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*I plan on having this guide up and running in a few weeks. I havn't forgotten about it. I've just had issues with my internet not working. I won't link it to the WHM page until it's done.*
| CAUTION!
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| 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.
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Introduction
Hello there. I'm Esdain of Kujata. This is my guide to equipment for the White Mage. It's my second attempt at this type of project. The first guide I created ended up being less of a guide to what a White Mage should be wearing and more of a chart that listed everything a White Mage could wear. I received some feedback from friends and users of that guide that said it was too cluttered. Things like changing weapons every few levels and such. Also, some piece suggestions were directed at people with alternate, higher level, jobs capable of taking down difficult Notorious Monsters or those with a lot of money to throw around. I'll attempt to remedy that. Nearly all of the equipment described here, except for equipment specific to race, will be equipment that I myself wore during my time partying through the levels, and I was hardly wealthy, both then and now, as White Mage was my first job that I took to level 75.
I'll be going back and working on my Chart-based equipment guide more to clarify and clean it up later, but at this time I thought it would be helpful to create an actual guide reflecting what, in my professional opinion, a White Mage should look into wearing. It's my hope that this guide will help all the people that view it.
Equipment Catagories:
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LV1: Onion Rod
- Something cheap to get you quickly to level 5.
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LV5: Bronze Hammer
- 1.48 damage per second (dps) will last a while. +1 isn't required.
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LV9: Willow Wand
- One partying begins, you won't be attacking anymore. From here on, weapons are used for their stat-boosting properties.
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LV10: Pilgrim's Wand
- Try to obtain this as soon as you can by getting help, having a higher level job yourself, or waiting until you can solo it; it will be worth the extra MP recovery.
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LV18: Yew Wand
- More stat boosts. The +1 lasts a long time so it's probably worth it. Keep Pilgrim's Wand handy for when you're resting back MP, though. That will be the case until level 51.
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LV32: Solid Wand
- This lasts forever. Skip the Rose Wand at 48. Solid wand, being the +1 of the Chestnut Wand, is worth it's price through it's longevity.
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- 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.
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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.
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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.
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LV71: Templar Mace
- This has become common to see paired with Numinous Shield at endgame instead of Light, Apollo, Dryad, or Healing Staves. The pair deliver more MND while keeping the Cure Potency bonus.
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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 Master Shield has +5 Shield Skill over this one, but it is a size 2 which means it will block less often resulting in fewer chances over time to obtain skill ups.
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LV45: Viking Shield
- A melee WHM's dream for higher damager numbers. ATT+12 won't be topped.
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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.
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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.
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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.
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LV65: Staff Strap
- Not much in the way of straps for WHM. Recently added were the Light Grip and Magic Strap which you can look into, but this guide is trying to keep it simple.
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LV1: Fortune Egg
- If you have one, put it on. Best you'll do with this slot for a while.
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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.
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LV35: Holy Ampulla
- You'll want this. It will last you forever.
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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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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.
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LV9: Compound Eye Circlet
- The EVA is nice on this when soloing. Toss on the Traveler's Hat for parties.
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LV10: Brass Hairpin
- If you're in need of some MP (elvaan and galka, I'm looking at you) then go for it.
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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.
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LV40: Electrum Hairpin
- After 20~34 levels in your last hat, you may want a change. Here it is.
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LV:50: Raven Beret
- AF is around the corner, but the -enmity is nice when you've got to drop cure bombs.
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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.
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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.
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LV75: Walahra Turban
- The HP+ will offset a bit of any HP/MP conversion equipment you have in other slots. The haste is very nice for spells with long recast timers; I'm looking at you Raise III. Also, if you use only your Imperial Standing to obtain it, then it's free.
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LV7: Justice Badge
- A great piece and with the lack of early neck pieces, it's a no-brainer.
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LV50: Beak Necklace
- This wasn't around when I was coming up through the levels, but it's an alternative to your ol' Holy Phial. This or it's +1 version can be an endgame piece with the lack of better WHM neck pieces.
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LV65: Republican Gold Medal
- I gave up 100% Outpost warps to change to Bastok, before the server saved outpost warps, so I could get this. The previous two pieces are fine, however.
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LV70: Fenrir's Torque
- Another of the rare good neck pieces for White Mage. Any of the ones I've listed will work fine at any level of WHM.
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LV10: Onyx Earring
- Depending on your finances, you can pick this up, skip it, or get one of it's +1 or +2 upgrades. You won't be bad without a pair or anything.
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LV30: Magician's Earring
- If you use Summoner as your support job and have the money to spare, go for it. Useful for basically every level capped area except garrisons. Real nice for races with limited MP.
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LV38: Geist Earring
- MP and MND on earrings. I loved these and used them until endgame; before the level 50 earrings were released.
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LV55: Automaton Assault Earrings
- Check this out for rare Race-specific earrings you can win. I still havn't got mine after many tries, but they are worth mentioning as in some cases, the race will get a large boost to MP.
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LV72: Magnetic Earring
- This will be stuck on one ear of lots of endgame mages. If you've got it, I doubt you need an equipment guide, but thanks for checking this out anyway.
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LV1: Robe
- People turn these over on the Auction House all the time. Get into one. Get your use out of it. Turn it back in and sell it off. Naked, starter race equipment, crafting aprons, nation aketons, or event equipment do this job fine too.
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LV8: Tunic
- You'll lose your head equipment, if you have one on, for this piece. A fine upgrade to bust out the last levels of solo experience.
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LV12: Linen Robe
- You be't not talk smack on the mighty Linen Robe.
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LV19: Priest's Robe
- Back in the day, wearing this was pimp threads for Quifm and the jungles.
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LV20: Baron's Saio
- This +1 is going to be pricey compared to what you're used to, but you'll get your use out of it in it's longevity.
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LV29: Seer's Tunic
- We're getting somewhere now. You're finally not looking like a scrub lowbie mage. Keep ahold of this just for level 30 capped areas.
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LV40: Holy Breastplate
- This piece gets high praise due to it's high defense. It's unique to WHM. I wish there was a full set of this piece.
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LV59: Vermillion Cloak
- Auto-Refresh nine levels before your Noble's is nice to have, though not absolutely necessary.
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LV68: Noble's Tunic
- You should start saving up for this piece at about level 40 when you can begin to spend those Beastmen Seals.
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EDIT: BODY NOT FINISHED
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LV1: Cuffs
- If you've thrown away your starting equipment, these are the same thing. Click the item name for a page with merchants listed that you can pick these up from or you can get them from the Auction House.
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LV8: Mitts
- These are your first upgrade. You can skip them if you want. Plus one to defense isn't much.
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LV11: Zealot's Mitts
- A good pair of mitts that you'll wear for a while. Nice to have MP and MND on a piece this early.
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LV25: Mycophile Cuffs
- If you have the means to get these (other leveled job or a friend to help) then this is a good upgrade.
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LV27: Race Specific Equipment or Devotee's Mitts
- Depending on your race and if you got the last piece, you'll be interested in these Mitts or your Race Specific Equipment (Elvaan, Mithra, and Galka click here: RSE) and be relying on it for a while.
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LV60: Healer's Mitts
- The last of your artifact armor. They do so remind me of the Hamburger Helper or Arbys oven mitt characters.
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LV70: Blessed Mitts
- Our job-specific pieces give MP, MND, Haste, and -Enmity. They're a fancy looking set too.
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LV10: Saintly Ring or Astral Ring
- A pair of Saintly Rings will boost your cures & is the best MND you can get for a while. If you've got the cash to spare, the MP boost from 1 or 2 Astral Rings will help a lot.
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LV30 Tamas Ring
- If you've got one of these, then you've going to use it. Case closed.
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LV59: Peace Ring
- An economic ring with a wee bit of lovely WHMish stats to it. I wore one back in my day, just to be unique.
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LV69 Serene Ring
- These little guys here can be worn in pairs and they give boosts to all of our favorite stats. It's price reflects that.
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LV74: Aqua Ring
- I don't wear one and it's a bit pricey, but you won't find a better boost to the MND stat on a finger.
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LV32: White Cape
- A great boost to MND stat. The +1 version makes you Mister Fancy Pants. Just kidding, but it does rock. Ignore the level 43 Red Cape if you got one of these.
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LV1: Ash Clogs
- If you've tossed away your races initial equipment for whatever reason, these are easy to obtain in each base city. There are a variety of other Level 1 shoes, but for sake of keeping this guide's size down, I'll suggest these and move on.
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LV8+11: Solea
LV11: Gaiters
- Upgrade if you like to either of these from your level 1 choice if you like. Holly Clogs are also an option at level 12, but at 13 we get a nice pair of shoes that will last us a while.
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LV13: Light Soleas
- I found myself wearing these until 30ish when RSE and the Seer's Set come up. White Mage have poor Evasion, so every bit helps. Around the low level you first get these, you'll really want that evasion for the stray hits you'll take when you're around people learning their jobs. There are a few pairs of shoes in the next coming 17 levels or so which I didn't find worth giving their own entries as I didn't want people changing gear every 3 levels. They are Garrison Boots, Baron's Pigaches, Mage's Sandals, San d'Orian Clogs / Kingdom Clogs, & Air Solea.
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