Everything You Need To Know About The White Mage Job In FFXIV

Everything You Need To Know About The White Mage Job In FFXIV



The White Mage is among the most iconic and recognizable jobs in Final Fantasy’s vast history, so it’s no surprise that it would be amongst the more popular Healer Roles in Final Fantasy 14. Not only is the White Mage an excellent jumping-on point for newcomers, but it also stays relevant through each significant update.

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Even with the other Healers thrown into the mix over the years, White Mage remains one of the best -most accessible- jobs in its role. If you’re looking to switch over to a Healer, then the White Mage is the best way to get your bearings and grasp the fundamentals of the role.

Updated December 18, 2024, by Seth Parmer: Our guide on the White Mage Job in Final Fantasy 14 was last updated when the Dawntrail expansion was released, so there’s a bit of catching up to do to keep it up-to-date, making it the perfect opportunity to do just that. Below, you can find updated Skills, new Burst Window Rotations, and the best possible build you can equip your White Mage with to get the most out of it!

Becoming A White Mage

A White Mage using Afflatus Misery in Final Fantasy 14

As with most jobs in Final Fantasy 14, you cannot jump directly into White Mage without first leveling a prerequisite class beforehand. In this case, you will have to reach Level 30 with the Conjurer class, which will lead you directly into the White Mage quest line.

To become a Conjurer, you can either select it as your starting class when you start the game or will have to travel to Old Gridania and speak with Madelle (X:6, Y:11) and accept the quest “Way of the Conjurer.” Completing the quest will unlock the Conjurer class, taking you one step closer to becoming a White Mage.

From Conjurer To White Mage

With your Conjurer class at Level 30, talk to E-Sumi-Yan in Old Gridania (X:6.0, Y:10.6) to begin the quest “Seer Folly.” Successfully finishing this quest will grant you the Soul of the White Mage, enabling access to the White Mage job.

Next, to get the most out of the White Mage job, you must reach Level 100, which is not as breezy as you may think. If you’re looking for ways of obtaining Level 100 as quickly as possible, please feel free to check out our guide outlining how to do just that!

Furthermore, if you need a more detailed guide on how to unlock the White Mage job or any of the other jobs in the game, check out this guide for precisely that!

White Mage Rotations/Healing

A White Mage using Afflatus Solace in Final Fantasy 14

Since the White Mage is a Pure Healing job, it doesn’t follow the basic rotation principles as other classes. While you will still have your standard go-to moves for single and multi-targets, you will also have to incorporate Healing yourself and your teammates mid-battle, which can be tricky to get the hang of at first.

However, instead of covering the healing actions in this section, we will leave that for the “Off-GCD Actions” and “Openers” segments to avoid burying the lead of the main topic: White Mage’s attack rotations.

Basic Single-Target Rotation

  • Glare > Dia > Glare > Glare > Glare > Glare

Try to preserve the uptime of Dia by refreshing its timer with less than three seconds left on its DOT timer.

Basic AoE Rotation

  • Holy > Holy > Holy > Holy

For White Mage’s AoE, you essentially spam-cast Holy while mixing in various Off-GCD Actions, which we will touch on further below.

Important Single-Target Healing GCDs

Spell Name

Description

Use

Cure II

Heals selected target for 800 HP, costs 1,000 MP.

Used quite frequently in Dungeons and Raids, especially during hard-hitting encounters and pulls.

Regen

Heals selected target for 250 HP overtime for a total of 1,500 HP. Costs 400 MP.

Regen is your highest single-target healing ability and is a life-saver to pass progression checks and protect allies from high single-target damage.

Afflatus Solace

Instantly heals the selected target for 800 HP, costs 0 MP.

Rarely used in Raids but is an excellent option in Dungeons and other lower-leveled content.

Important AoE Healing GCDs

Spell Name

Description

Use

Medica II

Heals nearby teammates for 250 HP overtime for a total of 1,000 HP. Costs 1,000 MP.

Used to quickly heal yourself and party members.

Medica III

Restore your own HP, as well as any nearby teammate’s HP, with a Cure Potency of 250 at the cost of 1,000 MP. Also grants Regen for 15s with a Cure Potency of 175.

A much more potent upgrade to Medica II, making it an excellent way to keep yourself and your party topped up throughout an encounter.

Cure III

Restores 600 HP to all nearby members and costs 1,500 MP.

Cure III is an excellent healing option has it has a recast timer of 2.5 seconds, allowing you to spam heal if you have the MP to spare.

Afflatus Rapture

Heals nearby party members for 400 HP and costs 0 MP.

Afflatus Rapture will be used quite often and is typically your primary option due to the White Mage’s Blood Lily mechanic.

White Mage Off-GCD Actions/Healing

A White Mage using Presence of Mind in Final Fantasy 14

Off-GCD Actions for jobs such as the White Mage are largely situational and require you to drop what you’re doing on a dime to prevent you or your teammates from falling in battle.

In addition to weaving in attacks into your standard rotations, you are expected to keep an eye on your party and keep them topped off to avoid a fatal situation.

Presence of Mind

Reduces all GCDs (spell cast time and recast time/auto-cast delay) by 20 percent, lasting 15 seconds with a two-minute cooldown. Presence of Mind is an excellent way to capitalize on White Mage’s simplistic rotations and deal more damage as a result.

Assize

Assize is an Off-GCD that deals 400 damage to all enemies in the area while restoring 400 HP to you and nearby party members. You will also recover 5 percent of your maximum MP on cast, allowing you to weave in more abilities into your rotation.

Important Single-Target Healing Off-GCDs

Spell Name

Description

Use

Benediction

Restores the selected target’s HP by 100 percent. Has a 180-second cooldown timer.

Should be incorporated into a plan, such as curing a Dark Knight of Walking Dead if they use Living Dead on a Tankbuster. It can also be used in Raids and other end-game content to fully restore your Tank’s health, allowing them to sit through damage for long periods.

Tetragrammaton

Heals selected target for 700 HP. Has a 60-second cooldown timer. You now have two stacks of Tetragrammaton.

Your go-to single-target healing Off-GCD, excellent for spot heals and keeping a Tank topped up during autos.

Divine Benison

Places a barrier around the target that absorbs damage equal to 500 HP. Has a 30-second cooldown timer.

Excellent for shielding Tanks during autos and is also a great ability to use in general on teammates who will be taking the brunt of the damage.

Important AoE Healing Off-GCDs

Spell Name

Description

Use

Asylum

Shrouds an area in a protective veil, healing you and any teammate that enters periodically over 24 seconds. Healing allies within a 15 yalm radius will increase healing potency by ten percent.

Asylum will be your go-to AoE healing option and is excellent for encounters where a large portion of the party has to get close together.

Assize

Unleash an AoE attack with a potency of 400 to all enemies in the area.

Restores HP of self and all nearby Party Members with a cure potency of 400, while also restoring five percent of maximum MP.

Plenary Indulgence

Grants you and nearby party members Confession. Additionally, healing a target under the effects of Confession with Medica, Medica III, Cure III, or Afflatus Rapture will boost the healing potency.

Excellent for passing significant heal checks that require subsequent healing in short bursts.

Temperance

Increases potency of all GCD healing spells by 20 percent and reduces incoming damage to you and nearby teammates within 50 yalm radius by ten percent for 20 seconds.

Temperance shines brightest in scenarios where you and your team need to take tons of incoming damage. The healing and damage mitigation properties allow you to overcome significant skill checks in Dungeons and Raids.

Liturgy of the Bell

Allows you to place a Healing Blossom in an area of your choosing, granting five stacks of Liturgy of the Bell to yourself. If you take damage, one stack of Liturgy of the Bell will get consumed, healing yourself and any party member within a 20 yalm radius for 400 HP. If you have any stacks of Liturgy of the Bell remaining, an additional healing effect will transpire and heal for 200 HP per remaining stack.

While it’s pretty challenging to maximize the healing properties of this ability, it is still helpful in many scenarios. Whether you place it in areas rife with elemental hazards or during encounters with annoying gimmicks where you’re sure to take damage, it will likely keep someone afloat during hectic moments.

Best White Mage Opener In FFXIV Dawntrail

A White Mage using Afflatus Misery in Final Fantasy 14

Typically, the Opener is the optimized sequence of actions you will open each encounter with before settling into your basic rotations for the remainder of the fight.

However, in the case of the White Mage, you will have to keep an eye on your party and their health and determine which heals to use in real-time, as most of their role isn’t static or set in stone.

Below is the essential Opener for the White Mage. After getting through the Opener, immediately focus on keeping your DoT up, your Off-GCD Abilities Presence of Mind and Assize whenever they’re available, and keeping your teammates from kicking the bucket.

Basic Opener

  • Pre-Pull: Glare III
  • (Grade 1 Gemdraught of Mind) Dia > Glare III > Glare III (Presence of Mind) > Glare IV (Assize) > Glare IV > Glare IV > Glare III > Glare III > Glare III

Swift Cast Burst Window

  • Glare III > Dia > Glare III > Glare III (Swiftcast) > Glare III (Assize + Presence of Mind) > Glare III

Best Gear For White Mage In FFXIV Dawntrail

A White Mage using Cure in Final Fantasy 14.

When it comes to managing equipment and Materia for your job, it can often be a bit overwhelming or easy to forget, especially if you aren’t focusing too heavily on max-level content.

Still, this is a crucial part of your build and will help you get the most out of your role, helping you and your entire party out. Below is an example of a Best in Slot White Mage build that takes into consideration the job’s heavy MP usage.

Equipment

Materia

Stats

How To Obtain

Weapon

Dark Horse Champion’s Cane

  • Savage Aim Materia XII
  • Savage Aim Materia XII
  • DMG +146
  • MND +628
  • VIT +600
  • CRT +275
  • DET +393

Can drop during AAC Light-heavyweight M4 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x8 AAC Illustrated: LHW Edition IV.

Head

Augmented Quetzalli Hood of Healing

  • Heavens’ Eye Materia XII
  • Savage Aim Materia XII
  • MND +371
  • VIT +352
  • CRT +165
  • DET +236

Upgraded by giving x1 Surgelight Twine and the corresponding Quetzalli Armor to Theone in Solution Nine (X:8.5, Y:13.6).

Body

Dark Horse Champion’s Coat of Healing

  • Quicktongue Materia XII
  • Quicktongue Materia XII
  • MND +588
  • VIT +559
  • CRT +374
  • DET +262

Can drop during AAC Light-heavyweight M3 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x4 AAC Illustrated: LHW Edition II.

Hands

Dark Horse Champion’s Halfgloves of Healing

  • Savage Might Materia XII
  • Savage Might Materia XII
  • MND +371
  • VIT +352
  • PIE +165
  • CRT +236

Can drop during AAC Light-heavyweight M3 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x4 AAC Illustrated: LHW Edition II.

Legs

Augmented Quetzalli Hose of Healing

  • Heavens’ Eye Materia XII
  • Heavens’ Eye Materia XII
  • MND +588
  • VIT +559
  • CRT +374
  • DET +262

Upgraded by giving x1 Surgelight Twine and the corresponding Quetzalli Armor to Theone in Solution Nine (X:8.5, Y:13.6).

Feet

Dark Horse Champion’s Shoes of Healing

  • Savage Aim Materia XII
  • Savage Aim Materia XII
  • MND +371
  • VIT +352
  • PIE +165
  • DET +236

Can drop during AAC Light-heavyweight M3 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x4 AAC Illustrated: LHW Edition II.

Earrings

Dark Horse Champion’s Earring of Healing

  • Heavens’ Eye Materia XII
  • Savage Aim Materia XII
  • MND +292
  • VIT +277
  • CRT +130
  • DET +186

Can drop during AAC Light-heavyweight M1 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x3 AAC Illustrated: LHW Edition I.

Necklace

Augmented Quetzalli Necklace of Healing

  • Heavens’ Eye Materia XII
  • Heavens’ Eye Materia XII
  • MND +292
  • VIT +277
  • CRT +186
  • DET +130

Upgraded by giving x1 Surgelight Glaze and the corresponding Quetzalli Accessory to Theone in Solution Nine (X:8.5, Y:13.6).

Bracelets

Dark Horse Champion’s Bangle of Healing

  • Heavens’ Eye Materia XII
  • Heavens’ Eye Materia XII
  • MND +292
  • VIT +277
  • CRT +186
  • DET +130

Can drop during AAC Light-heavyweight M1 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x3 AAC Illustrated: LHW Edition I.

Left Ring

Augmented Quetzalli Ring of Healing

  • Savage Aim Materia XII
  • Savage Aim Materia XII
  • MND +292
  • VIT +277
  • PIE +186
  • DET +130

Upgraded by giving x1 Surgelight Glaze and the corresponding Quetzalli Accessory to Theone in Solution Nine (X:8.5, Y:13.6).

Right Ring

Dark Horse Champion’s Ring of Healing

  • Heavens’ Eye Materia XII
  • Savage Aim Materia XII
  • MND +292
  • VIT +277
  • CRT +130
  • DET +186

Can drop during AAC Light-heavyweight M1 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x3 AAC Illustrated: LHW Edition I.

Lastly, there are a couple more ways you can get a bit more performance out of the White Mage class. One of the methods was already touched upon, which is using the Grade 1 Gemdraught of Mind in your Opener. The second method is to consume food, with Moqueca being among the most popular and best choices.

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