FFXIV Machinist (MCH) Guide & FAQ

All you need to know about the Machinist job in FFXIV! How to unlock MCH, what skills, stats, and other supporting info. Also links to advanced guides!

“These aren’t the droids you’re looking for” – Mahiko ‘-bi Wan’ San.

Hello! Welcome to our FFXIV Machinist guide. Here, we discuss all basic Machinist information, and post links to find more advanced Machinist resources. The Machinist is a ranged physical DPS class which was introduced in Heavensward 3.0, and have a special requirements (Like Astrologian and Dark Knight) compared to the original jobs. If you’re a newer MCH, the Machinist leveling guide may be useful.

How do I become a Machinist in FFXIV? What are the MCH Requirements?

1) You must have an existing Level 50 combat class (DoW or DoM).
2) You must have completed “Before the Dawn” (all story quests prior to 3.0).
3) Only then will the Machinist unlock quest open up –

Where do I unlock Machinist?
The quest name is “Savior of Skysteel”, which is found in Foundation (8,10). The questgiver is an NPC named ‘Stephanivien’.

Help! I’m a new player rushing to Machinist! Your best bet’s starting the game as Archer and hitting the requirements as a Bard. Switch to MCH once you’re good to go!

Machinist stats: What stats to allocate and gear up for?

The most important stat for MCH is undoubtedly DEX. DEX improves ranged physical damage, and of course facilitates your main objective of DEALING DAMAGE. All characters will want some extra VIT (usually by materia, and stat points) when tackling extremely difficult content. Note that excessive VIT is a huge minus to efficiency.

As for secondary stats, we can’t really say yet. MCH may have favorable secondary stats that synergize with their skillset, but we can only guess at this point. Determination is the ‘go-to’ stat for any DPS, and Machinists are no different.

(More info: MCH Stats & Materia)

What are the Machinist Skills & Traits?
MCH being their ‘lifespan’ at level 30. So you may get shocked at the amount of new skills you have. The skills and traits are listed near the bottom of the post.

What classes are Machinist Cross-class skills from?
Archer and Lancer. (More info: MCH Cross-class skills)

Crafting & Gathering classes suitable for Machinist?
Going by trends we can assume…
MCH Armor: Leatherworker (mainly)
MCH Gun: ??? (I assume metal-based crafters)
MCH Accessories: Goldsmith (mainly)

It’s hard to say clearly which gathering class is best. But I’m willing to bet guns need metal too, so I’ll go with primarily Miner. We all know how leatherworker rolls though…

Advanced Machinist resources

  • Machinist Best-in-slot & End-game gear: To find the droid components you’re looking for.
  • Machinist rotation: L2PewPew PROPERLY with your Machinist.
  • Anything else to add?

Machinist Skills

NameLevelCastRecastMPTPRangeRadius
Split Shot1
>icon<
Slug Shot2
>icon<
Reload4
>icon<
Lead Shot6
>icon<
Heartbreak8
>icon<
Leg Graze10
>icon<
Reassemble12
>icon<
Blank15
>icon<
Spread Shot18
>icon<
Foot Graze22
>icon<
Quick Reload26
>icon<
Hot Shot30
>icon<
Rapid Fire30
>icon<
Head Graze34
>icon<
Clean Shot35
>icon<
Wildfire38
>icon<
Rook Autoturret40
>icon<
Turret Retrieval40
>icon<
Promotion42
>icon<
Suppressive Fire45
>icon<
Grenado Shot46
>icon<
Bishop Autoturret50
>icon<
Dismantle50
>icon<
Gauss Barrel52
>icon<
Gauss Round54
>icon<
Rend Mind56
>icon<
Hypercharge58
>icon<
Ricochet60
>icon<

Machinist Traits

 LevelTraitsDescription
>icon<8Enhanced DexterityEffect
>icon<14Lodged LeadEffect
>icon<16Enhanced Dexterity IIEffect
>icon<20Increased Action Damage IIEffect
>icon<24Enhanced Dexterity IIEffect
>icon<28Enhanced ReassembleEffect
>icon<32Quicker ReloadEffect
>icon<36Enhanced Spread ShotEffect
>icon<40Increased Action DamageEffect
>icon<44Enhanced Rapid FireEffect
>icon<48Enhanced WildfireEffect

Bring the damn GUN to the knife fight! Enjoy your Machinist! For more about MCH’s and anything about FFXIV, make sure to keep in touch! Like us on Facebook, communicate with us easily by Following us on Twitter. You can also check us out on YouTube and Twitch!

FFXIV Astrologian (AST) Guide & FAQ

All you need to know about the Astrologian job in FFXIV! How to unlock AST, what skills, stats, and other supporting info. Also links to advanced guides!

“You must believe in the heart of the cards.” – Mahiko ‘Yugi’ San.

Hi! Thanks for coming to our FFXIV Astrologian guide. Here, we discuss all basic Astrologian information, and post links to find more advanced Astrologian resources. The Astrologian is a Healing class which was introduced in Heavensward 3.0, and have a special requirements (Like Dark Knight and Machinist) compared  to the original jobs. New AST? The Astrologian leveling guide might be helpful.

How do I become a Astrologian in FFXIV? What are the AST Requirements?

1) You must have an existing Level 50 combat class (DoW or DoM).
2) You must have completed “Before the Dawn” (all story quests prior to 3.0).
3) Only then will the Astrologian unlock quest open up –

Where do I unlock Astrologian?
The quest name is “Stairway to the Heavens”, which is found in The Pillars (15,10). The questgiver is an NPC named ‘Jannequinard’.

Help! I’m a new player rushing to Astrologian! Then you’re best off starting the game as Conjurer and hitting the requirements as a White Mage. Then switch to AST once you’re good to go.

Astrologian stats: What stats to allocate and gear up for?

Being a healing class, AST’s will benefit most from MND. Any increase to healing output is welcome, obviously. PIE is the supporting stat for all MP based healers so it’s worth considering as well. VIT is useful for any person who wants to have increased survivability. Please note than over-stacking on VIT (Materia and Statpoints) is a huge minus to efficiency.

As for secondary stats, Piety is extremely important for AST since their secondary MP regen tool is random. Aside from that, literally every stat can benefit Astrologians in some way. This all depends on the stance you main, though.
(More info: AST Stats & Materia)

What are the Astrologian Skills & Traits?
The main difference with AST is you ‘start’ at level 30. So you might get a bit confused. The skills and traits are listed near the bottom of the post. But I’m sure what you’re curious about is: THE CARDS!

Card NameCard EffectRoyal Road"Family"Comments
BoleDefense upNext card POTENCY UPStat++percentile Damage Reduction. A free tank cooldown.
BalanceDamage upNext card POTENCY UPStat++percentile Damage. What else to say? Amazing.
EwerMana RegenNext card AOE EFFECTResource+Gives mana over time.
SpireTP RegenNext card AOE EFFECTResource+Gives TP over time.
ArrowGCD Speed upNext card DURATION UPSpeed+Reduces cast times and GCD. Can be a TP killer.
SpearLower CooldownNext card DURATION UPSpeed+Only works when using long CD skills AFTER Spear is applied.

More advanced uses of these cards can be seen in the: Astrologian Healing Guide (End-game).

Astrologian Stances: Nocturnal Sect & Diurnal Sect effects?

Here is a chart showing what each stance has to offer.

SkillNocturnal SectDiurnal Sect
Stance Bonus+5% Potency to healing+5% casting speed
Aspected BeneficHigher potency, 130% of healing is converted to shield.Weaker potency, leaves an 18s Regen effect.
Aspected HeliosLeaves a shield equal to 100% of the amount healed.Leaves a Regen effect on all affected members.
Celestial OppositionCannot be used while stanceless.Cannot be used while stanceless.

While the above table is a quick list, more in-depth knowledge can be gained from the Astrologian Healin guide.

What classes are Astrologian Cross-class skills from?
Thaumaturge and Conjurer. The most viable 5 to pick are:

  1. Cleric Stance
  2. Protect
  3. Aero I
  4. Swiftcast
  5. (free slot)

Crafting & Gathering classes suitable for Astrologian?
AST Armor: Weaver > Leatherworker
AST Star Globe (Weapon) & AST Accessories: Goldsmith

Like all casters, there is no way to get everything with one class. Mining is slightly more important than Botany for Astrologians. But as any end-game crafter knows, getting 60 in all DoH is the plan.

Advanced Astrologian resources

Astrologian Skills

NameLevelCastRecastMPTPRangeRadius
Malefic12.52.530y
>icon<Deals unaspected damage with a potency of 100.
Additional Effect: Heavy 40%, Duration: 20s
Benefic222.530y
>icon<Restores target's HP. Cure Potency: 380
Additional Effect: 15% chance next Benefic II will have no cast time. Duration 15s
Combust4Instant2.525y
>icon<Deals unaspected damage over time.
Potency: 40 Duration 18s
Lightspeed6Instant1500y
>icon<Reduces cast times for spells by 2.5 seconds while reducing magic potency by 25%.
Duration 15s
Luminiferous Aether8Instant1200y
>icon<Reduces enmity generation.
Additional Effect: Refresh
Refresh Potency: 80 Duration: 15s
Helios102.52.52y
>icon<Restores own HP and the HP of all nearby party members.
Cure Potency: 290
Ascend1282.5
>icon<Resurrects target to a weakened state.
Essential Dignity15Instant6030y
>icon<Restores target's HP. Cure Potency: 400
Potency increases the lower the target's HP.
Exalted Detriment181s2.5s30y
>icon<Removes a single detrimental effect from target.
Stella222.52.525y
>icon<Deals unaspected damage with a potency of 100.
Additional Effect: Heavy 40%
Duration: 20s
Benefic II262.52.530y
>icon<Restores targets HP. Cure Potency 620
Draw30Instant300y
>icon<Draw a card from your divining deck. Execute command again to use the card drawn.
Only one card can be drawn at a time.
Duration 15s, Recast timer cooldown will begin once the drawn card is read
or the Draw timer expires.
Diurnal Sect30Instant50y
>icon<Increases speed by 5% while adding a Regen effect to certain actions.
Cannot be used with Nocturnal Sect. Shares a recast timer with Nocturnal Sect.
Effect cannot be removed during battle. Effect ends upon reuse.
Aspected Benefic34Instant2.5s30y
>icon<Restores target's HP. Cure Potency: 190
Nocturnal Sect Cute Potency: 250
Nocturnal Sect Effect: Shields the recipient for an equal amount of HP healed. Does not stack with Adloquium.
Duration 30s

DIurnal Sect Effect: Regen
Cure Potency: 100 Duration 18s
Royal Road35Instant15s0y
>icon<Return the currently drawn card back to your deck to enhance the effect of the next card drawn,
Bole and Balance: 150% effect potency.
Arrow and Spear: 50% potency, extends the effect to nearby targets.
Ewer and Spire: Doubled duration
Disable38Instance60s25y
>icon<Reduces the potency of the target's next action by 10%
Duration: 10s
Spread40
>icon<
Aspected Helios4232.5
>icon<Restores HP of yourself and nearby party members. Cure Potency: 140
Diurnal Sect: Regen
Cure Potency: 50 Duration: 30s
Effect cannot be stacked.
Nocturnal Sect Effect: Erects a shield equal to the amount of HP healed.
Duration: 30s Effect does not stack with Adloquium.
Shuffle45Instant90
>icon<Return the currently drawn card to your deck and draw another.
Combust II46
>icon<?????
Nocturnal Sect50Instant5s
>icon<Increases healing potency by 5% while adding a damage nullifying shield to certain actions.
Cannot be used with Diurnal Sect.
Shares a recast timer with Diurnal Sect.
Effect cannot be removed during battle.
Effect ends upon reuse.
Synastry50Instant120
>icon<Generate and aetheric bond with target party member. Each time you cast a healing spell on a party member not under the effect of Synastry, 50% of the original spell also heals the bonded party member.
Gravity5232.5
>icon<Deals unaspected damage to a target and enemies near it with a potency of 200 for the first enemy, reducing by 10, 20, 30, 40% for each enemy hit with a minimum of 50%.
Malefic II542.52.5
>icon<Deals unaspected damage with a potency of 200.
Time Dilation56Instant90
>icon<Extends th duration of the target's beneficial effects by 15 seconds.
Collective Unconscious58Instant90
>icon<Created a wheel of fortune around the caster. Effect granted to party members upon entry differs depending on active Sect. Can only be executed whn a Sect is active. Effect ends upon using another action or moving.
Diurnal Sect: Regen
Cure Potency: 150 Duration 18s
Nocturnal Sect: Damage taken si reduced by 10%
Duration 18s
Celestial Opposition60Instant150
>icon<Stuns all nearby enemies. Duration: 4s

Also extends duration of beneficial effects cast on self and party members by 5 seconds.

Astrologian Traits

 LevelTraitsDescription
>icon<8Enhanced Mind
>icon<14Enhanced Mind II
>icon<16Enhanced Lightspeed
>icon<20Enhanced Ascension
>icon<24Enhanced Mind III
>icon<28Enhanced Essential Dignity
>icon<32Magick and Mend
>icon<36Enhanced Benefic
>icon<40Magick and Mend II
>icon<44Enhanced Disable
>icon<48Enhanced Luminiferous Aether

Drill through the stars and heavens your Astrologian! For more information about AST’s and anything about FFXIV, make sure to keep in touch! Like us on Facebook, communicate with us easily by Following us on Twitter. You can also check us out on YouTube and Twitch!

FFXIV Dark Knight (DRK) Guide & FAQ

All you need to know about the Dark Knight job in FFXIV! How to unlock DRK, what skills, stats, and other supporting info. Also links to advanced guides!

“Ah, you think darkness your ally. You merely adopted it… I… uh… I’m a Zombie” – Mahiko ‘Bane’ San.

Hey guys! Welcome to our FFXIV Dark Knight guide. Here, we discuss all basic Dark Knight information, and post links to find more advanced Dark Knight resources. The Dark Knight is a tank class which was introduced in Heavensward 3.0, and have a special requirements (Like Astrologian and Machinist) compared to the original jobs. If you’re a newer DRK, the Dark Knight leveling guide may be useful.

How do I become a Dark Knight in FFXIV? What are the DRK Requirements?

1) You must have an existing Level 50 combat class (DoW or DoM).
2) You must have completed “Before the Dawn” (all story quests prior to 3.0).
3) Only then will the Dark Knight unlock quest open up –

Where do I unlock Dark Knight?
The quest name is “Our End”, which is found in The Pillars (13,8). The questgiver is an NPC names ‘Ishgardian Citizen’.

Help! I’m a new player rushing to Dark Knight! Then you’re best off starting the game as Gladiator and hitting the requirements as a Paladin. Then switch to DRK once you’re good to go.

Dark Knight stats: What stats to allocate and gear up for?

DRK’s, being a tank class, have only two stats to choose from. VIT will be the go-to choice for 80% of Dark Knights, and would be correct most of the time. Many tank players like to allocate STR to increase their DPS. This may not be the optimal choice depending on your level of play, and your static group. But either way VIT, STR or a mix of both would be the way to go.

THERE MAY BE A PIETY ‘CAP’ LIKE BLACK MAGES – WE WILL SEE.

As for secondary stats, we don’t quite know yet. But if we boil it down to the basics (ignoring DRK specifics), you can have a read on: Parry vs DPS stats as tanks.
(More info: DRK Stats & Materia)

What are the Dark Knight Skills & Traits?
Unlike other jobs, you jump straight into DRK at level 30. So you might get a bit overwhelmed. The skills and traits are listed near the bottom of the post.

What classes are Dark Knight Cross-class skills from?
Gladiator and Marauder. (More info: DRK Cross-class skills)

Crafting & Gathering classes suitable for Dark Knight?
Going by trends we can assume…
DRK Armor: Armorsmith
DRK Greatsword: Blacksmith
DRK Accessories: Goldsmith

For gathering, Mining supports all the above crafters quite well, which is quite fortunate for DRK and other heavy armor users.

Advanced Dark Knight resources

  • Dark Knight Best-in-slot & End-game gear: Well, you need to suit up right?
  • Dark Knight rotation: Play your DRK to the highest efficiency!
  • Anything else to add?

Dark Knight Skills

NameLevelCastRecastMPTPRangeRadius
Hard Slash1
>icon<
Shadowskin2
>icon<
Spinning Slash4
>icon<
Scourge6
>icon<
Unleash8
>icon<
Low Blow10
>icon<
Syphon Strike12
>icon<
Unmend15
>icon<
Blood Weapon18
>icon<
Power Slash26
>icon<
Darkside30
>icon<
Grit30
>icon<
Dark Dance34
>icon<
Blood Price35
>icon<
Soul Eater38
>icon<
Dark Passenger40
>icon<
Dark Mind42
>icon<
Dark Arts45
>icon<
Shadow Wall46
>icon<
Delirium50
>icon<
Living Dead50
>icon<
Salted Earth52
>icon<
Plunge54
>icon<
Abyssal Drain56
>icon<
Sole Survivor58
>icon<
Carve and Spit60
>icon<

Dark Knight Traits

 Lv.NameDescription
>Icon<8Enhanced VitalityIncrease VIT by 2.
>Icon<14Enhanced Shadowskin>effect<
>Icon<16Enhanced Vitality IIIncrease VIT by 4.
>Icon<20Clean Weapon>effect<
>Icon<24Enhanced Vitality IIIIncrease VIT by 6.
>Icon<28Hasty Reprisal>effect<
>Icon<32Enhanced Scourge>effect<
>Icon<36Low Blows>effect<
>Icon<40Enhanced Unmend>effect<
>Icon<44Enhanced Dark Dance>effect<
>Icon<48Soul Devourer>effect<

Be the hero Eorzea deserves with your Dark Knight! For more informatin about DRK’s and anything about FFXIV, make sure to keep in touch! Like us on Facebook, communicate with us easily by Following us on Twitter. You can also check us out on YouTube and Twitch!

FFXIV Warrior (WAR) Leveling Guide

How to level up your Warrior (WAR) fast! Useful cross-class skills, reminders, and the best places to be in any level – HERE!

A Warry kind of guy huh? You’ve found the right guide if you’re leveling a Warrior! Check out the Warrior Basics if you need a refresher. You NEED to complete all MRD class quests (last is level 30) (got Butchers Block?, that means you’ve done it). Also Gladiator (GLD) class quests up to 15 (got Shield Lob on your Gladiator? check). Again, this WAR leveling guide should be used ALONG SIDE the General Leveling Guide.

Help! Where’s the WAR Guildmaster / quest giver? It’s Curious Gorge, located in Costa Del Sol, Eastern La Noscea (18, 27). No quest? backtrack to the MRD Guild in Limsa.

Wait a second, I’m below level 30! No problem, the Marauder Leveling Guide is for you :) Coming into this guide, be done with your level 20-29 hunting log, and allocate all stat points into STR. Messes up your stats? Get a Keepers Hymn from your GC.

Reminders before we proceed: Your WAR will level up faster if  abuse Challenge Logs and Daily Roulettes! Also – Accuracy Food is a lot more useful than you think.

Warrior Level 30: Fresh off the Block

Reminder Level 30: Queue up for guildhests More than a Feeler and Annoy the Void.
> Level 30 Battlecraft / GC Leves: Costa Del Sol, Eastern La Noscea.

Facemelting and butchery continues! Picking up from the MRD Leveling Guide, you should be in Costa FATEing it up. You can do this until a MAX of level 35 (Warriors can move to Coerthas sooner…).  Same old same old – if FATES are hiding get your Warrior behind to the levemete.

Cross-class skills: When you equip your Warrior soulstone, your crossclass options reduce quite a bit. Flash, Provoke and Second Wind are the best bet for now.

Level 30 skill reminder – Defiance: DO NOT use this while soloing. DO USE this while in dungeons. This is your bread and butter tanking stance. Please, for the love of god… don’t be that “Oops, forgot defiance” guy.

Reminder Level 35: Queue up for guildhests Shadow and Claw and Long Live the Queen.
Level 35 Battlecraft / GC Leves: Observatorium, Coerthas. (Also, Wineport ELN)

At around level 35 you can move to Coerthas Central Highlands. This place has a bunch of people (most of the time) doing a bunch of fates. If you’re soloing you might not get to tag them all! Partying up in Coerthas is popular, so it’s easy to find one! The Svara quest chain is like swimming in a metaphorical pool of EXP. (Begins @ Svaras Fear)

Level 35 skill reminder – Inner Beast: Real talk – Inner Beast is a massive skill that uses up your warrior resource: Wrath. Learning about how and when and why to use Wrath and what for separates the Warriors from… well.. “b!tches”. Inner Beast gives a huge damage reduction for a small window. While it’s effects are straightforward, Inner Beast and its proper usage is a large part of a pro Warriors repertoire.

Level 38 skill reminder – Storms Path: This skill combos off Maim. It applies a SIGNIFICANT “damage dealt minus” debuff on the enemy. Great for single tanking painful enemies. It goes without saying – this skill is absolutely massive in raiding.

Warrior Level 40 to 50: The last stretch… for now…

Reminder Level 40: Queue up for guildhests Ward Up and Solemn Trinity.
Level 40 Battlecraft / GC Leves: Whitebrim, Coerthas. (or Bluefog NThanalan)

Once you hit WAR 40, your first objective is to get a burst of EXP to try and hit 41 or 42. How? Any free challenge log entries, daily roullettes, early hunting logs, and guildhests. Why? since our next destination is Ceruleum Processing Plant, Northern Thanalan to FATEGRIND. Why skip Mor Dhona FATEs? Not many people FATE there. It’s best to party up in CPP (especially the early levels) check the PF or Shout – there’s no downside to partying up here in the early 40’s.

Level 45 Skill Reminder – Unchained: Newer warriors may neglect this skill, but it’s the real deal. It cancels the damage reduction from Defiance. Learn to use this as often as able whilst tanking, and try to time your Berserk with it!

Reminder Level 45: No more guildhests for now :(
Level 45 Battlecraft / GC Leves: St. Coinachs Find, Mor Dhona (Or CPP, NThanalan)

At level 49, might as well finish your WAR hunting log – it’s the last chance anyway!

Level 50 Skill Reminder – Storms Eye, Infuriate: Storms Eye gives a slashing resist down debuff on the target (useful for many classes), a DPS and threat increase! Infuriate instantly gives you 5 stacks of wrath. It’s on a relatively short cooldown – so yes, this plus Inner Beast is balls. (It’s great for pulling with Unchained as well)

End-game resources for your Warrior

CONGRATS on reaching 50! What to do now with your sparkly new WAR?

It’s been a long journey leveling your Warrior – but fortunately the adventure is JUST BEGINNING! Thanks for reading! For more updates check Like our Facebook! Hit us up on Twitter! Ciao!

<nextpage> (Will paginate this once 3.0 portion is completed)

Warrior – leveling up 50 to 60

Level 50 Battlecraft / GC Leves: ???

Level 55 Battlecraft / GC Leves: ???

This section is reserved for The 3.0 Heavensward update. For now, check out our Heavensward info page and Heavensward preparation page.

FFXIV White Mage (WHM) Leveling Guide

How to level up your White Mage (WHM) fast! Useful cross-class skills, reminders, and the best places to be in any level – HERE!

So you’ve taken the White, huh? If you’re leveling a White Mage, you’ve found the right guide! First of all you might want to check out the White Mage Basics. You NEED to complete all CNJ class quests (last is level 30) (If you have Cure II, that means you’ve done it). Arcanist (ACN) class quests up to 15 (If you have Summon II on your Arcanist, you’ve done it). Again, this WHM leveling guide is meant to be used WITH the General Leveling Guide.

Help! Where’s the WHM Guildmaster / quest giver? It’s Raya-o-Senna, located in Camp Tranquil, South Shroud (18, 27). If there’s no quest available, check back in the CNJ guild in Gridania

Wait a second, I’m below level 30! Then you should be in the Conjurer Leveling Guide :) Coming into this guide, you should have completed your level 20-29 hunting log, and allocate all stat points into MIND. If you haven’t, you can go ahead and buy a Keepers Hymn from your Grand Company supplier and do so.

Reminders before we proceed: Your WHM will hit 50 faster if you continue to abuse Challenge Logs and Daily Roulettes! Again – Accuracy Food will help you more than you think.

White Mage Level 30: Patience of Mind

Reminder Level 30: Queue up for guildhests More than a Feeler and Annoy the Void.
> Level 30 Battlecraft / GC Leves: Costa Del Sol, Eastern La Noscea.

The grueling soloing and going out of mana continues! Picking up from the CNJ Leveling Guide, you should be in Costa FATE grinding right now. You can do this until a MAX of level 35 (But you can move to Coerthas sooner).  Same process – if FATES aren’t popping get your WHM butt over to the levemete!

Level 32 trait reminder – Freecure: An amazing trait every White Mage should abuse! Each cure has a chance to proc a free Cure II. This trait wont be seen much while soloing, but when you queue up for dungeons you should learn to be aware of it! You should adjust your HUD to make it CLEAR when you’ve hit a proc.

ffxiv freecure easy proc hud white mage leveling

As seen above, I have Freecure (and soon to be Overcure) right beside my partylist, and right under my character. It’s also a habit of mine to put CD’s there for easy checking.

Level 34 skill reminder – Stoneskin: Ah, this skill. Hate the long cast time, love the effect. This skill will make or break many a raid. But for now, learn to use it in between pulls for yourself when soloing, and for your tank when in dungeons!

Reminder Level 35: Queue up for guildhests Shadow and Claw and Long Live the Queen.
Level 35 Battlecraft / GC Leves: Observatorium, Coerthas. (Also, Wineport ELN)

At around level 35 you can move to Coerthas Central Highlands. This place is usually very populated, and contains a huge number of FATES. So numerous that ‘tagging’ them all might be an impossible task if soloing! Partying up in Coerthas is popular, so you wont have a hard time finding one! The Svara quest chain is exceptionally good for EXP (Begins @ Svaras Fear)

Level 38 skill reminder – Shroud of Saints: The White Mages only mana replenishment skill (pre 3.0). Use it early and often! Soloing as WHM can be painful because mana regen can be an issue – at least this helps you out somehow. In raids, needless to say, this skill is gold.

Before proceeding, as always, allocate all unused points to MIND, complete all White Mage job quests, and beat up your hunting log. Done? Okay.

White Mage Level 40 to 50: The last stretch… for now…

Reminder Level 40: Queue up for guildhests Ward Up and Solemn Trinity.
Level 40 Battlecraft / GC Leves: Whitebrim, Coerthas.

Once you hit WHM 40, the first thing you want to do is gain a few quick levels – How? Hunting Log (as much as you can), Challenge Log (any uspent entries), and Daily Roulette (Guildhest and Low Level). You need to get a few levels quickly here, since our next destination is CPP, Northern Thanalan to FATEGRIND. Mor Dhona is the next logical step, but it’s often not very populated. Check the PF or Shout – you’re gonna need a party for the early 40’s here.

Reminder Level 45: No more guildhests for now :(
Level 45 Battlecraft / GC Leves: St. Coinachs Find, Mor Dhona.

Level 46 skill reminder – Aero II: Well, finally you get another basic DPS skill. Starting off with Aero II -> Aero should be standard for any WHM! Of course, if the enemies are weak just spam Stone II.

At level 49, you might as well finish all your WHM hunting logs. They’re pretty much useless after.

End-game resources for your White Mage

So you’ve hit max level – CONGRATS! What to do now with your sparkly new WHM?

  • WHM BiS – Best in slot end-game gear and some tips on how to get there.
  • WHM Healing Guide – Some tips on how to maximize your WHMs potential!
  • Raid Guides Directory – You SHOULD be at least attempting to clear coil, right!

It’s been a long journey leveling your White Mage – but fortunately the adventure is JUST BEGINNING! Thanks for reading! For more updates check Like our Facebook! Hit us up on Twitter! Ciao!

<nextpage> (Will paginate this once 3.0 portion is completed)

White Mage – leveling up 50 to 60

Level 50 Battlecraft / GC Leves: ???

Level 55 Battlecraft / GC Leves: ???

This section is reserved for The 3.0 Heavensward update. For now, check out our Heavensward info page.

FFXIV Tanking stats: Parry or DPS!?

Should you consider Parry on your gear? Should all tanks go DPS 100% of the time? Are Parry tanks baddies? COME IN AND LEARN.

Hey guys! If you’re here, then you’re probably wondering what’s all the fuss about tanking and parry. Here, I’ll let you guys know MY stance on tanking, parry and all things in between. (I also wanted to write a resource I could link to, instead of repeating myself ad infinitum, haha). Hopefully, this guide will help you decide what’s best for YOU in this regard. Here goes: FFXIV Tanking & Parry guide!

(Disclaimer: Even a post this long doesn’t encompass the entire argument. I will be adding to this in the near future)

The Problem: War of the Parry camps

Two main camps exist. “Parry sucks nuts” and “Parry is needed“. This mini-conflict has affected even me, when writing the PLD, WAR and soon to be DRK BiS lists. Now that I’m going to write this easy to go-to resource, that will change. I’ll list down the main points of each side.

Parry sucks nuts

Parry scales poorly, therefore don’t use it.
Parry is random, so how can we rely on it?
Parry sucks because all attacks are scripted
Parry should be replaced with DPS stats (DET > CRIT > SS)
(MAIN CON): Higher risk of death

One (human factor) thing I dislike about this camp is that SOME tanks on this camp call tanks with parry “bad”. While this is not true for most of them, it does exist. I definitely see why tanks would want DPS gear. Two main reason being: fighting DPS races. However, not all tanks/ scenarios/ statics are equal, so you cannot just blindly put DPS stats on your gear – and blame your healer when you die.

Parry is needed

Parry helps mitigate damage, every little bit counts
Parry is still a lot better than some DPS stats (CRIT & SS)
(MAIN CON): Garbage DPS

These guys are a little more old school, and I see why their logic is sound. The more damage you mitigate, the less risk for your raid. But I also concede that you cannot just blindly put parry on your gear. There is such thing as sacrifcing too many stat points into something you might not maximize.

So how do we make sense of all this? Both sides make valid points, both sides have ups and downs. We should ask ourselves a more constructive question. Instead of “Does parry suck or not suck?” we should ask ourselves a better question, “When should we focus on DPS, or Parry and why?

Analyzing Gains: What does each stat DO FOR US

DPS Stats for tanking: Why? Let’s ask ourselves, realistically, what gain can be had when itemizing for DPS?

  • Pushing phases.
  • Beating enrage timers.
  • E-peen

Parry for tanking: Why? Again, what gains can be had when itemizing Parry?

  • Less risk of death
  • More free mana and time for healers (subsequently increasing healer DPS)
    • This point is moot if your healers arent DPSing or conserving mana when needed.

These are all valid points. Let’s discuss each one, and let’s try to gain some insight on what exactly is going on here.

(DPS)Pushing Phases: First we must Identify when specifically pushing a phase matters. And I mean MATTERS, not just for some BS reason for the sake of pushing a phase.

Pre 2.4, upon entering T6 Savage, it soon became painfully obvious that having any more than 1 honey spells out a very, very difficult P2. So we squeezed out as much DPS as possible, this included having our Off-tank (Warrior) Mitlet Gyles wear more and more DPS gear until we were sure we could Phase with 1 honey even given sub-standard RNG. We weren’t just pushing phases for funsies – having 2 honey was FATAL. We can consider the above use of DPS stats, viable.

Example of not viable? “Wear DPS gear all the time just to push phases, because, you know… pushing phases is good”. Aye, I get it. Pushing phases is never truly a bad thing. But not all phase-pushing is equal! Sometimes you NEED it, and other times it’s just a luxury.

(DPS)Beating enrage timers: Very similar to the above. If you guys have a good run, but still lose to enrage – you have to squeeze extra DPS somewhere. Our first enrage wipe in T13 was at 3%, but had a death in final phase. It was too close to call – so our OT at the time Claes Henrietta (Warrior) wore another 2 DPS accessories to cover any possible randomness.

Example of not viable? Wearing full DPS gear in an encounter you just got into fearing enrage timer. You’re giving undue stress to your healers and not gaining as much experience as you can. So in essence, we should try for a more defensive setup when learning, and as you gain more experienced when to use cooldowns / knowledge of mechanics – we can push for more DPS.

(Mythbusting) DPS is king, Parry sucks ’cause everything’s scripted: BS. Pure BS. Yes, heavy attacks are scripted in (IE Death Sentence, Ravensbeak/claw, Flatten/Akh Morn). Basic attacks? no. If you’re gonna tell me to my face boss basic attacks don’t matter – you crazy. Having less damage from basics gives your healers a huge windfall in mana. Or in another perspective: opens up more healer DPS.

(PARRY) Less risk of death: The uncool counterpart to DPS’s points. I think because it’s a boring, linear point is why it gets so much hate. But is it true, no matter how you spin it. But this also has a small caveat: This only works when you’re actively taking damage. That’s one point we will discuss later.

(PARRY) More free mana and time for healers: Again, another upside. Less stress on healing. but to truly capitalize on this point – you need decent healers! If they’re wasting mana anyway, or never DPS… what’s the point!? I guess the only way around this is to monitor/advise/communicate as a TEAM. So this can be considered a con… “more parry doesn’t apply to all groups”, but also “more parry assists in the success chance of PUGs” (in terms of safety).

(SUMMARY) Both DPS and Parry are good: WHEN THEY ARE IN EFFECTThis is an interesting conclusion, while quite obvious, there are a lot of complex ideas behind that simple sentence. DPS stats are great, but are severely dulled while MTing. Parry is great too, but SUCKS when OTing! What a conundrum… But I think you see where I’m going with this.

The Solution: Maximizing your stats to your role

This is my stance. For a long time I haven’t been writing the most flexible of tank BiS’s because a page like this didn’t exist for further explanation. Now that I’ve gotten around to writing this – things will change. Now that we see how, when and why both DPS and Parry are good – how do we maximize this? If we cannot come to one solid scenario for a case to state “All tanks must parry”, or “All tanks must DPS” then we do what logically comes next:

As tanks, you should CREATE the ideal scenario to maximize your stats.

Okay let’s take a scenario, and try to maximize our gains for each type of tank.

Encounter example: T12 Phoenix
Main Tank: PLD
Off-tank: WAR

Phoenix has a forced tank-swap: Revelation. No tank can survive 2 Revelations, and we ASSUME that it comes every minute. With the exception of Hallowed Ground / Holmgang – a second Revelation will definitely show you the truth (AKA Respawn prompt). So if we go by every minute the tanking sequence end up like this

Assumptions

  • let’s say, 10 minute fight. We will see 10 Revs, and Phoenix dies before the 11th minute
  • First rev happens after 1m, then every minute after that.
  • for simplicities sake let’s ignore Brand
  • Also, swap 10s before next rev

So if they did things “normally” they MT 5 minutes each, split evenly.

If both tanks itemize DPS: for 50% of the fight, your DPS stats are reduced by 25% efficiency (from stance)
If both tanks itemize Parry: for 50% of the fight, your parry is useless. (not ideal)

That’s a big case for DPS right here. So in the most brainless of scenarios, DPS is the clear winner – at the sad expense of us healers (hehe). But is this the best we can do?

Now lets say we utilize our skillset to the fullest. The PLD will use HG to survive 2 “Second Revelations” and laugh death in the face… the tanking order looks like this.

  • PLD (01:00) Revelation
  • PLD (02:00) Revelation: Hallowed Ground
  • PLD (02:50) Revelation soon (Tank swap) (PLD 2:50)
  • WAR (03:50) Revelation soon (Tank Swap) (WAR 1:00)
  • PLD (04:50) Revelation soon (Tank swap) (PLD 3:50)
  • WAR (05:50) Revelation soon (Tank Swap) (WAR 2:00)
  • PLD (06:50) Revelation soon (Tank Swap) (PLD 4:50)
  • WAR (07:50) Revelation Soon (Tank Swap) (WAR 3:00)
  • PLD (08:00) Revelation eaten (PLD 5:00)
  • PLD (09:00) Revelation: Hallowed Ground (PLD 6:00)
  • PLD (09:50) Revelation soon (Tank Swap) (PLD 7:00)
  • WAR (10:50) Phoenix dies around this time or much sooner (WAR 3:xx)

So in this example, let’s use a a 65-35% uptime between PLD and WAR respectively.

If PLD itemizes Parry: for 65% of the fight Parry is working for you (an improvement to 50% in previous scenario)
If Warrior itemizes DPS: for 65% of the fight, DPS stats are at max (an improvement from 50% in previous scenario)

But wait… Warrior can and SHOULD use Unchained only when he’s tanking.. further increasing uptime!

If Warrior itemizes DPS: for 75% of the fight, DPS stats are at max (further improvement > 65 > 50)

The answer is dead simple, yet most people don’t see it. Parry is better the more you MT, DPS is better the more you OT… that’s quite an unexciting answer after all this discussion!

Clarifications, Summary and Recommendations

1) The more you MT, the better parry is (and the WORSE dps stats are due to stance) – So why spec DPS if this is the case? The more you OT, the better DPS stats are – SIMPLE! So instead of stubbornly picking and sticking to one camp – the first step of evolution is to keep the above statement in mind.

2) Warrior Unchained makes DPS stats more weighty. Ignoring the Defiance reduction is HUGE. This makes more sense for warriors to OT. Paladins make a more stable MT anyway, given they can also block! So why force the issue of “equality” – Maximize the strengths of both classes!

3) Adjust your strategy to accomodate these itemization choices: The most important thing we’ve learned here today is that all this theorycrafting is absolute garbage if you don’t find ways and means to push this strategic advantage to its absolute max. Some encounters already do this for you. In T13, you have a 14 minute encounter wherein the MT stands in front of Bahamut for 10 MINUTES. Not counting the Zoo phase, this gives warrior almost 100% uptime without Defiance! The only exception is the P2 adds (what… 1 minute total?)

Now I wont stop you if you still insist on stacking DPS stats if you MT most of the fight. But keep in mind, doing this is gimping your team. The solution? Owning a great mix of gear should cover all your needs. Being stubborn and inflexible isn’t pro – that’s being BAD.

“Im on 100% DPS gear and healers cant keep me up – damn pugs!” You can try wearing parry and see how it goes. Cleared the fight and didn’t hit enrage? Good. You hit enrage? Switch up some gear. Can’t clear with either sets? You or your group are fundamentally flawed – and itemization doesn’t matter.

“I cleared this/that boss with DPS/Parry and I don’t agree with you” If you’re overgeared, none of this matters. I can clear T13 with both tanks rocking 0 secondary stats if you’re in full 130. But if you REFUSE to see when a situation or strategy needs either Parry or DPS, that’s just limiting yourself. Having one statement be the clear RULE applying to all tanks/ composition / scenarios / encounters is downright FOOLISH.

But I’m sure as many tanks read this, we will still have diehard DPS campers, and diehard Parry campers – and that’s fine. I just wished to throw my stance out there.  Hopefully this helps out anybody whose considering being a tank – and those current tanks who might want to learn a thing or two. Again, these are my own thoughts and I’m not forcing anyone to side with me.

Anyways – GOODLUCK parrying and DPSing where necessary, haha! Hopefully our Parry vs DPS stat guide for tanking helped you out somehow. If you have anything to contribute, please comment. Like us on Facebook for more awesome updates!

FFXIV White Mage Healing Guide (Cooldowns, DPS, etc…)

Everything you need to know about WHM gameplay. (almost)

Hi there! If you’re here, then you’re probably interested in learning a little bit more about White Mage gameplay. Well, you’ve made the right choice! In this White Mage Healing guide, we will be discussing all aspects of WHM in-game mechanics – Healing, Cooldowns, DPS, and a smattering of my thoughts / experiences. Hopefully you guys will learn even a bit!

DISCLAIMER: This guides main purpose isn’t to tell you EXACTLY how to play your White Mage. My aim is to give you the tools necessary to make decisions, form up new strategies, or get value where you might not have before.

White Mage Healing: The tools of the trade

Regen: in 99.9% cases, Regen should always be up on your current main tank while actively engaging enemies/boss. That’s non-negotiable – but there are things you should consider:

DO NOT reapply Regen if your tank is in immediate danger. If your tank MAY die in the next 2.5-5s, DO NOT reapply Regen if  it’s down. Regen is a tool to be used when things are relatively safe, and helps you incrementally. It definitely won’t solve anything RIGHT NOW, and don’t be too anal about the 100% uptime.

Clipping Regen? Most of the time you DO NOT want to clip Regen (Reapplying it before it’s icon disappears). Before we discuss this we have to study some of Regens stats…

It takes 15 seconds for Regen to be equally mana efficient as Cure I. (6s left on Regen)
It takes 9 seconds for Regen to be equally strong as a Cure I (12s left on Regen)
Regen costs around 40% more than Cure I, but heals for around 160% more.

I would only clip my own Regen if I know my GCD’s will be very valuable in the immediate future. Some examples:

The height of T13’s Zoo phase is coming, I want to make sure my Regen will be “fresh” for the upcoming heavy damage. If there’s an existing Regen, I wont hesitate to clip it.

Divine Seal+Regen: My Divine Seal is about to wear off – squeeze value by making regen your last skill (even if it’s already on)
36s Divine Seal Regen: Applying Regen upon casting Divine Seal, and once again before it wears off results in a 36~ second mega-Regen.

Don’t be too anal about this. It’s not the end of the world if you clip regen – just make sure you do it for a reason.

The most experienced White Mages will have this simple mantra: “I will use the RIGHT spell for the situation”.

Cure I or Cure II?: Most white mages have a misconception about when to use Cure I versus Cure II. Some people have a mysterious stigma against using Cure II at all, which is laughable. First, ask yourself what is the CORE difference between these two heals.

“At the cost of a mana, we get out of potentially troublesome situations faster”

FASTER – that’s the feeling that drives most WHM’s from using Cure II. Two Cure I’s would be even stronger than a Cure II, but people want to be stress free NOW. The difference between a common and experienced White Mage? One of them knows when “faster is necessary”. What’s the main determining factor of this? RISK. The higher the risk of the situation, the better Cure II becomes. How do you know when it’s risky? EXPERIENCE with the encounter.

Doing too many Cure II’s is the sign of a panicked White Mage, and your mana will go dry asap. Doing too few? It’s a sign of an all too fussy WHM who’s obsessed with the thought that mana conservation gives you style points. The most experienced White Mages will have this simple mantra “I will use the RIGHT spell for the situation”.

Identifying and squeezing value out of Stoneskin, and integrating it into your raid strategy
is a mark of an exceptional WHM

Stoneskin: Our only shield, and an extremely important weapon in the White Mage repertoire. It’s main use is to prepare people for massive incoming damage. the downside? Its slow-ass cast time. Hopefully I don’t need to explain this (It’s primary use)  further. But is that all there is to Stoneskin? Certainly not.

– In about 5 seconds, you know an add will spawn. SS your off-tank!
– You’ve just switched on Cleric Stance and something ‘feels wrong’. After Aero II you decide that, to reduce risk, you need to heal somebody. Stoneskin isn’t affected by cleric stance! It still shields for the full amount.
-Stoneskin while MT is running to pull. It blocks another hit.

Need a more advanced example?

In T13 (early on) enrage was a real threat. Healing was also very tight in some phases (Mega->Rage->Giga). Megaflare stack + tower was FATAL even with succor + soil. This caused our BLM to move unnecessarily when MEGA+Tower happens.By Stoneskinning him, he didn’t have to move out for tower, allowing him to cast without interruption. Same for myself, I can IMMEDIATELY channel an AoE heal for Rage of Bahamut right after Mega+Tower, not needing to move out of tower. Instead of “wondering if tower will spawn on me, and having to move out” – a simple Stoneskin streamlined the process.

Remember, It’s our only shield. Yes, it has a prohibitive cast time and not always usable. But identifying and squeezing value out of Stoneskin, and integrating it into your raid strategy is one of the many points that separate a basic WHM froman exceptional one.

Medica II is the hero we deserve, but not always the hero we need

Medica, Medica II, Cure III?: White Mages have 3 AoE skills. What’s the right time for each?

The basic answer is: Medica II. Medica II is hyper-efficient and amazing as long as you’re actually healing anything. 99.9% of the time Medica II is mana WELL SPENT. But what about the others?

Medica I serves a niche purpose. When you need to heal more than 2 people NOW. It has a faster cast time and costs less than Medica II, but is much much weaker. Never feel bad about using it though, as long as those few guys NEED to be healed ASAP. Never, NEVER use Medica I after Medica II just so “their life bar is full”. Again the main feeling you need in your gut before you channel Medica I is “Do these people need to be topped up RIGHT NOW?”.

Here’s an example of when that’s necessary: AoE comes out and Medica II is, of course, the max value heal you can do. Now, some guys took heavier damage than normal (no DK or Path…). While Med II would usually be safe… due to error some guys need to be topped up. Multiple cures would be a waste of mana and time… just bite the bullet and Medica I.

Cure III? The oft forgotten brother in the bunch. Cure III is the strongest AoE cure (in terms of burst). It’s weakness? Proximity. Cure III isn’t always heard about because it requires 1 thing to pull off successfully: Strategy.

Okay, example. Megaflare followed by Giga right away. You Medica II’d because that’s SOP. Well, Gigaflare is coming in about 4 seconds. Your teammates are too spread out! Desperately, you attempt to Medica I but still get crushed by Giga. Cure III would have gotten you out of this situation quite easily. But everyone has to get the memo. Your raid must know that, even in fringe cases, WHEN to stack for Cure III. So while there are situation only CIII can handle, everyone has to be on the same page strat-wise.

Finding creative uses for Cure III should always be on your mind. Healing both tanks with Akh Morn? Check. Need a big heal on myself and the guy running toward me? Channel Cure III. There’s a ton of ways to use Cure III, but be careful – don’t try to force it just to show off.

WHM Cooldowns: Best Practices

Shroud of Saints: Our most important cooldown. It gives us back some mana – the reduced enmity part doesn’t matter most of the time. Shroud has a 2 minute CD. In a 12 minute fight, I would realistically want to use Saints 5 times. Any less, and you should consider it YOUR ERROR. A general rule? try to use it after the first or second minute of the fight, and on cooldown from there. Holding on to if for “when you’re really low” makes NO SENSE. Using Saints actively keeps you further away from the “really low” state.

Divine Seal: is our basic cooldown. Short duration, short cooldown. Basic increase to healing potency! What’s not to love. You know what’s not to love? When you aren’t using it enough!! Let’s run down the basics of DS. DS has a CD of one minute. Thankfully this lines up perfectly with alot of mechanics. It lines up with alot of mechanics. T13 P2 adds? Once a minute. Final phase Megaflare? Once a minute. T12? Bennu? Once a minute. So on so forth. DS has three main uses if we analyze the core of what drives us to use it. One is “saving mana“, “fixing errors“, and “increased output

Saving Mana: There are some lull phases in every encounter. You can do the “36 second Regen” during this time. This saves alot of mana since SCH pet + this can heal through alot of basic attacks. Also in some mechanics (T13 final phase Mega as an example) where Med II wont heal your team fast enough in preparation for the next mechanic. You can use Divine Seal to make sure it does. (A side note on medica 2… it leaves a HoT on MT so there really is alot of value in that spell)

Fixing Error: In any case wherein a sudden burst of healing may help you – IE partner healer dies, tank must get another add since OT dies, etc. Divine Seal can definitely help you out of a bind. Not much to explain here

Increased Output: would be the standard category wherein most DS uses fall. If an add spawns, use DSEAL and regen both tanks, greatly preventing risk to both. Increased CI/CII of course. Basically, stronger healing = lesser risk.

The best White Mages are aware of these scenarios, and balances the usage of Divine Seal so that it’s never “up for too long”. Only saving DS for the same niche scenarios every time is definitely value lost. Hell, you can even DS Regen on pull – that’s some value gained right there.

Presence of Mind: The ultimate WHM cooldown. Double Spell Speed is no joke (and a small bonus why I itemize SS~DET for my BiS). Presence of Mind will allow you, practically, to solo heal almost any known encounter for its duration. That’s not a joke when you think about it. PoM is so strong that I almost feel guilty using it. Identify the riskiest parts of each encounter and feel free to use PoM there! Combined with Divine Seal, this can lead to even more disgusting things. Note that PoM reduces cast AND recast rate, so enjoy your GCD’s!

Sadly, alot of PoM’s are wasted via “both healers have swiftcast down” scenario wherein it becomes a speed-up for Raise. This isn’t a bad use, take note, it’s a necessary evil sometimes.

Eye for an Eye: Often underused or misused. First, I’ll break down what E4E does:

Your target gets the buff for 30 seconds.
Anyone hitting the buffed party member has a 10% chance to be “tagged” each time they hit that person.
Any enemy tagged by E4E deals 20% less damage for 20 seconds. This can refresh.

So what are we looking for in targeting someone with E4E?

Must player must be “getting hit” for the next 30s at least. (Nearing tankswap? Just tanking an add? NOPE)
The enemy must be present in the battlefield for (at most) 50s. (Add that dies quickly? Boss about to invul? NOPE)

So 99% of the time using E4E on main tank is the correct choice, since most of the damage comes from the boss. The boss also has the highest chance of triggering E4E, and will likely live long enough. Lets study a specific scenario and how to improve E4E’s use:

T8 – Dread spawns in 15 seconds:

Scenario A: One or both E4E are used on MT and OT respectively upon dread spawn.
Scenario B: Apply E4E on MT right now.

Which scenario is best?

Scenario B is the right choice. Why? A doesn’t really do anything unless you have extreme luck. E4E might not even proc fast enough for it to help during this “heightened risk” time in the raid. So why is B more legit? If we E4E the MT early, we give it more time to proc on the boss. So once the dread comes out, our MT will be at less of a risk, and we can focus a little more on the OT’s survival!

Remember guys, the longer E4E has time to bite, the better it is. Don’t expect E4E to take effect ASAP – the best healers know to precast E4E so it will help them when they need it. Not leaving things up to RNG.

VirusAs a White Mage, virus sucks a bit. It doesn’t reduce magical damage unlike our Arcanist buddies. So most of the time we can throw Virus on adds without having the feeling of wasting it. In fact, you should be doing this! I can give billion examples of adds worth virusing by White Mage, since the SCH/SMN virus is far more important. T8 Dreads, T12 Bennu, T13 Red, T5 Asceplius, T6 superslugs, T7 Deathdancer – the list goes on.

Long story short, since Virus for WHM only reduces physical attacks, it severely lessens its practical applications. That doesn’t mean we shouldn’t use it as much as we can. We can even throw it to main boss if we’re sure Virus wont be needed in the next 45s (You cannot virus the same target 45s after initial Virus expires). Smart communication with your other casters in your raid should yield an optimal Virus setup for any encounter!

White Mage DPS Rotation

While a very unpopular choice, WHM’s can still DPS. In fact, if you do zero DPS, there’s something wrong with you. But sadly our horrific accuracy prevents us from doing this efficiently if we don’t specifically meld gear for it. Lets look at all the WHM DPS skills at the table below:

SpellInitial3s6s9s12s15s18s
Stone II170------
Aero50(+25)75100125150175(!)200
Aero II50(+40)90130170(!)210--

What does this table tell us? Well first of all our point of comparison is Stone II, which is for all intents and purposes, the WHM basic attack. Our only 2 other basic attacks are Aero and Aero II (DoT’s). The WHM DoT’s match up quite poorly to Stone II. Clipping them in any way doesn’t give a net gain of Potency at any practical point. Good news it they’re more mana efficient than Stone II. Bottomline is do not clip Aero or Aero II. On a side note – Holy is our strongest potency skill, but has a restrictive cast time and mana cost. Only use in packs of 3 or more (sometimes 2). IE, AoE situations.

DoT’s fell off? It’s not the end of the world. Aero I should never be cast on an enemy whose life expectancy is less than 15s. Aero II should never be cast on an enemy whose life expectancy is less than 9s. Basic stuff, but it should be mentioned.

Here are some guidelines to get max value from your DoT’s
– Once Aero I has 1 second left on enemy, it’s 100% safe to recast it.
– Once Aero II has 2 Seconds left on enemy, its 100% safe to (pre)cast it.

Aero I is a little special, though. It’s a zero cast time skill, which WHM’s only have 2 of (Regen, and Aero). So it’s an excellent filler while moving even when out of cleric stance. It also serves as a great spell to use before using any of your buffs. Clipping it because you’re moving isn’t so bad. It’s better than just staring into space.

Most of the time, I consider WHM baseline DPS to be switching to Cleric, doing Aero II, Aero I, Fluid Aura then switch out. If you do this every 30s (CD of fluid), you’re probably doing more DPS than 90% of WHM’s out there.

I can go on a long explanation why SCH’s are supposed to do more DPS than a WHM. There’s plenty of reasons, but the main one would be SCH’s 3 skills which CANNOT MISS, as well as being in Cleric Stance as less disruptive to the SCH kit as compared to WHM’s. I guess portion belongs in my upcoming geberal healing guide.

Best DPS opener for WHM

Areo II, Aero, (Walk during GCD + Swiftcast), Holy (Stone II if mana may be an issue), Fluid Aura (on GCD), consider Saints Shroud (Revert to healing, or continue to use Stone II). Consider using PoM in this opener, too! But like all things healing, this isn’t so cut and dry. This opener does 1950 potency if you used 7 Stone II’s in your PoM. You can use a Mind Potion, too. That’s a ton of burst.

Related WHM Resources

White Mage BiS

(more resources to be added when they’re fixed, I guess)

Well thanks for reading my White Mage healing (and other things) guide. “But Mahiko San-” ADD IT IN COMMENTS! I’d love to hear from you guys. This is feels a little bloated at nearly 3000 words so I’m consideration halving it or… well I just kept writing and this is where it’s at (for now). As always, Like us on Facebook for more FFXIV updates! Have fun with your White Mage!

FFXIV: Ninja General Guide & FAQ

All you need to know about Ninjas in FFXIV: A Realm Reborn! How to become a Ninja, Ninja requirements, Ninja skills, FAQ’s and Guides!

(NINJA BANNER NEEDED)
Note that this page contains what we know for SURE, and will be updated come 2.4

How do I become a Ninja in ARR?
You need to be a Rogue (30) and Pugilist (15) First! If you’ve met these requirements, you can return to the Rogues Guild in XXX to get your quest to obtain the “Soul of the Ninja”. In FFXIV ARR, becoming a job is as simple as equipping the required Soul.

What’s the Ninja playstyle?
Unlike other melee classes, Ninja has the least positional strikes. The uniqueness of the Ninja rotation is based all around the Mudras. Choosing the best Ninjutsu for the situation and not getting confused on Mudras would separate the chumps from the Hokages!

What are good Ninja stats?
DEX is the main Ninja stat, increasing their damage dealt. For secondary stats, we shall see. But Determination and Critical Strike are always a safe choice. Of course we will update this when more information is found.

What are the Ninja Traits?
There are no Ninja specific (or any advanced job for that matter) traits. You inherit all Rogue traits you’ve already learned.

What are the Ninja Skills?
Aside from the skills below, you may use any skill you’ve learned as an Rogue. Ninjas also have access to some Lancer  and Pugilist skills.

IconLevelSkillDescription
ShukuchiMove quickly to the specified location.
Cannot use when bound.
Ten (MUDRA)Mudra hand sign for "heaven." Duration: 5s
Shares a recast timer with the mudras Chi and Jin.
Chi (MUDRA)Mudra hand sign for "earth." Duration: 5s
Shares a recast timer with the mudras Ten and Jin.
Jin (MUDRA)Mudra hand sign for "man." Duration: 5s
Shares a recast timer with the mudras Ten and Chi.
NinjutsuExecutes a ninjutsu depending on Mudra used. FAILS if any other action is taken before Mudras are combined or expires.
Shares a recast timer with the mudras Ten, Chi, and Jin.
KassatsuResets the ninjutsu cooldown. Next ninjutsu is auto-critical. Duration: 15s
Fuma ShurikenDelivers a ranged ninjutsu attack with a potency of 240.
Mudra Combination: Any one of the Ten, Chi, or Jin mudra
KatonDelivers fire damage with a potency of 180 to target and all enemies near it.
Mudra Combination: Chi→Ten or Jin→Ten
RaitonDelivers lightning damage with a potency of 360.
Mudra Combination: Ten→Chi or Jin→Chi
HyotonDelivers ice damage with a potency of 140.
Additional Effect: Bind Duration: 15s (PvP 12s)
Mudra Combination: Ten→Jin or Chi→Jin
HutonIncreases attack speed by 15%. Duration: 70s
Mudra Combination: Jin→Chi→Ten or Chi→Jin→Ten
DotonCreates a patch of corrupted earth, dealing damage with a potency of 30 to any enemies who enter.
Duration: 24s
Additional Effect: Heavy (while upon corrupted earth)
Mudra Combination: Ten→Jin→Chi or Jin→Ten→Chi
SuitonDelivers water damage with a potency of 180.
Additional Effect: Grants the caster Suiton Duration: 10s
Mudra Combination: Ten→Chi→Jin or Chi→Ten→Jin
Rabbit MediumFailed Mudra combinations result in this useless skill.

We chose not to order the skills by level to further increase clarity of the Ninja System.

How many cross-class skills can Ninja use?
Ninja can have up to 5 skills from the Lancer and Pugilist class combined. (5 for Advanced Jobs, as compared to 10 that Rogue can equip)

Do I have to level up Ninja separately?
No, your EXP in Ninja rises as you level up your Rogue class. Leveling up as s Ninja will increase your Rogue EXP.

Any other Ninja Guides and Resources?
If you’re aspiring to be a kick-ass Ninja, you’re gonna want to read a few of these resources:

  • Ninja Best in Slot & End Game Gear Guide (To be created)
  • Ninja Stats (To be created)
  • Ninja Cross Class Skills (To be created)

As always, like us on Facebook for updates. Check us out on YouTube and Twitch, too!

FFXIV Summoner (SMN) Cross Class skills guide

What are the best Summoner Cross Class Skills? Find out the best cross-class skills of SMN and the best way to get them!

What are the Arcanist -> Summoner Cross Class Skills? Here, we will be strictly discussing the cross-class skills Summoner can get from the other base classes.

How many cross-class skills can I get as a Summoner? Any job class may only equip five (5) cross-class skills.

From what other classes does Summoner get skills from? Archer and Thaumaturge.

What are the best Summoner cross-class skills? This is discussed below.

Full list of Summoner (SMN) Cross-class skills

NameIconLevelDescriptionFrom Class
Raging Strikes4A large damage boostArcher (ARC)
Surecast8Your next spell cannot be interrupted by damage.Thaumaturge (THM)
Ice II12Weak AoE bind.Thaumaturge (THM)
Hawk's Eye26+DEX and +AccArcher (ARC)
Swiftcast27Causes your next spell to have no cast time.Thaumaturge (THM)
Quelling Strikes34Reduces Enmity GeneratedArcher (ARC)

Summoner (SMN) Cross-class skills discussion

Raging Strikes: A low level skill, but a damn good one. Learn to maximize this in raids!

Surecast: You’re only equipping this since you can’t really use anything else. While borderline useless – it has the rare application.

Ice II: A weak potency AoE attack, with a bind effect. Only useful for around 3+ enemies. Better than spamming RUIN!

Swiftcast: THE BEST CROSS-CLASS SKILL of all time. For summoner, using this with Resurrection is a great addition to any raidgroup.

Quelling Strikes: Make it a habit to use this on pull and on newly spawned adds in raids. Your tanks will thank you.

Hawk’s Eye: Absolutely useless to you. +DEX and +Accuracy (physical) have zero practical use for you.

Ideal Summoner (SMN) Cross-class progression

  1. Archer to 4 for: Raging Strikes.
  2. Thaumaturge to 15 for: Unlocking SMN. (Unlocks Blizzard II along the way)
  3. Arcanist to 30 for: SMN Requirement.
  4. Summoner to 50 for: Maximum level.
  5. Thaumaturge to 27 for: Swiftcast
  6. Archer to 34 for: Quelling Strikes (All Cross-class skills obtained)
    You got Hawk’s Eye along the way: USELESS FOR YOU.

Summary

  • Summoners use skills from: Archer and Thaumaturge.
  • Add Swiftcast to your repertoire! Using this for Shadowflare is probably your default.
  • Raging Strikes – learn to time this well in raids! Combine it with Contagion for PROFIT!
  • Quelling Strikes, while not super important for SMN… use it at the start of fights! Also on adds that spawn!

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FFXIV Monk (MNK) Cross Class skills guide

What are the Pugilist -> Monk Cross Class Skills? Here, we will be strictly discussing the cross-class skills Monk can get.

How many cross-class skills can I get as a Monk? Any job class may only equip five (5) cross-class skills.

From what other classes does Monk get skills from? Marauder and Lancer.

What are the best Monk cross-class skills? This is discussed below.

Full list of Monk (MNK) Cross-class skills

Monk    
NameIconLevelDescriptionFrom Class
Feint2Damages and slows enemiesLancer (LNC)
Foresight2Increases defenseMarauder (MRD)
Skull Sunder4Attack that generates enmityMarauder (MRD)
Keen Flurry6Increases parry rateLancer (LNC)
Fracture6Damage over time (DOT)Marauder (MRD)
Impulse Drive8Attack. Damage is stronger if dealt at the back of targetLancer (LNC)
Bloodbath8Converts damage dealt to HPMarauder (MRD)
Invigorate22Instantly restores 300 TPLancer (LNC)
Mercy Stroke26Attack that can only be executed when enemy is below 20% HP. Up to 20% life steal.Marauder (MRD)
Blood for Blood34Damage dealt +20%, Damage taken +25%Lancer (LNC)

Monk (MNK) Cross-class skills discussion

Feint – If there are key adds that can be slowed, and you don’t have a LNC / DRG, take it.

Foresight, Keen Flurry – Take one or the other if surviving physical damage is a concern.

Fracture – A decent DoT as always.

Impulse Drive – My impulses tell me it’s not worth getting this as a monk.

Bloodbath – A pretty decent self-healing mechanism, for the lack of other things to take.

Invigorate, Blood for Blood – well, this is the main event in terms of monk cross class. Take these two and dont look back.

Mercy Stroke – This is kind of underrated. Pretty strong for when it’s needed.

Ideal Monk (MNK) Cross-class progression

  1. Pugilist to 15 for: Unlocking other classes.
  2. Marauder to 6 for: Fracture.
  3. Pugilist to 30 for: MNK Requirement.
  4. Lancer to 15 for: MNK Requirement.
  5. MNK to 50 for: Maximum level.
  6. Lancer to 34 for: Blood for Blood.
  7.  Marauder to 26 for: Mercy Stroke(All Cross Class Skills Obtained)

Like always, getting an extra DoT from Marauder 6 is very helpful early on.

Summary

  • Monks use skills from: Gladiator and Pugilist.
  • Invigorate and Blood for Blood are your key offensives here.
  • For defensives, Foresight and Bloodbath.
  • Best Monk Cross-Class Skills:
    Blood for Blood, Mercy Stroke, Invigorate, Fracture, Bloodbath.

More Info: Pugilist | Monk | PGL MNK Stats

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