White Mage
The White Mage is the backbone of all parties and what most consider what they build a party around, that and a Red Mage. But a White Mage job is never done and always in need. As a holy mage of faith and selfless devotion to their call, the White Mage is blessed with a massive list of divine spells that serve to protect and aid their allies and other people. The White Mage's most important job is healing above all else, without HP the tank will fall and so will the party shortly after.
The White Mage is a careful job and a balancing act that must be watched and played carefully because monster hate to see their prey regaining their health and will see to it that it stops if it becomes too great annoyance to them. There are a lot of factors to keep in mind and tactics to use in parties as a White Mage.
Attribute | Hume | Elvaan | Tarutaru | Mithra | Galka |
---|---|---|---|---|---|
HP |
27 |
29 |
23 |
27 |
32 |
MP |
22 |
20 |
228 |
22 |
16 |
Strength |
6 |
7 |
5 |
6 |
7 |
Dexterity |
5 |
5 |
5 |
7 |
5 |
Vitality |
6 |
7 |
6 |
6 |
8 |
Agility |
6 |
5 |
7 |
7 |
6 |
Intelligence |
6 |
5 |
8 |
6 |
6 |
Mind |
8 |
9 |
8 |
8 |
8 |
Charisma |
7 |
7 |
7 |
6 |
6 |
Job Abilities
Ability | Level | Wait to Recast | Duration | Target | Description |
---|---|---|---|---|---|
Benediction |
1 |
2 hours |
N/A |
Party |
Members get full HP Cure in AoE |
Divine Seal |
15 |
15 Min |
N/A |
Self |
Next Cure Spell is Doubled |
Job Traits
Trait | Level | Description |
---|---|---|
Magic Defense Bonus |
10 |
Increases Magic Defense |
Clear Mind |
20 |
Increases MP recovered during Healing |
Auto Regen |
25 |
Gains Regen Affect (1 HP) |
Magic Defense Bonus |
30 |
Increases Magic Defense |
Clear Mind |
35 |
Increases MP recovered during Healing |
Magic Defense Bonus |
50 |
Increases Magic Defense |
Clear Mind |
50 |
Increases MP recovered during Healing |
Clear Mind |
65 |
Increases MP recovered during Healing |
Magic Defense Bonus |
70 |
Increases Magic Defense |
Magic Spells
Spell Name | Level | Magic Skill | MP | Cast Time (sec) | Wait to Recast (sec) | Description |
---|---|---|---|---|---|---|
Cure |
1 |
Healing |
8 |
2 |
5 |
Restores ~30 HP |
Dia |
3 |
Enfeebling |
7 |
1 |
5 |
Deals light damage, lowers defense and slowly takes HP |
Paralyze |
4 |
Enfeebling |
6 |
3 |
10 |
Paralyzes target |
Banish |
5 |
Divine |
18 |
4 |
20 |
Deals light damage to enemy |
Barstona |
5 |
Enhancing |
12 |
.5 |
10 |
Strengthens party against earth |
Poisona |
6 |
Healing |
8 |
1 |
5 |
Removes Poison |
Protect |
7 |
Enhancing |
9 |
1 |
5 |
Increases Defense |
Protectra |
7 |
Enhancing |
9 |
3 |
15 |
Protect cast on party |
Barsleepra |
7 |
Enhancing |
14 |
5 |
10 |
Strengthens party against sleep |
Paralyna |
9 |
Healing |
12 |
1 |
5 |
Removes Paralyze |
Barwatera |
9 |
Enhancing |
12 |
.5 |
10 |
Strengthens party against water |
Aquaveil |
10 |
Enhancing |
12 |
5 |
10 |
Reduces chances of spell interruption |
Barpoisona |
10 |
Enhancing |
18 |
5 |
10 |
Strengthens party against poison |
Cure II |
11 |
Healing |
24 |
2.25 |
5.5 |
Restores ~90 HP |
Barparalyzra |
12 |
Enhancing |
22 |
|
10 |
Strengthens party against paralyze |
Slow |
13 |
Enfeebling |
15 |
2 |
20 |
Slows attack speed of enemy |
Baraera |
13 |
Enhancing |
12 |
.5 |
10 |
Strengthens party against wind |
Blindna |
14 |
Healing |
16 |
3 |
10 |
Removes Blind |
Banishga |
15 |
Divine |
115 |
5 |
30 |
Deals light damage to area |
Silence |
15 |
Enfeebling |
16 |
3 |
10 |
Prevents enemy from casting |
Deodorize |
15 |
Enhancing |
10 |
2 |
8 |
Enemys detecting from smell will not agro |
Curaga |
16 |
Healing |
60 |
4.5 |
10 |
Restores HP of party |
Shell |
17 |
Enhancing |
18 |
1 |
5 |
Increases Magic Defense |
Shellra |
17 |
Enhancing |
18 |
3 |
15 |
Shell cast on party |
Barfira |
17 |
Enhancing |
12 |
.5 |
10 |
Strengthens party against fire |
Diaga |
18 |
Enfeebling |
12 |
1.5 |
6 |
Dia cast on area |
Barblindra |
18 |
Enhancing |
26 |
5 |
10 |
Strengthens party against blind |
Silena |
19 |
Healing |
24 |
1 |
5 |
Removes Silence |
Blink |
19 |
Enhancing |
20 |
6 |
10 |
Creates shadows that take damage for you |
Sneak |
20 |
Enhancing |
12 |
3 |
10 |
Enemies detecting by sound will not agro you |
Cure III |
21 |
Healing |
46 |
2.5 |
6 |
Restores ~180 HP |
Barblizzara |
21 |
Enhancing |
12 |
.5 |
10 |
Strengthens party against ice |
Regen |
21 |
Enhancing |
15 |
4 |
12 |
Slowly regain HP (5 HP per) |
Barsilencera |
23 |
Enhancing |
30 |
5 |
10 |
Strengthens party against silence |
Raise |
25 |
Healing |
150 |
15 |
60 |
Revives character and returns 25% of lost exp |
Barthundra |
25 |
Enhancing |
12 |
.5 |
10 |
Strengthens party against lightning |
Invisible |
25 |
Enhancing |
15 |
3 |
10 |
Enemies detecting by sight will not agro you |
Protect II |
27 |
Enhancing |
28 |
1.25 |
5.25 |
Increases defense |
Protectra II |
27 |
Enhancing |
28 |
3.75 |
16 |
Protect II on party members |
Stoneskin |
28 |
Enhancing |
29 |
7 |
30 |
Reduces the damage taken |
Cursna |
29 |
Healing |
30 |
3 |
10 |
Removes Curse |
Banish II |
30 |
Divine |
74 |
4.25 |
21 |
Deals light damage |
Curaga II |
30 |
Healing |
120 |
4.75 |
10.25 |
Restores 180 HP to party |
Erase |
31 |
Enhancing |
18 |
2.5 |
15 |
Removes one status ailment |
Reraise |
32 |
Healing |
150 |
8 |
60 |
Automatic Raise upon death |
Viruna |
33 |
Healing |
48 |
1 |
5 |
Removes Virus |
Dia II |
34 |
Enfeebling |
59 |
1.5 |
6 |
Deals light damage, weakens defense and slowly takes HP |
Teleport-Holla |
36 |
Enhancing |
75 |
20 |
10 |
Takes party to the Crag of Holla |
Teleport-Dem |
36 |
Enhancing |
75 |
20 |
10 |
Takes party to the Crag of Dem |
Teleport-Mea |
36 |
Enhancing |
75 |
20 |
10 |
Takes party to the Crag of Mea |
Shell II |
37 |
Enhancing |
37 |
1.25 |
5.25 |
Increases magic defense |
Shellra II |
37 |
Enhancing |
37 |
3.75 |
16 |
Shell II on party members |
Teleport-Yhoat |
38 |
Enhancing |
100 |
20 |
10 |
Takes party to Yhoat Telepoint |
Teleport-Altep |
38 |
Enhancing |
100 |
20 |
10 |
Takes party to the Altep Telepoint |
Stona |
39 |
Enhancing |
40 |
1 |
5 |
Removes Petrify |
Barvira |
39 |
Enhancing |
50 |
5 |
10 |
Strengthens party against Virus |
Banishga II |
40 |
Divine |
243 |
5.25 |
31 |
Banish II on area |
Haste |
40 |
Enhancing |
40 |
3 |
20 |
Increases attack speed |
Cure IV |
41 |
Healing |
88 |
2.5 |
8 |
Restores ~380-400 HP |
Teleport-Vahzl |
42 |
Enhancing |
100 |
20 |
10 |
Takes party to Vahzl telepoint |
Barpetra |
43 |
Enhancing |
40 |
5 |
10 |
Strengthens party against Petrification |
Regen II |
44 |
Enhancing |
36 |
4.5 |
16 |
Slowly restores HP (10 HP per) |
Flash |
45 |
Divine |
25 |
.5 |
45 |
Blinds and creates lots of enmity |
Protect III |
47 |
Enhancing |
46 |
1.5 |
5.5 |
Increases defense |
Protectra III |
47 |
Enhancing |
46 |
4.5 |
17 |
Protect III on party |
Holy |
50 |
Divine |
100 |
.75 |
60 |
Deals light damage |
Curaga III |
51 |
Healing |
180 |
5 |
10.5 |
Restores ~360 HP to party |
Diaga II |
52 |
Enfeebling |
60 |
1.75 |
6.25 |
Dia II to area |
Raise II |
56 |
Healing |
200 |
20 |
60 |
Revives character and returns 50% of lost exp |
Shell III |
57 |
Enhancing |
56 |
1.5 |
5.5 |
Increases magic defense |
Shellra III |
57 |
Enhancing |
56 |
4.5 |
17 |
Shell III on party |
Reraise II |
60 |
Healing |
175 |
8 |
60 |
Automatic Raise II upon death |
Cure V |
61 |
Healing |
135 |
2.5 |
10 |
Restores ~700 HP |
Protect IV |
63 |
Enhancing |
65 |
1.75 |
5.75 |
Increases defense |
Protectra IV |
63 |
Enhancing |
65 |
5.25 |
18 |
Protect IV on party |
Regen III |
66 |
Enhancing |
64 |
5 |
20 |
Restores HP slowly |
Shell IV |
68 |
Enhancing |
75 |
1.75 |
5.75 |
Increases magic defense |
Shellra IV |
68 |
Enhancing |
75 |
5.25 |
18 |
Shell IV on party |
Dia III |
69 |
Enfeebling |
112 |
2 |
7 |
Deals light damage, lowers defense and slowly takes HP |
Raise III |
70 |
Healing |
250 |
20 |
60 |
Revives character and returns 99% of lost exp |
Curaga IV |
71 |
Healing |
260 |
5.25 |
10.75 |
Restores a lot of HP to party |
Reraise III |
75 |
Healing |
200 |
8 |
60 |
Automatic Raise III upon death |
Life as a White Mage
White Mage is a job that is mostly a career and a sub job, since it is a mage job other jobs will look to use it as an addition to their own jobs. The amounts of MP and having healing ability are well sought for sub jobs. But as anyone knows in past FF games, a party needs a healer or you die. The case of no healer is brought out even stronger here where six people are required to do battle with monsters because they are so powerful. A white mages job has never been so demanding as it will be now. The life and career of a White Mage is not a simple task all the time, you are charged with keeping everyone alive and at best performance.
As a career white mage buying spells will give expensive and equipment even more pricey as you increase in levels. It is best to have a job like a thief or warrior that can farm to supplement your monetary needs of the white mage. It is a not a cheap job, though it is only an one time buy, you will often find yourself out of money if you do not farm. Also items that increase your mind and MP will be of great importance, some of these items can get very expensive.
With White Mage as a sub job, things are not too different, remember that if you are a Black Mage, intelligence is the stat that is important so your white mage equip will not be useful and your Black Mage equip will not be useful to your white mage will leveling.
When picking on a sub job for your white mage, most will be pick Black Mage, because either they are just starting and only have that available or just want the nuking power, and escaping ability that comes with a Black Mage. However, these are not tasks that should be handled by the White Mage, in my opinion. High level White Mages will be benefits of the Black Mage, with Escape, but that is the only real benefit. Subbing Summoner with the White Mage gives a huge boost to a White Mage's MP reserves, much more than a Black Mage, which is far more important to a White Mage when healing is on the line. Plus at the upper levels, you gain the MP Boost Traits, MP Regen Trait, which added to Refresh will be 4 MP per and even more important the avatars. The avatars, though diminished in power, will have some of their abilities, one of great importance is Garuda's Blinkga spell.
Things to remember as a White Mage is that healing creates enmity with the monster. They really hate seeing their prey restored to health, so large cures should be taken at ones own risk. Higher levels will not see this as much of a problem, unless you do a Cure V and then a Cure IV and a Cure III all in a row. Curaga will invoke even more hate than a regular Cure because you are curing 6 people, and Benediction the White Mage killer. This is full HP to all party members in the area, and unless your tank is do extremely well you will be seeing that monster soon. Advice on Curaga and Benediction are wait until absolutely needed, Curaga before Benediction, and if possible just Curaga after the battle is over. In my times with White Mages and I have been the tank, only once did I have so much hate that Benediction did not pull off the monster. Also, remember your Protects and Shells, have macros and cast it at regular intervals, tanks really hate to watch their defense drop by 40 points in the battle. Last thing is to learn the skills of the monsters and find out what status ailments are incurred from them, so that you can remove them. Otherwise you will probably get annoyed at your tank for constant reminders to remove their poison.