For the most part, everything you ask is party dependant. If you have a pld tank, don't cap them on HP, as they use Cures themselves to hold hate better, if you have a Nin, its likely they may take a hit but then won't for a while, so regens are sometimes better.
its definatly something you have to get the feel for.
For ex. If you are in a party with w Pld, Drk, Rdm, Whm (yourself) Thf and Mnk, your cure priorities will by Pld> Drk > All else. I list Drk above the rest, as they are the Most damaging DD there, and if they use Souleater, you'll be cureing them the most of the DD classes.
It will also depend on what healers you have as well. The options are Whm, Rdm, Sch, and Dnc as main healers, however Smn, Brd, and Blm can all heal with /Whm decently. And depending on the party setup, you may either be cure bombing back to back, or sticking to cure 1 and regens.
As for enfeebling, if there is no Rdm, Enfeeble away, Slow, Para, Dia. If there is a Rdm, i would offer to Split the dutues with the rdm, as they have additional Debuffs they can use. Whms can enfeeble Quite well, and with /Sch even better.
Aggro can be 1 or 2 things, the above poster mentioned Emnity. (im not sure what its called in WoW) Aggro is where a monster will attack you out of nowhere, when you are not fighting anything, you can avoid aggro by useing Sneak to avoid sound aggro or Invisible to avoid Sight aggro, know that casting a spell will remove Invisible however, and you cannot cast Sneak and have it work, if its active already, where Invis will override itself.
If you mean Emnity, where in a fight a monster will look towards you and srtart attacking you, there are a few ways. 1 is watch what you do, and be careful what you cast. If you need to throw a Cure 3, make sure its not before the tank has voked for the first time. There are Emnity- pieces of gear, however there are not as many available at lower levels. For now, keep up Stoneskin to take the damage for you, if you get hate from the monster.
Resting for Mp in battle, its going to depend on the fights. If you are fighting mobs that require you cast 90% of the time, its likely you'll have to resort to resting only after the fights, or at the last little bit of health. Grab some cookies, Ginger are Great, Cheap and effective, they raise your HMP by 5. HMP or MP while healing, increases the Mp you restore per tick or resting. HMP +5 will add 5 Mp per tick. Clear Mind trait does the same thing. This is arguable the Most important stat for mages. And pretty much hands down IS the most important while resting. HMP+ can make the difference from baing at half MP to being Full after resting.
Base HMP is 12>13>14>15 etc.
Clear Mind raises this to 15>16>17>18
Clear Mind 2 (at lv 35 for whm) raises this to 18>19>20>21
Clear Mind 3 at level 50 is the largest boost, as instead of going up by 1 a tick, you go up by 2: 21>23>25>27 etc.
HMP+ gear just adds onto this number. If you have a Pilgrims wand (HMP +2) and a Mohbwa sash +1 (HMP +2), Seer's Tunic (HMP +1) and Baron's slops (HMP +1) at level 30, as well as chowing ginger cookies, your ticks would look like this: 26>27>28>29>30 for 1 min of resting, restoring a total of 140 Mp, vs with no HMP+ items you'd restore 15>16>17>18>19 for a total of 85 MP.As you can see, it makes a large difference.
With decent HMP items, even 1 tick of resting here and there can add up fast, you also don't neccessarily have to get up as soon as the mob gets to camp, if you are the solo mage (healing and enfeebling) its a slightly harder task, as you have to be up for most of the mobs life. However also theor regens on players then rest. Regen is an Amazing spell, don't forget to use this.
Also, if you are fighting in areas with a FoV book, make sure to get FoV refresh. You'll need tabs to do this, which you get Via completing FoV pages.
Overall playing is significantly easier than it used to be, however for mages, its more fastpaced than sometimes our Mp can keep up with.
Best of Luck.
Edit spelling
Edited, Jun 16th 2010 3:26pm by dmhlucky
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Chocobo Status: Retired Green, Black, Red, Yellow
Dmhlucky Tarutaru
Whm/Blm/Rdm/Mnk/Thf/Pld/Blu/Smn/Dnc/Pup/Bst/Drg 99, War 91, Brd/Sch/Sam/Nin/Cor/Drk/Rng 60, Geo 15, Run 10
Alch 72+1, Cook 66, CC 61+1, Wood 61, Synergy 56, Bone 54, Leather 51, Gold 49, Smithing 45, Fish 15
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