How To Play White Mage In PvP In FFXIV

How To Play White Mage In PvP In FFXIV

When you’re not fighting threats from other dimensions in Final Fantasy 14, you can spend some time facing other players in PvP matches. When specifically playing White Mage, you won’t completely abandon your role as healer, but you also have room to shine as a powerful caster.

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However, PvP is a completely different mode from PvE, where you must learn how to respond to the situations that come up during matches which can become quite hectic. With its unique skills that you can only use during PvP matches, White Mage is a powerhouse that can make a difference.

Overview

White Mage posing while waiting for a match of PvP to start in Final Fantasy 14

Playing White Mage in PvP might seem less exciting than other jobs in the game, like a tanker or a DPS, but this healer has the capacity to nuke enemies while giving assistance to the rest of their party.

Moreover, while you have powerful skills, you need to be mindful of when to use them. Casting a barrier or a healing at the wrong moment might make your team lose the game. This is a job to be played from afar, studying the best moment to engage.

Although this job rarely takes the spot as their team’s top damage, White Mage may be a key factor for the party to achieve victory. In addition to skills capable of hitting multiple enemies, White Mage can keep their whole party alive if played correctly.

In order to help you shine as the savior of your party when playing White Mage, we will go over the job’s PvP kit, pointing out what you should keep in mind during a match, whether it is Crystalline Conflict or Frontline.

Job Action Breakdown

White Mage with Temperance up after having used their PvP Limite Break in Final Fantasy 14.

In PvP matches, just like in regular duties, White Mage is capable of providing assistance to their party members and causing massive amounts of damage considering they are a healer. The best of both worlds.

This job’s PvP actions are fairly straightforward but require you to be strategic about when you use them, since they can turn the tide during a fight for the objective.

Action

Recast Time

Attack Type

Information

Glare III

2.40S

Spell

Long Range attack with a potency of 6,000.

Afflatus Misery

16S

Spell

An instant cast attack with a potency of 12,000 which hits enemies near the target.

Miracle of Nature

24S

Ability

Transforms an enemy player, preventing them from using actions and reducing their MP by 2,500.

Cure II

12S

Spell

Heals a target with a potency of 12,000, and it has two charges.

Cure III

2.40S

Spell

Heals a target with a potency of 16,000 and nearby allies with a potency of 12,000. You can only cast this spell under the effect of Cure III Ready.

Aquaveil

20S

Ability

This ability gives you or an ally a barrier capable of absorbing up to 8,000 potency of damage. The barrier stays up for only 10 seconds.

Seraph Strike

20S

Ability

Using it, you perform a jump attack that hits the target and nearby enemies with a potency of 6,000. It also reduces the damage you and nearby party members take by 10% for 10 seconds; gives you three stacks of Sacred Sight, which last for 20 seconds; and activates the Cure III Ready effect, which stays up for 20 seconds.

Glare IV

2.40S

Spell

This ability requires Sacred Sight stacks. It hits a target and enemies around them with a potency of 8,000.

Without a complex rotation or flashy combos to perform, White Mage’s job actions afford a simple gameplay loop. At the center of it, we have Glare III, which is your filler skill, the one you should cast whenever you can.

Glare IV is a stronger version of this ability, but you depend on having Sacred Sight stacks to use it. However, when you do have them, this spell becomes a top priority.

Alongside these two, you also have Afflatus Misery, a powerful attack that is not only great to finish enemies off, but it’s also a great skill to pop when you must run from an enemy, since it’s an instant cast spell.

Seraph Strike is the most important basic skill in this kit because it enables two other important abilities: Cure III and Glare IV. Don’t hold it for too long, otherwise you will lose DPS, but use it based on your enemy’s cooldowns.

In addition to the defensive aspect of the Seraph Strike, you also have Aquaveil to use. The former is great for protecting a DPS who is about to go for the backline of the other team.

Miracle of Nature is an incredible tool that White Mage has, since it can prevent enemies from using their actions. In other words, you can cancel a Limit Break or disable an attack from the strongest DPS in the enemy party.

And if all these damage skills and support were not enough, White Mage has access to Cure II and Cure III. You can’t cast them multiple times in a row, so timing your healing is key to keeping yourself or other teammates alive.

Cure II has a short cast, but it still makes you vulnerable to attacks, so look for a safe place to use it.

Limit Break Breakdown

White Mage casting Afflatus Purgation the job's PvP Limit Break in Final Fantasy 14.

Most of what you can do during a PvP match in Final Fantasy 14 depends on the job’s Limit Break, Afflatus Purgation. When this skill is up, White Mage becomes a real threat to their enemies.

Afflatus Purgation may be used offensively or defensively, which makes it an exceptionally useful skill. On the other hand, be aware of how vulnerable you become when your Limit Break is on cooldown.

Action

Recast Time

Information

Afflatus Purgation

10S

This skill has a potency of 20,000 and hits all the enemies in a straight line. In addition, enemies hit by Afflatus Purgation are stunned for two seconds, and you gain Temperance for 15 seconds, which casts Regen – with a healing potency of 6,000 – on yourself and nearby party members.

The White Mage’s Limit Break is the job’s strongest skill and the reason why this healer should be feared on the battlefield. The damage potential of this skill is huge, making it easy for you to kill two or more enemies with Afflatus Purgation.

While the healing this Limit Break provides is great, the most important aspect of the skill is its capacity to stun enemies. It might not sound like much, but stunning a couple of enemies for two seconds is enough to win a fight.

Since you need to wait for the Limit Break gauge to charge for this ability to become available, you should be mindful when using it. Before casting it, be sure to find a safe spot since you get locked in animation.

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Common Actions Breakdown

White Mage using the PvP action Guard in Final Fantasy 14.

Action

Recast Time

Information

Sprint

1.50S

By using this skill, your movement speed is boosted by 50%. The effect ends by using the skill again or another action.

Guard

30S

This instant cast ability grants you a barrier that reduces 90% of the damage taken and makes you immune to detrimental effects such as Stun, Silence, and Sleep.

Purify

24S

Working like an instant Esuna, this ability removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature and gives you Resilience, a status that can make you immune to these detrimental effects for 3 seconds.

Recuperate

1S

This is your emergency button since it’s an instant cast ability that heals you with a potency of 15,000. Different from all the other Common Actions, each cast of Recuperate costs 2500 MP.

Standard-Issue Elixir

5S

When you use the Elixir, both your HP and MP are restored to maximum. Unlike Recuperate, the Standard-Issue Elixir is not an instant cast ability, having a cast time of 4.50S.

General Strategy

White Mage positioned close to the objective and behind their group in a Frontline match in Final Fantasy 14.

Every PvP match is different from the others, forcing you to adapt as the fight goes on and make quick decisions in order to help your team achieve victory. There are, however, some good practices that you should follow.

Basic Combos

In PvP, your goal is to quickly finish an opponent using a combination of skills. Otherwise, they can survive and go back to a safe spot. When playing White Mage, your most powerful combo goes as follows:

  • Afflatus Purgation > Seraph Strike > Afflatus Misery.

This combo is meant to be used when fighting a single character. You want to start with the Limit Break to take a good chunk of your opponent’s life and stun them for a couple of seconds, which is more than enough for you to follow up with Seraph Strike.

Seraph Strike not only closes the gap between you and your target, but it also damages them when you land, which means you have a big chance of killing them at this point. If not, Afflatus Misery comes in as the finisher.

Keep in mind that you should retreat as soon as you finish the combo. Seraph Strike will put you right in the middle of the action, and you don’t want to stay longer than you must.

Here’s a second combo you can perform when playing White Mage.

  • Seraph Strike > Afflatus Purgation > Afflatus Misery > Miracle of Nature.

Different from the first combo, this version is the best option to use when your group is about to engage the enemy team. By jumping to where the opponents are, you have a higher chance of stunning a bigger group of players with your Limit Break.

We suggest finishing the combo using Miracle of Nature mostly to secure kills. This ability prevents the target from using any skill for a brief period, which means they can’t cure themselves or use Guard to escape, for example.

Positioning

Whether you’re playing Frontline or Crystalline Conflict, positioning is extremely important when playing White Mage. You aren’t a Warrior, who can survive most attacks, or a Monk, who can jump to safety.

The first rule is to always stay behind the melee and tankers in your party. Glare III has a solid range, giving you the chance to cast from a safe distance. In case an opponent tries to pass through the frontline and go for your head, pop Guard and reposition.

Experienced players know about the White Mage’s potential and dangerous skills, so they will inevitably put a huge sign over your head and try to kill you first.

Positioning might be tricky when it comes to tight spaces, like corridors or entrances. In situations like these, prioritize using your instant cast abilities, such as Afflatus Misery to hit enemies and hide or keep moving.

Protecting The Group

While finishing a match with a high number of kills under your belt, assisting the rest of the party is also a great way to help secure a victory, and White Mage has a few tricks to do so.

You might have already understood how strong your Limit break is, but you should not underestimate its capacity as a defensive tool. It is worth holding a little bit if you see a group of enemies approaching. All it takes is one Afflatus Purgation to stop a couple of enemies from engaging your backline.

At the top of your support skills, you find Seraph Strike. When a fight starts, you can use it to give your companions more resistance to damage and heal them. In addition, this skill gives you access to a Cure III cast, which can heal players around you.

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