Black Mages are the specialists of the Black Magic and all other spells that are used for dealing damage. Black Mages are said to be the damage artist, though this is a thought which should be carefully understood. Black Mages have the broadest sorts of damaging spells available to them, some of which can hit for astonishing sums of damage. However, not all players see Black Mages as being the most overall damaging job, despite their enormous powers. This is because in longer fights, the Black Mage can run out of MP (Magic Points), entailing that eventually other jobs can out damage the Black Mage. With this fat already known, a good Black Mage would know how to quickly deal enough damage to finish the fight.
The Black Mage is the ultimate offensive spell caster bringing death and devastation to the battle field from a distance. They are not so good at taking damage or physical attacks but their strong spells make up for that.
In some ways, Black Mages are best compared to Monks. Both jobs are good at dealing large amounts of quick damage, but do not do as well absorbing damage themselves.
Black Mage magic is mainly damaging magic, with some disabling spells as well. Black Mages can not cast healing magic. Note that all mages need to learn a spell before they can cast it. Learning a spell involves buying the spell scrolls (similar to how warriors must buy weapons) and then learning (using) it to put it into their spell book.
As with the White Mage, the Taru Taru is the best race for the Black Mage because of their high MP. Casting a lot of spells will take up MP fast so you will need a lot to make sure you don't run out in the middle of battle.
The Black Mage has the active abilities of Magicfont which gives the mage unlimited mana for 30 seconds and Elemental Seal which increases the accuracy of the next spell cast. Take note that Magicfont can only be used every 2 hours so it is best used when in great need of mana only.
The passive abilities of the Black Mage consist of Magic Attack Up at levels 10, 30 and 50 which increase the magic attack skill. Clear Mind at level 15 which inreases the mana regeneration rate of the mage. Conserve MP at level 20 which decreases the amount of mana used by spells. HP Boost at level 55 which increases the maximum HP of your character and Martial Arts at level 60 which increases the Black Mage's hand to hand combat abilities.
The Black Mage spells are all different elementals like Earth, Water, Fire, Ice, Wind, Thunder and Darkness. Each type of element does different amounts of damage depending on the enemy, so it is best to know the weakness of the enemy before casting. Some spells may even heal an enemy if that is their element.
White Mages are the wielders of white magic and all other spells that are used and utilized for healing and curing. Their primary strength lies in the power to guard their companions and themselves, both by healing or curing damage and other ailments poison, blindness, and by casting defensive magic protect, and more on them. White mages are the healer job in Final Fantasy XI. A Healer is the character who always keeps the party alive and going, by healing them either in or out of combat.
White Mages are not good with combat in terms of soloing- their offensive spells have a high MP cost compared to the damage they do, and their weapon skills are mediocre compared to other jobs. White mages do, however, have many spells that disable or reduce the effectiveness of the monster they are fighting. With all of these traits under a white mage partying is essential for the character.
The White Mage is the one of the best support jobs as it can heal fellow party members and keep them alive. A party's strength is increased exponentially when they have a White mage to party with them and support them in battle. It allows them to last longer, gain more XP, gain more items, gain more gil. Although they don't excel in offense, they play an important role to many players and parties.
White Mage magic is mainly for protection and healing, with some disabling spells as well. Remember that all mages need to learn a spell before they can cast it. Learning a spell demands purchasing the spell scrolls the same to how warriors must buy weapons and then learning to use it to put it into their spell book.
The best race to choose for the white mage is the taru taru because of their high magic statistics 28 MP base. The Hume and the Mithra are also good secondary choices for their relatively high health and good magic skills.
White mages have good defensive skills. They get both shield allowing them to block attacks with their shield and parry allowing them to parry attacks with their weapon. Many players have white mage as their support job because of the useful healing and defensive magic. White mages are limited to clubs, staves and ranged weapons.
The active abilities of the white mage are only benediction and divine seal. Benediction is a starting ability and heals nearby party members with an area affect heal while divine seal is acquired at level 15 and doubles the HP of the next cure spell cast.
For the white mage's passive abilities, it has the magic defense bonus which it acquires at levels 10, 30 and 50. It also acquires the clear mind ability at level 20 which increases the regeneration rate of of mana. At level 25, the white mage gets the auto regen ability which gives the ability to regenerate its HP automatically over time.
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