Faerie Shield |
+ | ''LV29: Faerie Shield |
Cute. |
Cute. |
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− | LV39: Nymph Shield |
+ | ''LV39: Nymph Shield |
Cuter? |
Cuter? |
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− | LV40: Light Buckler |
+ | ''LV40: Light Buckler |
/The/ shield of choice for skilling up your shield skill stat. It's small size makes shield blocks occure more often and the bonus to shield skill make them happen more. |
/The/ shield of choice for skilling up your shield skill stat. It's small size makes shield blocks occure more often and the bonus to shield skill make them happen more. |
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− | LV45: Viking Shield |
+ | ''LV45: Viking Shield |
A melee WHM's dream for higher damage numbers. ATT+12 won't be topped. |
A melee WHM's dream for higher damage numbers. ATT+12 won't be topped. |
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− | LV50: Holy Shield |
+ | ''LV50: Holy Shield |
Finally, some shield to boost our stats. Sadly, with the elemental staves right around the corner, at the next level, you'll be hard pressed to ever again wear a shield in party play. |
Finally, some shield to boost our stats. Sadly, with the elemental staves right around the corner, at the next level, you'll be hard pressed to ever again wear a shield in party play. |
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− | LV69: Numinous Shield |
+ | ''LV69: Numinous Shield |
Common to see paired with Numinous Shield (or +1 version) at endgame instead of Light, Apollo, Dryad, or Healing Staves. |
Common to see paired with Numinous Shield (or +1 version) at endgame instead of Light, Apollo, Dryad, or Healing Staves. |
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− | LV74: Genbu's Shield |
+ | ''LV74: Genbu's Shield |
The EVA+10 is a mearly a drop in the water. With an EVA skill that caps at 200, we're going to take hits directed at us. The reduction in damage taken is this shield's prime use. |
The EVA+10 is a mearly a drop in the water. With an EVA skill that caps at 200, we're going to take hits directed at us. The reduction in damage taken is this shield's prime use. |
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(Sub) Straps: |
(Sub) Straps: |
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⚫ | * Regarding LV51 Elemental Staves: They can be used in macros in the following ways to benefit play: Light/Apollo's Staff for Cure Macros, Dark/Pluto's Staff for hMP Resting & Blind (/BLM) Macros, Earth/Terra's Staff for Slow Macro, Ice/Aquilo's Staff for Paralyze Macro, Wind/Auster's Staff for Silence, Invisible, & Sneak Macros. |
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⚫ | * Regarding [[Amity Cape]] and [[Peace Cape]]: These are used to craft a sought after [[Errant Cape]], which is an endgame piece. The [[Amity Cape]] is used to craft the [[Peace Cape]]. The [[Peace Cape]] is used to craft the [[Errant Cape]], however the [[Peace Cape +1|Peace Cape +1]] can't be used as a crafting material due to it's +1 suffix. |
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Revision as of 06:46, 15 August 2008
CAUTION! | ||
This article is a personal guide. Information expressed in this guide is one player's opinion and may be more opinion than fact. Strategies and information contained herein may not work for everyone. No non-minor changes should be made without consulting the author. Changes or questions should be discussed on the talk page. |
General Equipment Suggestions
'Main: LV1: Onion Staff / Onion Rod Something cheap to get you going through the early levels. (0.66 vs 0.63 damage per second)
LV5: Bronze Hammer 1.48 damage per second (dps) will last a while. +1 isn't required.
LV9, 10, and 13: Willow Wand, Pilgrim's Wand, and Hermit's Wand One partying begins, you won't be attacking anymore. From here on, weapons are used for their stat-boosting properties. See the White Mage Equipment Chart for suggestions on weapons to keep handy for melee solo activities.
LV18: Yew Wand More stat boosts. +1 lasts a long time so probably worth it. Keep Pilgrim's Wand handy for when you're resting back MP. That will be the case until level 51.
LV32: Solid Wand Lasts forever. Skip the Rose Wand at 48. Solid wand +1, again, is worth it's price in it's longevity.
LV51: Light Staff, Dark Staff, Wind Staff, Ice Staff, and Earth Staff 10% increase to the effect (accuracy, potency, or duration) of spells of the corresponding element. These can best be used in macros in the following ways to benefit play: Light/Apollo's Staff for Cure Macros, Dark/Pluto's Staff for hMP Resting & Blind (/BLM) Macros, Earth/Terra's Staff for Slow Macro, Ice/Aquilo's Staff for Paralyze Macro, Wind/Auster's Staff for Silence, Invisible, & Sneak Macros.
LV55: Healing Staff / Dryad Staff A lovely luxury item for it's added MP. Light Staff can/will get you by until endgame when you can camp for this or have ways of making the money to buy the non Rare/Ex version.
LV60/LV65: Battle Staff / Darksteel Maul Fairly low cost equipment to skill up neglected Staff and Club skills. Stick with LV51 staves for party play still.
LV71: Templar Mace Common to see paired with Numinous Shield at endgame instead of Light, Apollo, Dryad, or Healing Staves.
'(Sub) Shields:
LV1, 8, 13, 20: Lauan, Maple, Elm, and Strong Shield There isn't much to say about these shields. If you're using a club/wand/hammer when soloing, the added defense and skill-ups are nice. When in party play, the added defense will rarely be enough to save you if it's become bad enough that you're taking hits.
LV29: Faerie Shield Cute.
LV39: Nymph Shield Cuter?
LV40: Light Buckler /The/ shield of choice for skilling up your shield skill stat. It's small size makes shield blocks occure more often and the bonus to shield skill make them happen more.
LV45: Viking Shield A melee WHM's dream for higher damage numbers. ATT+12 won't be topped.
LV50: Holy Shield Finally, some shield to boost our stats. Sadly, with the elemental staves right around the corner, at the next level, you'll be hard pressed to ever again wear a shield in party play.
LV69: Numinous Shield Common to see paired with Numinous Shield (or +1 version) at endgame instead of Light, Apollo, Dryad, or Healing Staves.
LV74: Genbu's Shield The EVA+10 is a mearly a drop in the water. With an EVA skill that caps at 200, we're going to take hits directed at us. The reduction in damage taken is this shield's prime use.
(Sub) Straps:
LV55: Raptor Strap You should be using the stat boosting wands until LV51, when the elemental staves can be equipped, so this is the first strap that matters. The +1 is nice, but not really needed that badly.
LV65: Staff Strap Not much in the way of straps for WHM. Sorry.
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Ammo:
LV1: Fortune Egg If you have one, put it on. Best you'll do with this slot for a while.
LV25: Morion Tathlum The first stat boosts that you can buy off the auction house if you missed getting the Fortune Egg as a reward for it's event.
LV35: Holy Ampulla You'll want this. It will last you forever.
LV61: Healing Feather Simply a trophy item.
LV70: Hedgehog Bomb Wonderful MP stat boost. Your Holy Ampulla can and will last you to 75, but once you're there and have a chance to make some money, you may want to look in on this piece.
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Head:
LV1: Circlet You can ignore this really. You can do the first few levels naked, except for a weapon, as long as you're careful.
LV6: Traveler's Hat A nice boost to MND stat.
LV9: Compound Eye Circlet The EVA is nice on this when soloing. Toss on the Traveler's Hat for parties.
LV10: Brass Hairpin If you're in need of some MP (elvaan and galka, I'm looking at you) then go for it.
LV20: Trump Crown If you have the money to spare, go for it. If not, The previous three head equips will last you a long time.
LV40: Electrum Hairpin After 20~34 levels in your last hat, you may want a change. Here it is.
LV50: Raven Beret AF is around the corner, but the -enmity is nice when you've got to drop cure bombs.
LV50: Gold Hairpin Again, if you need the MP.
LV54: Healer's Cap Sure, it's goofy looking and no previous FF game's White Mages have sported a look like it, but, as AF, it will last you until endgame.
LV70: Faerie Hairpin Mmmm. MP.
LV70~75: ??? Without a JSE (job specific equipment) headpiece for our Blessed Set, White Mages have many lackluster choices for headgear. Check the chart at the bottom of this guide and pick one that suits your fancy; or just strut in your Healer's Cap. Your call. What do I wear, you ask? I sported a Trump Crown for endgame forever until I got my Zenith Crown. I have my eyes on a Yigit Turban at the moment.
IN PROGRESS
White Mage Equipment Chart
Notes
- This list is not inclusive of everything a White Mage can equip. It attempts to recommend equipment which most benefits the White Mage's priority stats of MP and Mind or that reduces enmity (hate).
- Items specific to a melee setup or for solo play are not listed, with the exception of weapons and a single piece of armor, the Reverend Mail.
- As a mage, spells take priority over equipment. You can go a lot longer without upgrading equipment than a melee or a tank job can. You don't have to upgrade at every point, but it will help to increase your stats.
- Shields can be used with clubs (or by themselves), but grips may only be used with staves.
- The 'Range' slot is best left empty to use stat boosting items in the 'Ammo' slot.
- Until level 51 (when you can equip elemental staves) wands will be used mostly for their status boosting attributes. Hammers generally have heavier damage potential than wands.
- Higher level items do not always mean they are better. Refer to previous items in that group to compare them.
- White Mage Artifact Armor (AF) can last you well into your final levels of WHM.
- Regarding LV51 Elemental Staves: They can be used in macros in the following ways to benefit play: Light/Apollo's Staff for Cure Macros, Dark/Pluto's Staff for hMP Resting & Blind (/BLM) Macros, Earth/Terra's Staff for Slow Macro, Ice/Aquilo's Staff for Paralyze Macro, Wind/Auster's Staff for Silence, Invisible, & Sneak Macros.
- Regarding Amity Cape and Peace Cape: These are used to craft a sought after Errant Cape, which is an endgame piece. The Amity Cape is used to craft the Peace Cape. The Peace Cape is used to craft the Errant Cape, however the Peace Cape +1 can't be used as a crafting material due to it's +1 suffix.
- Regarding LV50 and LV70 Waist stones/ropes and LV55 Earrings as well as some other pieces of armor: They are race specific. Be sure to check to make sure that your race can equip the item first.
- Regarding Korin Obi: The Korin Obi can really benefit your cures on Lightsday, in Temenos with constant double light weather, or under the effect of the Scholar magic spell Aurorastorm.
- Items link to HQ {high quality, +1/+2) versions, however you can always use the NQ (normal quality)item.
- Format taken from Beastmaster Equipment Guide.