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Being a Productive Group Member

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

   In Final Fantasy XI, being a productive group member is a must. Because a group of well trained members can level very fast and efficiently, while a group with members all fighting as if they were solo will have a difficult time. Let us those four classes right now.
   First of all, we will begin with the white Mages. As a white Mage your purpose is not to do damage, if you are doing damage and healing you will find that the monsters really dislike you and will frequently attack you. Also, at the higher levels you will do no where near the damage of other members, so there is no point in bothering with attacking.
By doing this you will be able to throw around heals at a moments notice without wasting time navigating through all the menus.
Before you go into a fight you want to cast any beneficial spells on your party that could help with the fight, this includes protect but some spells aren't very useful, such as sleep protection when fighting a monster who doesn't cast sleep.
In combat, if you want to hit the enemy with your debuff spells, such as Paralyze and Dia are two effective spells at low levels. Many people will say that paralyze isn't worth casting by reason that they have never seen paralyze in action because it is a very helpful spell. What it does is gives the enemy a chance to be unable to move each time it attacks for the duration of the spell. So if you cast paralyze on an enemy and it lasts for 30 seconds, every time the creature attacks for the next 30 seconds there will be a chance that it will fail the attack and instead be held immobile.
Since mana regenerates faster than health, after the battle is over the white mage will want to use any remaining mana it has to heal the party and then /heal to regain all it's mana. White mages are the most sought after job for groups in this game. If you don't want to have to spend a lot of time looking for groups and being rejected, a white mage is a good choice.
The Warrior has a fairly simple job, and one that can easily decide the course of the battle. The job is to use the Provoke ability. The most effective way to do this is to write a macro and put it in an easy to use macro slot. What provoke does is makes the target more interested in attacking the Warrior instead of its current target. As usual creatures will go for healers and high damage dealers first but those two can usually take very little damage compared to a Warrior.
If there are two Warriors in the party, it is best to organize with each other when to provoke, which ahs a 30 second reuse time. There is no point in both Warriors provoking at the same time, so it's best if you take turns. One way is to just take turns provoking every 15 seconds. The other method is to only provoke when the creature starts attacking something other than the Warrior, and just take turns doing pulling it off.
For Monk / Black Mage / Thief, the purpose is to do damage. In terms of grouping strategy there isn't much to them other than dish out as much as you can. If you find yourself getting attacked a lot it's best to slow down on your damage output a little to allow the warriors to keep the hate from the monsters on them.
But for red Mage, the job is to fill in for anyone that is missing other than the warrior. If your white Mage is having trouble keeping up on heals, the red Mage can help with that. If everything seems to be going all right then you can just deal as much damage as you can.
There are two things you should keep in mind that Warriors provoke all the time and white Mages healing first, damage last. Do not group outside your level.

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