Welcome!

Welcome to Dimensional Death, a Final Fantasy XIV Free Company that is currently on Excalibur.

Our Free Company is based around the spirit of cooperation. If you are friendly, helpful, responsible, committed, and able to take a joke or two, you are quite welcomed to join us! We are still searching for raiders, as well as casual players and crafters. Part of the fun is getting better, improving your levels or equipment, and sometimes you need the extra help to do that. That is what Dimensional Death stands for. United, friendly, helpful.

If you are interested in joining us contact any of the officers in-game(Ayasu Lemieux, Celedh Knight, Haldis Omholt, Slvr Stryker, Taber Tia or Laude Valiquette). If you're interested in raiding with us, please use the Raiding Application link on the right side bar.

Even if you are not interested in raiding, we still like having friendly people, crafters for the housing, or just people to chat with during the slower moments.

 Hunting Logs Guide Tips

If you notice an error on the Hunting or Clan Marks Guides, please post about it under the appropriate thread in the Guides subforum:

[Report]Hunting Log Errors
[Report] Clan Centurio Hunt Marks Errors

 Server Status

Re: [Report]Hunting Log E...
Last Poster: Merdron on October 17, 2022, 05:10:09 PM

Re: Collectables (Miner/B...
Last Poster: Yemene2 on August 12, 2019, 02:15:48 AM

Dimensional Death communi...
Last Poster: Ayasu on January 13, 2018, 06:22:59 PM

Dynamic Hotbars Guide
Last Poster: Celedh Knight on November 29, 2017, 11:05:34 PM

Re: [DD10] What's your fo...
Last Poster: Demarcus on July 05, 2017, 04:05:12 PM

Author Topic: White Mage / Conjurer Overview  (Read 8762 times)

Offline Celedh Knight

  • Dimensional Death Officer(FFX|V)
  • *
  • Posts: 799
  • Karma: 11
  • Degree in Celedese
White Mage / Conjurer Overview
« on: September 04, 2013, 01:21:35 AM »
This is less a guide than my experience as a Conjurer/White Mage up to now in the game, plus a bit of information on the various skills you have at your disposition.

You Are A Healer

This sounds pretty obvious, but you are the life of the party, quite literally. You go down, the party goes down 90% of the time. The 10% left, is when you go down with the boss almost dead, then maybe 1-2 will survive. Don't count on it.

Wether you are in a party for a dungeon, guildhest, or FATE, your priority is always to keep your party members healed up. Your biggest threat is your MP management, as long as you have a good tank for Enmity control at least.

Help your Party Members

Your priority is healing the tank of course, but you cannot ignore the other party members. But you need to be able to judge of the situation at hand. If its just a single smack every 5 minutes, natural HP regeneration might be enough to compensate. You won't know this right away though, not the first time you run a dungeon at least. You need to memorize the patterns of monsters, which one have AOE damage and which one was just a smack because the tank hadn't gotten Enmity yet.

Analyze the Situation

If your party members are barely getting hit, don't stay idle. Toss Aero on the monster they are attacking. Its not alot of damage, but it still speed things up slightly. If it still looks like you have more item, toss Stone (Heavy effect) or Stone II for damage.

But remember, your healing is priority, if your tank has a sudden drop in HP, remember that you can interrupt yourself by moving. This immediately allows you to cast a new spell, This doesn't seem like an important point, but basically if you are caught in the middle of a long spell, like Raise, you can take a step and cast Cure right away. FFXI players will note the difference, in which you had to wait until the spell would normally be done casting, even if you moved.

Your Healing Abilities

Cure
Simple and to the point, your lowest single target healing spell.

Medica
An AOE heal centered on yourself. Its less potent than Cure, but covering the party is good. Use this if most of your party is getting hurt, for example some of those AOE poison monsters. Judge of the situation that a party-wide heal is necessary.

Cure II
An upgrade, it eats more MP but about 50% more HP restored. Usually, you keep this if your tank seems to be taking more damage than your first Cure can handle per cast. If your tank is steadily getting lower and lower HP despite a constant rain of MP, go for a Cure II.

Freecure
This is an upgrade to your arsenal, but it only happens 10% of the time, which is the downfall. In the next 15 seconds, the next Cure II will be for 0 MP. This is a good skill to use with the method explained in Cure II. Generally speaking, only use Cure, and if you get a Freecure, use Cure II since it will be free.

Tossing a Cure on the other party members can also trigger it so you can give a bigger Cure II on the tank. But obviously, 10% on each Cure is not a HUGE chance of happening, and you should not be counting on it either. Keep managing the HP depending on the situation.

Cure III
Cure III is less potent than Cure II, but its centered on the target. Thus a good thing to cast on the tank from a distance to heal most of the closed-ranged members, while you stay out of reach. Its more potent than Medica, but also costs alot of MP, so use it sparingly.

OverCure
This has a 15% chance of triggering on any Cure II. The effect is that your next Cure III within 15s will be Critical, which means a huge boost of HP there. Downfall is, the chance of trigger doesn't make it all that useful. It probably won't be up when you would need it on the entire party, and since its less potent than Cure II you shouldn't be casting it on the tank just for the fun of it either.

Esuna
Removes a debuff from a party member. The MP cost is more than a Cure, so you should judge if its really necessary, like long lasting poisons. Bosses that uses lots of poison is probably not useful to use too much, but bosses that can 'stack' several poisons (the poison icon has a number on like, like 4) can be cleared with a single Esuna.

Repose
Your sleep spell. It lasts about 20s, which doesn't seem much, but that's 20s that a monster is not attacking your tank, thus less damage for you to heal. With a GLA/PLD tank, this is very useful as they will keep Flashing it even when slept. For MRD/WAR tank, its a bit harder because Overpower would wake them up if too close. But if you can manage to sleep one far enough, it will help. And in that 20s, normally your party has enough time to kill one monster from the pull. Sometimes going ahead and doing the pull yourself by sleeping one of the monsters is also useful.

Stoneskin
This is not as useful as you might think, but still has some usefulness. Its good as a prebuff, as your MP will regenerate as fast as you cast it when not in a fight. Its 10% of the target's HP (18% at level 36 due to Graniteskin trait), so its more useful of tanks obviously, but casting it on everyone is still 1-2 hits less damage. It won't last long on the tank, but gives you enough time to get in position before the tank starts hurting at least. Its not useful to recast during a fight most of the time, unless you have a bit of downtime.

Regen
Your best friend. Seriously. Once you learn this, its amazing. It costs a bit more than a Cure, but it restores more overall, as it lasts 21s. Its also InstantCast, so you can use it even while you're running away or kiting monsters. This is the kind of spell you can toss on the tank to reduce some of your healing strain, and on the melees if they get hit by a stray shot or AoE. As long as the boss doesn't spam AoE, Regen will probably be enough to heal them up fully.

Medica II
Half the potency of Medica, but it adds a Regen effect to everyone in range of you as a bonus... althouh its 2/3 of the potency and duration of the Regen spell, and costs almost as much MP as a Cure III, so its a situationnal tool in my book. Probably has its uses in some tough fights.

Benediction
A once every 5 minute spell that fills up the target's HP entirely. So a last ditch move, but a major one here.

Shroud of Saint
This is a tool you have to help with your MP recovery. It puts a Refresh effect and a reduced Enmity effect on you. It lasts for 15s and takes 2min on cooldown, but if used midfight you will appreciate the MP you regain, especially on drawn out fights. Don't wait until your MP is entirely gone, use it at 50-75% MP, and it might be usable again before the end of the fight if it goes on that long. You get a trait a bit later that increases the MP you regain too.

Presence of Mind
Increases your spell casting speed. But not your recast time. Aka, you still have the global cooldown. But this is useful to combine with long casting spells like Raise. Or if you are in a situation where that 2-3 seconds of casting might cost the life of your tank.

Your Offensive Arsenal

You might be a healer, but you do have a few tools for damage. Its good for FATE and soloing, but you want to avoid that in parties in most situations.

Aero
Low damage spell, but its instant and has good range. Its a good claiming ability, or a pulling one in certain cases. It puts a DOT on the target too.

Aero II
Slower cast, but a more potent DOT, although it also doesn't last as long. Still, extra damage that stacks with Aero.

Stone
Standard attack spell, it also slows down the monster with Gravity, so a good pulling tool, gives you a few seconds before the monster hits you.

Stone II
Stronger attack, costs a little more MP, but has no debuff. Since its the same cast time, its your main offensive tool for pure damage.

Fluid Aura
This deals decent damage, but the main use of it is the KnockBack effect, plus 5 seconds bind. But the bind is removed on any damage, and Stone's heavy effect also won't work while bound, but still gives a few seconds to breathe. You should cast Aero and THEN Fluid Aura for maximum effect, so it gets the DOT effect while bound. Can also follow with Repose for more resting time.

Cleric Stance
This ability turns you into a battlemage at the cost of your healing ability. Which doesn't mean you cannot cure, its still enough to cure yourself, but you shouldn't be using this in a party. It essentially swaps your MND with your INT, and increases your spell power by 20% (but reduces healing by 20%). INT is what affects the damage of your Aero/Stone spells, so you become a very effective attacking mage while in this stance.

Holy
Costs ALOT of MP compared to Stone/Aero, but its gives an AOE attack centered on yourself, and stuns nearby enemies. Its a pretty strong attack too. More for solo or FATEs.


 

 Final Fantasy XIV News

 Breaking News

Please sign up to the forums with your character name, so we know who you are!

Excalibur Character creation is usually open early in the morning, until 3pm CST on weekdays, and 10am CST on weekends.

The SUGGESTION BOX FORUM is now open! If there's anything you'd like to bring up to the officers for whatever reason, this is the place to do so. You can also submit anonymously using the ANONYMOUS SUGGESTION BOX

 Rules and Applications

 Guides

  • users Users: 0
  • guests Guests: 201
drazaello
October 5, 2023

Eroison
January 10, 2023

Tinoshi
November 27, 2022