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Trial-by-fire camps for White MagesFollow

#1 Oct 18 2009 at 11:05 PM Rating: Excellent
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I'm not planning on being a career White Mage, but I want to get the most out of the job while leveling it. I want to use it as a learning experience, so I'll be damned if I'm gonna spend the next ten levels syncing in Qufim.

As a level 28 White Mage, where are some places I can take a party that will really put me through the wringer and force me to learn to play the job better?
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#2 Oct 18 2009 at 11:15 PM Rating: Excellent
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28 Yhoator Jungle- You will have to figure out how to stay out of range of the Mandragoras Dream Flower move and be ready to cast Curaga at a moment's notice plus the occasional Goblin will keep you casting Barfira and praying that the jerk doesn't do more than one Bomb Toss. You can stay here until you get to about 31.

29 Sauromugue Champaign- Take on Dancing Weapons near the giant bones in Sauromugue, again you have to stay out of range of their AoE attacks and keep everyone alive...not just the tank. I think this camp can last you a couple of levels but not sure how long.

32 Garlaige Citadel- Get ready to run for the zone while taking on Bats that love to link as well as contending with aggroing Beetles. I wouldn't say this is a particularly challenging camp unless your puller is not very adept. You can stay here until 34-35.

35 East Ronfaure_S- Fun with Colibri! Here's a challenge for you...you'll probably be the only healer amongst 4-5 melee. If you're lucky, you might get a BRD but highly unlikely. If the melee are worth their salt (and most should /NIN), it won't be too bad but you'll get a taste of what it's like during Merit Parties as a Healer. You can stay here until 41-42 (longer if you can find someone 36-37 to sync to).

So there's my recommendations...take them as you will.

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#3 Oct 19 2009 at 10:32 AM Rating: Good
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26-29 : Yuhtunga, Goblin Furriers. There is an excellent camp near the outpost, but it's hard to get replacements here when someone in your party leaves. It's also risky because there's no nearby zone to run to when you get in trouble. However, it's an awesome camp if you have a good party, and the Furriers are where I really learned to start managing my MP because that camp is all about chaining. Also teaches you to keep Barfira up at all times.

32-36+ : Eastern Altepa, the dhalmels here do a move called Stomping that can one-shot most people. They also have a healing move & agility boost that can make for the occasional extremely long battle. If your tank isn't really good here, it can teach you a lot about MP management. This level range is also nice because it's one of the few points where WHM gets a viable nuke: Banish II is awesome in the 30's. If you're really good with MP management, you can toss a few of those out, too.

Honestly, the real opportunities for challenge will come later. For now, you are still just building the reflexes to respond to a given scenario with the correct spell. Once you get into the mid-upper 40's I believe is around the time you can start doing spiders in Boyahda, which are a real challenge. They have an AOE slow that overwrites Haste because it's so potent, and Sickle Slash which can nearly one-shot people.

Later on in the lower 60's there's a camp which not many people do anymore since the introduction of Colibris, but if you're serious about putting yourself through the ropes this was the classic WHM training grounds, where the boys were separated from the men. I'm sure all the old school WHMs already know what I'm talking about: Torama camp in Labyrinth of Onzozo. These have two gaze moves that will constantly be paralyzing/silencing your tank, two ailments which must be removed immediately. As you will discover, curing and MP management set apart a decent WHM from a bad one; but status ailment removal sets apart a good WHM from an excellent one. Learn every move that every type of monster does, and memorize the ailment that goes with it.
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#4 Oct 19 2009 at 10:58 AM Rating: Good
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I'm sure Labyrinth of Onzozo is the first thing that pops into most WHM's heads. Dhalmels and spiders are a good challenge as was mentioned. Really though, nothing will compare to the challenge that comes once you hit 75 and start branching out into a variety of situations and events.
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#5 Oct 19 2009 at 11:10 AM Rating: Excellent
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Onzozo was my favorite camp on WHM.

I miss camping there; ;
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#6 Oct 19 2009 at 11:22 AM Rating: Good
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The jungle's been pretty good for teaching me about dealing with AoE sleep, but the problem is that's about all it's taught me. No one pulls anything but Mandys and the camp is always on the zone line, so no gobbie edumacation for me -_-
I have however taken to keeping Barsleepra up to help out when I do manage to drop the ball on waking people up.

My problem is that I don't really feel like my parties are challenging me. I appreciate the list of camps. It sounds like some could be really fun if I could just manage to trick people into leaving Qufim. Any word on how to do that?

Also I probably should have been more specific, right now I just plan on leveling WHM as a subjob. It's kinda discouraging to hear I don't get any really brain-busting camps until much later. I'll keep them in mind though if I decide to continue leveling my WHM later.
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IcookPizza wrote:

I think RDM's neurotic omniscience is sooooooo worth including in any alliance.
#7 Oct 19 2009 at 12:40 PM Rating: Excellent
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To be honest, Cid, there aren't a lot of 'exciting' camps till the 30s, 40s, and later, and most people nowadays want to avoid them like the plague. If you want true skill development, drag a party out to some of these mobs:

Dhalmel (first camp in Altepa, 32-35; relive the memory in Bibiki in the late 60s): AGI boost and Healing Breeze aren't the problem here. It's the conal Silence effect, and if the mob is getting TP fast enough, Sonic Wave (cone nasty Def. Down) followed by an immediate Stomping. Especially if it has Berserk up. Paladincakes {Do you need it?}

Spiders (Quicksand Caves, mid 40s): Four words: Sickle Slash, Spider Web. Sickle Slash can blow through a Paladin occasionally and will often one-shot a ninja with shadows down. Fortunately, we have Solace now with the attached omgstoneskin, which helps. The AoE Slow overwrites Haste, so even if your mp let you maintain a Haste cycle, you'll be spamming Erase. Oh, and they have a nasty AoE Poison, too, just for kicks.

Antica (QC, late 40s): Pick your status effect, any status effect. We have cone weight, we have poison, we have radial blind, we have radial silence, we even have, as a special offer, radial petra with a hate reset! Two for the price of one! Not to mention these mobs are war, rng, pld or blm, with all the attendant joy of fighting each.

Raptors (Kuftal, late 50s): Nearly forgot these. They love to double or triple attack (not sure which), and have a host of TP moves: conal fire + disease, triple attack + slow, cone stun + lightning, single target slow + damage, single target damage + stun + knockback. Very efficient mobs, always giving you two or three things to do at a time. Helps you stay awake. Plus, the Jurassic Park jokes just write themselves.

And then there's mythical Labyrinth of Onzozo. I miss Oz parties. There are two mobs in here that spring to mind:
Cockatrice (mid 40s): The poison attack and the heavy damage attack are just icing. The gaze petra and the cone silence are the ones that will kill your tanks dead if you're not paying attention to what's going on.

Coeurl (early 60s): Nothing says love like a mob with increased move speed to kill your puller, a nasty paralyze effect, and a gaze silence. They attack kinda fast, too.

These are probably, of the mobs I'd ever exp on, the fivesix worst families in terms of freaking your whm out.

eta: Raptors.

Edited, Oct 19th 2009 1:45pm by kasandaro
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#8 Oct 19 2009 at 2:26 PM Rating: Excellent
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Quote:
m sure all the old school WHMs already know what I'm talking about: Torama camp in Labyrinth of Onzozo.


I still say that all Whms should be required to run the LoO gauntlet.
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#9 Oct 19 2009 at 5:16 PM Rating: Good
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As a tank, I swear I notice the difference between the old school whm's who pted in LoO and those who did not.

Give me an old shool whm who will get a paralyna off before i even see the AOE animation finish.
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#10 Oct 19 2009 at 5:30 PM Rating: Decent
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Onzozo is fun. Honestly, XP at coeurls is still pretty damned good even by today's standards if your pt is solid. If all the lolibri camps are overcamped, you might even do better there.

Don't overcamp it though, or you will get some nasty whiff-fests on those coeurls.
#11 Oct 19 2009 at 7:50 PM Rating: Excellent
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I feel like I've blocked them out, but I guess it was ~5 years ago ... yikes!

For those who haven't looked it up, and were curious:

Torama (mob lv.70-73)
Chaotic Eye: Silence (conic gaze)
Blaster: Paralysis (single target)

Back when pretty much any pick-up party had a PLD/WAR, he'd get spammmmmed with the stuff. And of course, both of them are really bad ailments for a PLD tank!

MP conservation was such a different battle back then, and at least when I was there, there usually wasn't a BRD; more commonly a BLM took that slot. >.>

It was great exp, but there were two major issues:

- You hafta react FAST to the crippling ailments!

The twitchy/unblinking WHMs like me, got to make a whack-a-mole reflex challenge out of it, watching for either "The Torama readies Chaotic Eye." or at least the animation/sound combination, rather than waiting for "Bloodtank is silenced."

- Due to the frequency/urgency, it was difficult to rest mid-battle!

You'd get everyone topped off and put up all your haste/regen/etc's, and try to duck into the Restmobile with your trusty sidekick TwentySecondWait, only to have the tank get silenced 4 seconds in! So you stand back up and Silena, plop down and 5 seconds later, PARA!

----

But I think as far as the OP's concerns...are concerned... a lot of endgame stuff nowadays (particularly in TAU) mixes in mobs you don't normally EXP on (or can't). Like, in Salvage/Nyzul/Einherjar, you have Gears, Chariots, Soulflayers and more.

As long as you have some practice managing MP from having to stand up unexpectedly (for an ailment), things like that, the mobs you don't get to EXP on will get more familiar over time.

----

One last note, is that looking back, I think Toramas@LoO scarred me ... because now if I miss an ailment, and someone has to call it out "erase plz" ... I tend to wanna put my hand in a waffle iron for a few minutes. I am my own overly harsh Ryangelouts N Distaud: "That'll teach you, MAGGOT!"

MUST...GET...ALL...AILMENTS! /twitch
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#12 Oct 20 2009 at 4:06 AM Rating: Decent
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SakkaofValefor wrote:
Onzozo was my favorite camp on WHM.

I miss camping there; ;


100% agree, good times :P
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#13 Oct 20 2009 at 5:15 AM Rating: Good
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LoO was even more fun when the party decided to bring a Ninja tank. :D
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#14 Oct 20 2009 at 9:47 AM Rating: Excellent
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RyaWHM wrote:
One last note, is that looking back, I think Toramas@LoO scarred me ... because now if I miss an ailment, and someone has to call it out "erase plz" ... I tend to wanna put my hand in a waffle iron for a few minutes. I am my own overly harsh Ryangelouts N Distaud: "That'll teach you, MAGGOT!"

MUST...GET...ALL...AILMENTS! /twitch

ROFL you sound like me! If I miss an ailment, I'm always beating myself over the head for it. If someone asks me to remove one that I already knew they had, it makes me grit my teeth.

The worst are things like enpoison, enparalyze, etc... where you get no message in the chat log. That drives me nuts because it still makes me mad when someone has to ask for a spell, but it's a lot harder to notice those things.
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#15 Oct 21 2009 at 4:50 PM Rating: Good
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If someone complains about an enfeeble I tell them to suck it. Chances are I left it on them for a reason. >:/

And yeah, sometimes "additional effect" enfeebles will not get shown in even an unfiltered chat log, because their animations can be skipped just like how Enspells or any other AE animation can be.
#16 Oct 22 2009 at 1:13 AM Rating: Good
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But Fyn, that DD with 1k hp and the 3/tic in sleepga radius has got to have that poison off now!
</sarcasm>

And Rya? I think the status twitch is, even better than surviving LoO, the measure of a good whm. Levelling THF has been driving. me. insane - I can't fix the yellow bars, let alone get rid of debuffs.

OP: even just the normal "easy" camps can help with player skill. Erasing bats' eva down in GC, poison from Mandies, slow and poison from crawlers. The habit of keeping a barspell up (barwatera for pugs and crabs). Learning to love the Regen. Job's what you make of it, really.
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#17 Oct 22 2009 at 8:54 AM Rating: Decent
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yeah but most of it is just about being preemptive :P if you see "x is using y" you know its time to load up and wait for that status to land
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#18 Oct 22 2009 at 10:22 AM Rating: Good
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The typical Oldschool path is Yhoator Jungle on Mandies/Occasional Gobbie at 28~31

Saur Cham on Weapons from 31~33ish

Garliage Bats and Beetles from 33~36

Crawlers Nest on Worker Crawlers from 36~39ish (i take it you are stopping at 37)

None of these are overly "stressful" or will really push you to the limit. Mandies will teach you to stay out of AoE Range and be Quick on Wakeing people and leaving poison on the Non Pld Tank if applicable.

As whm in this range, you can Still enfeeble effectivly so continue to do so. If you have DD and that are actually doing SC's (omg, yes poeple do these still) Try to time a magic Burst if you are able to.

Weapons are not that hard, but again, teach you to stay out of AoE Range. Some can be nasty casters too, so its important to keep silence on them (good for getting used to keeping an Eye out for when debuffs wear)

Bats and Beetles are fun since they tend to hit a bit higher and the massive links. Whm is Still unable to sleep at this point, but you have cure 3 and regen 2 by now. Keep a regen cycle on your tank/puller/whoever else is taking hits. And manage your mp the best you can.

CN its mainly just poisona, and erase.

If you want to add a level of difficulty fo any of these, pull it back a level or 2, try weapons at 30, Gar at 31 etc. But that will only drag the fights out longer and make it harder on everyone.

Also one Really big thing (tho im sure you know it) Don't accept a Pl.

Honestly the harder mobs don't come until later on. Spiders are probably the first really harsh mob you'll encounter, and depending on the tank, it can be very dull or very exciting. Seeing a nin go from full to 10 Hp in 3 seconds is scary. Now pair this with Rdms converting often times without warning or an Alarm help aggro macro just to add stress.

The higher you get, the more stressful things CAN get, you may get an Easy ride no matter how hard you try not to. It sometimes just works out that way.

The hardest mobs i found in the 10-37 range were the Flies in dunes. Nasty AoE which could take half of a mages HP away, 1 AoE Cure spell which usually means Whm Snacktime, lower Mp and HMP and poison + damage just for kicks. Oh, and links + Undead spawning. Really, if you want a nightmare, go back to Dunes without a Pl and a bad party.
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#19 Oct 22 2009 at 11:10 AM Rating: Excellent
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dmhlucky wrote:

As whm in this range, you can Still enfeeble effectivly so continue to do so. If you have DD and that are actually doing SC's (omg, yes poeple do these still) Try to time a magic Burst if you are able to.

Lies! Those only happen by accident, and I get laughed at any time I suggest that people do them.

Quote:

Also one Really big thing (tho im sure you know it) Don't accept a Pl.

The last time I took a PL was in the dunes. I ended up spamming blind to rip hate off the PL to force the party to tank it, since I wasn't getting a chance to cure anyway.
As a mage PLs make me grumpy.

Quote:

The hardest mobs i found in the 10-37 range were the Flies in dunes. Nasty AoE which could take half of a mages HP away, 1 AoE Cure spell which usually means Whm Snacktime, lower Mp and HMP and poison + damage just for kicks. Oh, and links + Undead spawning. Really, if you want a nightmare, go back to Dunes without a Pl and a bad party.

I think that's where I first learned to spot status ailments that don't show up in the log. Good learning experience but I'm never going back to the Dunes if I can help it.

dmhlucky wrote:

Detailed level by level analysis

Thank you for the advice, it was very informative.
#20 Oct 23 2009 at 5:43 PM Rating: Good
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This thread confirmed that I should, infact, reactivate. I miss my WHM/SCH Smiley: frown
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#21 Nov 20 2009 at 8:52 AM Rating: Decent
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I'm amazed no one mentioned one of the original merit camps prior to ToAU...

Bottom of Kuftal tunnel is a bunch of Tigers / Cockatrices / Wryverns. A merit PT would roam from tunnel to tunnel clearing out the mobs in each area while trying to keep a chain. Usually could get to chain 15~16 before a long pull would ruin it, but if your puller was a bad a$$ you could get much higher.

Having to content with aoe paralyze, cone silence, cone petrify, and dispelling wind / radiant breath is the true test of a WHM. If you can keep up with a merit PT down there without going crazy then you got ballz of solid steel.
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