To OP, it's mostly about what your current activity is.
In a 6-players party like in the Dunes, Red Mage will most often be expected to enfeeble the enemies (INT makes your enfeebles stick) and then help the healer keep the tank alive (MND makes your Cure-family spells better). Meanwhile, using your sword on an Incredibly Tough+ lizard will scratch it for single-digit damage and it will increase its TP, making your tank receive a Tail Slap sooner. It also puts you into Fireball range, another TP move from lizards that hurts everyone in AoE around the tank.
In other groups that aren't for making XP on IT+ enemies but for questing, missions, small-party leveling, etc, it's possible you'll have a good fencing sword, an appropriate En-spell (Enthunder, Enfire, etc) and an opponent that takes more than single-digit damage from that. You could be with only 2-3 friends, and the sword TP moves would give you good skill chain opportunities with them. In soloing, the sword is also preferable because you want to kill the thing before tomorrow.
So, in Final Fantasy XI it's expected you have tons of situational gear sitting in your Mog House, clubs, staves, swords for RDM, and you bring along what you need for the current situation. Macros are worth the time to figure out, even just for casting targeted spells, because they make you act faster as if you had a 1-2-3-4 bar like in modern MMOs (look up <stpc>, <stnpc>). However switching your weapon, shield or ranged weapon mid-battle sets your TP to zero. I would just bring a wand to 6-player parties and bring a sword for other activities. Have fun!
_________________ Baleful Badger
Last edited by Piellar on Fri Jul 06, 2018 3:14 pm, edited 4 times in total.
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