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The red mage in the Final Fantasy XI

Author: inwowgold Source: http://www.inwowgold.com

The red mage in the Final Fantasy XI can also boasted themselves as the the jack of all trades. The FFXI Red Mage is a great starter class, because you get the feel of every other class in the jobs section as well. Your Mage is a decent melee fighter, and he will be able to cast white as well as black magic, so who can top that?
If you prefer to be a loner, and you'd rather go solo than put up with annoying mates, then this vocation might be interesting to you. Even at high levels, or should I say, especially at high levels, the FFXI Red Mage can survive well as a solo character and hold his own doing that, in other words, they are in high demand.
Their combat skills match those of the thief, good but not great. They can use most of the weapons, unlike the White and Black Mages.
They can carry most of the armor in the game, and they boast both the defense options of shield and parry.
The mythic Red Mage of the Final Fantasy series has been a coveted class since the beginning. With the power of both black and white, everyone in the game would thumb up at the player as a red mage. In Final Fantasy XI, the Red Mage isn't quite so mythical, but it is a powerful class none the less. Red Mage is my personal favorite mage class to level, as you can wear scale armor, swords, shields, self heal, buff (self/weapon) and enfeeble mobs. As a Red, you can also be a very effective healer both as backup and main however your ability to nuke/magic burst is much weaker in comparison to that of a Black Mage. Versatility is the name of the game with the Red Mage and it becomes a very busy class when in a group scenario.
The aspect of the job changes as you progress in the game. Your bread and butter throughout FFXI is enfeebling monsters with status ailments like Slow, Blind, Poison, Sleep, Gravity, Bio and many more. In the early stages you can function as an enfeebler, healer, and even engage in melee. Your melee in a party declines as you move into a more mage-like function in your mid levels though there is an age old debate on that in many online communities.
At mid-level you will be enfeebling, back up healing and dispelling a monster's buff. After 40 things get very, very busy for the party life of a Red Mage and you will find yourself with even more tasks to keep track of. You will still be performing your duties from the low levels plus Refresh, Haste and more. After 40 you will be expected to keep Refresh on anyone with MP, giving them back 3 MP per sec. You will want to keep Haste on your tanks and some damage dealers, if time allows. At 40 you become a mana battery with the ability called Convert. This allows you to swap your HP for your MP so when your MP drops to zero, you can swap it with your HP and heal yourself back to normal. This reduces the party's downtime and keeps all those wanted spells coming. Toward end game, more options open back up to you and you can choose a number of different parties to mix things up. With the onset of spells like Blink, Stoneskin, Phalanx and abilities from sub jobs, you can become a very powerful solo class.
The job is a very versatile mage class whose subs can dramatically change the way the job functions. Subbing White allows you to be an effective group healer and grants you the ability to perform group buffs. Black aids in sticking your enfeebles, boosting your MP reserve and granting you Warp/Escape for getting out of sticky situations. Ninja turns you into a powerful solo class. Ninja allows you to create shadows to mitigate damage, dual wield swords for increased melee output and decrease a mob's resistance to your elemental spells. Add all that to a Red's self buffs, enfeebles, buffs, debuffs, cures and nukes and you have a very potent job. Dark Knight has a limited role, but when coupled with the Red Mage two-hour ability Chainspell, you become a show stopper. What this does is allow you to spam the Dark Knight spell Stun to disable a boss for a limited time (30 seconds). This technique is called Stun-gunning or Chainstun. Get a large number of Reds set up this way and you can keep an enemy at bay for a good while.
Other aspects that are unique to the Red Mage are the benefits from having the Fast Cast trait, which shortens the casting time of their spells and aids in both party/solo play. In an emergency situations you can use your two-hour ability Chainspell to instantly cast spells for 30 seconds.

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