Do you know why a WHM is called a White Mage?
Is it because we do killer damage with our hardcore Banish nukes!?
Hell no it isn't!
C'mon people, get real.
Seriously. Cast Regen instead of it, okay?
Anyway, a rundown of what a WHM actually does.
Cures - Cure, Cure II, Cure III, Cure IV, Cure V
1. Cure - you're basically only going to use this at lower levels. It's only going to heal about 40 HP at the most, but very useful due to its low MP cost to wake people up with.
2. Cure II - this cure is a God send in Valkrum Dunes. It heals anywhere from ~62-114 HP, depending on your level and gear. It's great for a quick fix.
3. Cure III - Horray, Cure III! This cure heals about ~180 HP. It also generates a good amount of enmity. It is about your staple cure at 75.
4. Cure IV - Cure IV generates quite a bit of enmity and could possibly put you over your tank's hate and get you smacked around a bit. Try to avoid it if possible, and generally, if somebody isn't dying, throw out a Cure III instead. It heals about ~420 HP.
5. Cure V - the grand daddy! Cure V is the fattty! Stack as much MND (MND > Healing Magic) and Cure%+ as possible. It has a hefty MP cost of 135 MP. Only use in emergencies, to try and save MP. Generates less enmity generally than Cure IV. HP recovered depends on the WHM casting! :]
--All cures deal damage to undead.
Curaga - (I, II, III, IV)
--AoE Cure spells. Great for waking everybody in your party up quickly or getting everybody's HP up. Can cause a lot of enmity and can have a beastly MP consumption. Divine Seal + Curaga after a fight = good; during a fight = bad.
Regen - (I, II, III)
--Regen is the most MP conservative spell in the game. Especially during low levels, it is the most amazing thing. Always stick it on your tank, because they will love you for it! Once you reach higher levels, and more fast-paced fights, Regen may take a bit too long for your liking to cast. Also, in fights with multiple healers, the other healers may heal your target to full, making your Regen useless anyway. It personally drives me mad! Regen is your best friend that you must use wisley.
Status Removal Spells (-nas)
1. Paralyna - removes paralysis. 12 MP, short recast.
2. Silena - removes silence. 24 MP, short recast.
3. Poisona - removes poison. 8 MP, short recast.
4. Blindna - removes blindness. 16 MP, moderate recast.
5. Stona - removes petrification. 40 MP, short recast.
6. Viruna - removes plague and disease. 40 MP, short recast.
7. Cursna - removes curse and doom (doom less likley to be removed, additional casting or Cursna will probably be required) 30 MP, moderate recast.
--DD and/or tanks will generally yell and scream until they receive the -na they are asking for. Don't feel bad - and its always okay to tell them to shut it sometimes. :] You'll use Cursna and Viruna the least, the first five more, depending on the monster.
Erase
--Erase is your cure-all for other status alignments such as Attack Down, Defense Down, and Evasion Down. It removes alignments such as Bio and Dia, but will not remove a regular status alignment. It has a moderate recast, but it isn't too bad. 18 MP.
Raise - (I, II, III)
--People love WHM for the spell Raise. It revives a "dead" player, and recovers some experience lost due to the death. All of them have a high MP cost though, 150, 200, and 250, respectively, and an even longer recast time. Generally in a party, you're going to want to wait if a member dies to Raise them so others don't die in the process, but if you have the time and spare MP, getting them up as soon as possible is good, too.
Reraise - (I, II, III)
--Reraise does the same thing that Raise does, but it is a self-target spell for the WHM only. Reraise is a spell that should always be on. If it drops, you need to get it back on fast, because in the five minutes you wait to put it back on, your party is going to wipe. Yes, the game does hate us all. It will also become your best friend for exploring dangerous areas.
Protect/Shell - (I, II, III, IV, V*)
--These are your basic "buffs". They are important to keep up, especially shell in situations where you or your party will be dealing with a lot of magic damage. They last 30 mintues. WHM has Protectra and Shellra which allows the WHM to cast buffs in an area of effect (AoE) for the MP cost of a singular buff. WHM also recieve the singular versions of these buffs.
* aquired through merit
Barspells
--Barspells are more "buffs" that give the player and others in the AoE a certain resistance to an element.
Wind > Earth > Thunder > Water > Fire > Ice
Light <=> Dark
These spells are extremley useful. Each element corresponds with a status alignment. WHM recieves the basic 6 elements, but not Light and Dark.
Wind - Silence, Gravity
Earth - Slow
Thunder - (generally used to prevent magic damage, usually opponet's element of choice)
Water - Poison
Fire - Disease
Ice - Bind, Paralyze
By casting these spells, you may increase the chance that you and/or your party members may resist the corresponding status alignment.
There is also a 2nd set of barspells. These spells reduce the duration of a status alignment.
(Barpoison, Barblind, Barparalyze, Barsilence, Barblind, Barsleep, Barpetri, and Barvirus.)
WHM recieves only the AoE version of both sets of barspells, which isn't a bad thing! These take a bit to cast and generally a WHM doesn't use them often. They are helpful though.
Stoneskin
--Stoneskin is an earth based spell that absorbs damage for you! Once you get this spell, you're going to want to stack as much MND as possible. It is very easy for a 75 WHM to reach the cap. Stoneskin will allow you to rest even if you are hit, that is until it wears. It is a life saver and a buff to keep up constantly. Due to its longer casting time, try to put Stoneskin up before combat. Generally it'll take one or two hits for you, depending on the monster. It will cap at 256 Enhancing Magic and 94 MND (total). Stoneskin lasts 5 minutes.
Blink
--Blink is a spell that absorbs damage for you using shadows. It isn't always totally reliable, but it is a good spell to have up. It takes about the same time to cast as Stoneskin, and lasts 5 minutes.
Aquaveil
--Aquaveil helps reduce casting interruptions. Its a nice spell, but not necessarily a buff you need to keep up constantly. Lasts 5 minutes.
Haste
--Haste is a fabulous spell that increases your target's attack rate and lowers his or her recast timer. 40 MP sucks, but it is totally worth it. It lasts approximately 3 minutes. (Tip: Cast a Barspell before your Haste order to give yourself a reminder of needing to refresh the cycle.) Always try to keep Haste up if you can. Very important to especially tanks and DD who use shadows.
Enfeebling Magic
--As a WHM, your enfeebling magic isn't top notch. As a rule of thumb, if there is a RDM present, let them do it.
1. Paralyze - paralyzes a target. Super useful, since it can nullify a monster's attack completely. Stack MND and enfeebling magic+ gear. If the mob is resistant, add more enfeebling magic gear than MND, and if it isn't add more MND. Ice based spell.
2. Slow - slows a target. You basically just want to get this spell on. Slowing a target makes it attack slower, which means overall, less for you to heal. Earth based spell. After making sure you can stick this spell to whatever monster, stack MND.
3. Silence - silences a target. Stack enfeebling magic and magic accuracy+ gear. Wind based spell.
Repose
--Repose is a light-based sleep spell that lasts for a minute and a half (1:30). It is amazing. It has a decent recast timer, but it generally isn't a problem. It hardly ever resists, unless your Divine Magic is lacking. Great for helping out sleepers in dynamis or other events. MND might help Repose but it might not. Its never a bad thing to stack MND while playing WHM. :]
Banish and Banishga
--Banish is a single target light based spell that does damage and lowers an enemy's defense for a short time. Banishga is the AoE version of the spell. Compared to other damaging spells, Banish isn't the greatest thing to cast. You're going to want to save your MP for other things. A good time to use Banish though is if you/your party/alliance are fighting a ghost type mob. It is based off of your Divine Magic, and adding MND will help with the spell overall.
Teleportaion Spells
--Teleportation Spells are spells that transport you and qualified party members to a "telepoint" somewhere in Vana'diel. All teleports have a long casting time, and use anywhere from 75-100 MP.
1. Dem, Mea, and Holla - your three basic spells. These Transport members to their respective crags and also allow quick acess to Lumoria (sea).
2. Yhoat and Altep - these teleports transport members to the more remote areas of Yhoatar Jungle and Eastern Altepa Desert, respectivley.
3. Vazhl - transports members to Xarcbard.
4. Recall-Meriph, Recall-Pashh, Recall-Jugner - teleportation spells that take members to the past, to the respective telepoints.
Deordorize, Sneak, and Invisible
--These three spells lessen the chance that a monster will be able to smell, hear, or see you. Be careful though, some monsters may attack you due to your casting, so always be aware of your surroundings.
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