Joined: Thu Aug 16, 2018 11:38 pm Posts: 216
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Hi, I'm trying to compile a list of "must have" spells for mages, that hopefully will become a guide in the wiki. Please help me and give your opinions which spells a mage must learn immediately when they hit the required level (even if it means taking a pause from exping), which can be deferred a little and which are "nice to have" but not really necessary. Here's what I think right now (only checked spells until level 60 or so), feel free to comment and correct: WHM / RDM:- Cure - Learn immediately - Players beginning as a WHM begin with it in their inventory but must use the scroll to actually learn it. This should be the first thing done when starting the game. People who switch from another job to WHM should immediately get the scroll and learn it before attempting to exp. RDM needs to learn it immediately when hitting level 3 and should actually reach level 3 as soon as possible in order to learn it.
- Cure II - Lean immediately - WHM gets it at level 11, a level which may still require some soloing and since WHM is one of the worst damage dealers this may sometimes be required. RDM gets it at level 14, that's a level where parties begin to form, with RDM usually being a healer at that point - and significant cures will be needed.
- Cure III - RDM Learn quickly - WHM gets it at level 21, can still wait a little because it generally won't be required just yet, however RDM only gets it at level 26, by which point it can indeed be necessary.
- Dia - RDM Learn immediately - Players beginning as RDM begin with it in their inventory, use it to learn the spell first thing when starting. When switching to RDM from another job it should be learned pretty quickly because it's one of the most useful enfeebling spell (which RDM specializes at) but when subbing another job can wait a few levels. WHM may wait a level or two but should also learn it quickly because it helps soloing the first levels.
- Paralyze - RDM learn quickly - RDM specializes at debuffs and should learn all debuffs pretty quickly. WHM can wait a little but will need them eventually.
- Slow - RDM learn quickly - Same reason as Paralyze. Pretty powerful spell.
- Protect - WHM learn immediately - First truly defensive spell and WHM really needs it because it cannot wear heavy armor. RDM can wait a little while if properly equipped but should still get it around level 10 at most.
- Aquaveil - RDM lean quickly - Needed when soloing since it allows casting needed spells (e.g. cures) without being interrupted. WHM doesn't really needs it because other than the first levels it hardly ever solos.
- Blink - RDM learn quickly - Extremely useful when soloing and can sometimes win battles. WHM doesn't really solo at that point so it's only nice to have.
- Stoneskin - RDM learn quickly - Same reason. By the time RDM can learn it (level 34) it will generally be needed to solo most mobs over TW.
- Silence - Learn quickly - Extremely useful when fighting mage job mobs because it forces them to melee, which they are less good at. Can wait a few levels because when it's obtainable it's still possible to avoid fighting mage mobs but that will change quickly.
- Sneak - Learn immediately - Incredibly necessary since walking past aggressive mode is eventually unavoidable. Without Invisible this is only partial protection but nevertheless very important.
- Invisible - Learn immediately - At level 25 the combination of this spell and Sneak truly allows walking around most zones safely. This may be required as soon as Qufim Island, as switching camps without it or a PL can be very difficult.
- Shell - Learn quickly - The magical equivalent of Protect, obtainable only at level 17, when players are already partying. At that point parties can still battle non-mage mobs only but that will change shortly. RDM can wait a little longer because most parties will also have a WHM at that level but should still learn it quickly.
- Raise - Learn immediately - Having to shout for Raise when someone in a party dies or having them HP and come back is perhaps the biggest cause of downtime. WHM gets this at level 25 and this is a must have. RDM only gets it at level 38 but once on that level must get it as well because by that time, otherwise the party will need another mage who has it.
- Regen - Learn quickly - Will be very helpful to ease up a little bit on curing and also avoid pulling unnecessary hate.
- Protect II - Learn quickly - Standard protect may not be sufficient after level ~30ish.
- Shell II - Learn immediately - Standard shell will definitely not suffice at level 37.
- Dia II - Learn quickly - Standard Dia will not suffice much after level ~35ish. RDM gets it at level 31 so can wait a while but not much. WHM only gets it at level 36, by which point it is pretty necessary but usually RDM will be used for debuffs.
- Haste - RDM learn immediately - RDM only gets it at level 48, by which point it's pretty much "must have" at parties. WHM gets it at level 40 so can wait a while but still better get it quick as it can be an advantage over RDM when WHM actually needs it.
- Protect III - Learn quickly - Will be needed by the time it's obtainable.
- Shell III - Learn quickly - For the same reason.
- All Bar- spells - Learn eventually - Useful against mobs that use elemental magic.
WHM only: - Poisona - Learn immediately - Probably the only -na spell that really needs to be learned immediately, especially at lower level since WHM does not have much HP and can actually be killed by poison.
- Reraise - Lean quickly - The only survival chance in case of a complete wipe. Can wait a while because people tend to carry scrolls of instant reraise with them but having the spell allows WHM to have reraise up at all times.
- Protectra - Learn eventually - Like all -ra spells this has no advantage over the regular protect when soloing but when partying it's a must, otherwise the mage will need to protect each party member separately and pay 6x MP doing so. Must learn this before partying.
- Shellra - Lean quickly - Same reason but since only obtained at level 17, at which point parties already form then cannot wait much.
- Protectra II - Learn quickly - Can use standard Protectra and only Protect II for tank for a while but will need Protectra II pretty soon.
- Shellra II - Learn quickly - Same as Protectra II, can only Shell II the tank for a while but will not suffice much longer.
- All -na spells - Lean eventually - Probably will need to know them around level ~35 or so because parties may need them at that point. For -na spells that are only obtainable at higher levels, learn quickly when possible.
- Erase - Learn eventually - The only spell that can remove debuffs like Dia, useful but only obtainable at level 32 and most parties can do without it for a while. Also only obtainable from BCNMs or at high price on AH so it can wait but should eventually get it.
- Cura - Lean eventually - May be necessary when a real bad AoE hits everyone. The downside is that it will definitely pull the mobs hate so other party members must be able to react quickly.
- Teleport spells - Learn at least one immediately, all others eventually - One is needed so a WHM can rescue party members when stuck in a dungeon and can't leave (all other form of magical teleportation are black magic and cannot be leaned by WHM). The rest should eventually be known in order not to have to walk distances and as well as to be able to get some gil working as teletaxi but not strictly necessary.
- Flash - Learn eventually - Nice debuff but at most parties that level an RDM will be preferred for that job.
- Protectra III - Learn eventually - Can use Protect III only for tank for a while but will eventually be needed.
- Shellra III - Learn eventually - Same reason.
- Regen II - Lean quickly - Can spare you some need of continuous cures since by that point standard Regen may not be sufficient for that.
- Reraise II - Learn immediately - Gives huge advantage over RDM since loss of exp really starts to hurt at this point. Probably one of the only reasons WHM is needed at that point.
BLM / RDM:- Stone - Learn immediately - Players beginning as BLM have it in their starting inventory so use the scroll and learn it first thing. Players switching to BLM as well as RDM can wait a while.
- Blind - RDM Learn immediately - Very useful debuff and will definitely help during the early soloing. RDM only gets it at level 8, by which point a low level mob is likely to have already dropped it. BLM gets it as soon as level 4 so can wait a while but should still get it quickly enough.
- Bio - BLM Learn immediately - The black equivalent of Dia and also usually irresistible. RDM may continue to use Dia, which they already have but should still eventually get it.
- Poison - Learn eventually - Does damage over time and stacks with Dia / Bio but usually not enough to be the difference between triumph and defeat.
- Water - BLM learn quickly - BLM does not melee well and need strong nukes. Stone may not be sufficient at that point. RDM can wait because it usually melees when soloing.
- Bind - Learn quickly - When used properly can allow escape from aggro sometimes. Eventually will also be used for kiting but that will take a while. Will usually be dropped from low level mobs by the time it's obtainable.
- Aero - BLM learn quickly - Like Water, BLM needs nukes.
- Fire - BLM learn quickly - Takes relatively a lot of MP for its level but nevertheless needed for mobs that are weak against it.
- Sleep - Learn immediately - This is the go-to spell in case of links. If used properly greatly reduces the risk of wipes.
- Thunder - BLM learn quickly - Another nuke and there are some mobs that are weak against it.
- Blizzard - BLM learn quickly - Yet another nuke.
- Stone II - BLM learn quickly - First tier II nuke and may be needed by that point.
- Aero II - BLM learn quickly - Nuke.
- Sleep II - Learn quickly - Mobs may become stronger and will have to be kept slept longer by that point.
- Fire II - BLM learn quickly - Nuke.
- Blizzard II - BLM learn quickly - Nuke.
- Thunder II - BLM learn quickly - Nuke.
RDM only:- All en- spells - Learn eventually - Nice to solo with but can wait for higher levels.
- Gravity - Learn quickly - Very potent spell, allows escape from aggro and required for kiting.
- Dispel - Learn immediately - One of the key spells of RDM, allows efficient dealing with mobs that self buff. Most parties will expect RDM to have that.
- Phalanx - Lean quickly - Useful when soloing. Combining this with Stoneskin, Blink and Aquaveil allows RDM to solo even at higher levels.
- Refresh - Learn immediately - The key spell RDM is most known for, greatly reducing the chances of running out of MP and allowing parties to continue virtually uninterrupted. Saying that parties will be disappointed if a RDM over level 41 joins and doesn't have this is an understatement. Can only be obtained from BCNMs or bought at a very high price on AH but unfortunately it is needed.
BLM only:- Drain - Learn quickly - Obtainable via a very easy quest so no reason not to get it quickly. A nice way for BLM so restore some HP without subbing WHM.
- Shock - Learn eventually - Will be nice against WHM type mobs but not critical for its level.
- Warp - Learn immediately - This is the go-to teleportation spell for BLM, can get you out of dangerous areas and since it's fairly quick to cast it can be the difference between life and death when getting hit with an unexpected aggro. Unfortunately this will only save you and not your party member. Besides, it's also a useful spell that can save a lot of time traveling long distances.
- Rasp - Learn eventually - Not the most useful spells you will have but slows down certain mobs.
- Choke - Learn eventually - Weakens the mob, will be useful at some point.
- Frost - Learn eventually - Yet another weakening spell.
- Burn - Learn eventually - Another weakening spell, useful against BLM type mobs.
- Aspir - Learn immediately - Well, at least try, because it requires a complicated quest and will not be soloable at that level, but when fighting mage type mobs not only it'll drain MP from the mob, possibly forcing it to melee, but it restores your MP as well. Can be very potent but cannot be used to transfer MP to other mages in your party like the RDM spell Refresh.
- Tractor - Learn quickly - Will generally be combined with Raise so will only be useful if you also have a WHM or RDM in your party, but it is useful in case someone dies close to an aggressive mob and cannot be raised either because that person will immediately be killed again by that mob and/or not to risk the mage performing the raise. This spell will get the corpse out of harm's way and allow a safe raise.
- Drown - Another weakening spell. Useful against melee type mobs.
- Escape - Learn quickly - This is the spell that you can use to save your party when in a dungeon (and around level ~30ish is the point where parties begin to go to such places). Teleports to a place near the dungeon entrance so it's easy to recover and try again.
- Stun - Learn quickly - Similar to the white Sleep spell. Can help escape as well as for kiting.
- Freeze - Learn eventually - Another weakening spell.
- Tornado - Learn eventually - Another weakening spell.
- Quake - Learn eventually - Another weakening spell.
- Burst - Learn eventually - Another weakening spell.
- Flood - Learn eventually - Another weakening spell.
- Flare - Learn eventually - Another weakening spell.
Well that's what I have in mind for now, please help complete.
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