FFXIclopedia
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As you can see from the charts on the left, a White Mage's fighting proficiencies are abysmal. A White Mage is designed entirely to be a healer and little else.
 
As you can see from the charts on the left, a White Mage's fighting proficiencies are abysmal. A White Mage is designed entirely to be a healer and little else.
   
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Revision as of 23:35, 10 May 2005


Job-top-whitemage

Job Overview

By using recovery spells, Whtie Mages can ensure a party's survival. White Mages are the premier healers in the game, and are nearly indispensable when forming a party.

Strengths

  • Able to use the game's most powerful curing spells
  • Necessity in partys means extremely fast invite rates.
  • Access to Teleport spells means quick and easy transportation for the White Mage and the party.
  • Sneak and Invisible spells allow a White Mage to travel safely accross enemy infested areas.
  • White Mage is the only job that can use higher level Raise spells to restore lost experience when a character is defeated.
  • Able to use Enhancing Magic spells that aid the entire party.

Weaknesses

  • Physical weakness means a White Mage is unable to do much in the game without outside help.
  • Unable to do any worthwhile damage to opponents.
  • Cannot regenerate MP without resting or outside help.
  • Playing this job often entails paying close attention to HP bars instead of getting in on the action.

Abilities

Job Abilities

01 Benediction
15 Divine Seal

Job Traits

10 Magic Defense Up
20 Clear Mind
25 Auto Regen
30 Magic Defense Up II
35 Clear Mind II
50 Magic Defense Up III
50 Clear Mind III
50 Divine Veil
60 Clear Mind IV
70 Magic Defense Up IV

Spell List

01 Cure
03 Dia
04 Paralyze
05 Banish
05 Barstonra
06 Poisona
07 Barsleepra
07 Protect
07 Protectra
09 Barwatera
09 Paralyna
10 Barpoisonra
10 Aquaveil
11 Cure II
12 Barparalyzra
13 Slow
13 Baraera
14 Blindna
15 Banishga
15 Silence
15 Deodorize

16 Curaga
17 Shell
17 Shellra
17 Barfira
18 Diaga
18 Barblindna
19 Silena
19 Blink
20 Sneak
21 Cure III
21 Regen
21 Barblizzara
23 Barsilencera
25 Raise
25 Invisible
25 Barthundra
27 Protect II
27 Protectra II
28 Stoneskin
29 Cursna
30 Banish II

31 Curaga II
32 Erase
33 Reraise
34 Viruna
36 Dia II
36 Teleport-Holla
36 Teleport-Dem
36 Teleport-Mea
37 Shell II
37 Shellra II
38 Teleport-Altep
38 Teleport-Yhoat
39 Stona
39 Barvira
40 Banishga II
40 Haste
41 Cure IV
42 Teleport-Vahzl
43 Barpetra
44 Regen II
45 Flash

47 Protect III
47 Protectra III
50 Holy
51 Curaga III
56 Raise II
57 Shell III
57 Shellra III
60 Reraise II
61 Cure V
63 Protect IV
63 Protectra IV
65 Banish III
66 Regen III
68 Shell IV
68 Shellra IV
70 Raise III
71 Curaga IV
75 Reraise III

Combat Skill Ratings

Skill Skill Ranking Cap at Level 1 Cap at Level 37 Cap at Level 75
Club B+ 5 109 256
Staff C+ 5 105 230
Club D 4 101 210
Throwing E 4 94 200
Evasion E 4 94 200
Shield D 4 101 210

Magic Skill Ratings

Skill Skill Ranking Cap at Level 1 Cap at Level 37 Cap at Level 75
Healing Magic A+ 6 114 276
Divine Magic A- 5 114 269
Enhancing Magic C+ 5 105 230
Enfeebling Magic C 5 105 225

Information

As you can see from the charts on the left, a White Mage's fighting proficiencies are abysmal. A White Mage is designed entirely to be a healer and little else.

Race Selection

Final Fantasy XI allows players to choose between five different races, each with its own strengths and weaknesses in terms of stats. While certain races' stats are better matched to some jobs more than others, the differences are never so profound as to prevent any race from playing any particular job (except for Elvaans and Black Mage). All players can excel at any job they so choose, provided they have the skill and the equipment; the race selection is mostly an aesthetic decision.


Support Job Options

Artifact Equipment

AF1 Set

41 Blessed Hammer
52 Healer's Duckbills
54 Healer's Cap
56 Healer's Pantaloons
58 Healer's Briault
60 Healer's Mitts

AF2 Set

71 Cleric's Duckbills
72 Cleric's Cap
73 Cleric's Pantaloons
74 Cleric's Briault
75 Cleric's Mitts
75 Mjollnir

White Mage Guides