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White Mage Guide by Zero
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The Essential Guide to Whacking Things with a Club
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About this GuideOriginally written back when I was in the 40s, this guide was originally written because there was no guide for White Mage on the site it was originally on. Now some 14 years later, the game has changed so much that I feel like not even trying anymore and going full nonsense. Why do you want to do this? Because its fun. Remember fun? What video games are supposed to be like and not a second job you have to pay for? A Word of WarningThis idea is not for everyone, not for every situation (small range AoE enfeebles like Paralyze and Silence spell death) and is significantly more challenging to do while keeping things in line. If you're not comfy, hang out in the back. No one will judge you. MacrosEquipmentStart with Batcher's 99 WHM Gear Guide. It won't be all you need, but it will be your jumping off point for your essential healkit. The things that change involve your main/sub, which can require some slight reshuffling of gear to make sure you get the most out of things. Clubs
ShieldsIf you can't have a subweapon, you might as well put this in your other hand. Thorfinn Shield +1 is likely your best option here. TPHaste, Accuracy, Attack, Double Attack. Just like you'd expect. Hexa StrikeA classic, hits like a truck with a STR focus. Except for Black Halo's weapon mods, you are likely to use this much more frequently than any other weapon skill. Of note, attack rounds are limited to 8 hits no matter what's going on, so double attack isn't as useful here, especially when dual wielding. For the former, since double is checked against only twice, we would need a 100% double attack to guarantee a octa strike, which just isn't happening. With dual wield, that drops to 50%, which still isn't happening but is a much more reasonable goal. I would focus more on turning the six hits you have into pure power over trying to nail an octa. Black HaloLet's be honest. Hexa is cool and great fun. However, with the existence of Kaja/Maxentius, you will likely end up using Halo more with these weapons. To put it in basic terms, Hexa over six hits does 6.75x damage (+crits) while Halo does 6.00x damage. With the Ambuscade weapons, it goes to 9.00x. Combined with gear that gives a TP bonus and stronger MND boosts, you're genuinely going to hit harder with this once you reach that level. Also, if double attack takes effect on either of Halo's hits, you've gone to 13.50x, which means its outdone Hexa twice over already, not to mention doubling both hits just gives you 18.00x. It really doesn't compare. Mystic BoonWhile whacking is fun, you will need MP at some point. Boon is likely to take you from an empty tank of gas to full in a single hit, when geared correctly. RealmrazerStat for stat, point for point, this is comparable to Hexa Strike depending on how much MND vs. STR gear you're packing. However, it does not benefit from bonus critical hit rate, so Hexa is likely to outperform. Sub-JobsOf the offensive ones to use, I find myself sticking to three major ones depending on the moment. WarriorA fine choice giving you access to a lot of tools to enhance attacks from traits to abilities. I'd pick it if I knew control was secured. NinjaDual Wield and shadows. If enmity is going everywhere or you have a specific combo set up (Yagrush off-hand for example), I'd go with this. ScholarFor White Mage, there isn't a better subjob for healing and support. You are probably on this anyway, so why not embrace it? There is nothing here to enhance whacking things, however. (Old) Information on other subjobs may be found here. Related Links |