FFXIV Healer Role Actions: Guide & FAQ

All you need to know about Healer Role Actions in FFXIV, the replacement for cross-class skills!

Here’s quick  guide about Healer Role ActionsShadowbringers has brought yet another update to the Role Actions system (previously the cross-class skills system). This time around, we no longer have to choose – and have access to all Role Actions!

What Jobs get the Healer Role Actions?

Job Classes

White Mage(WHM)
Scholar (SCH)
Astrologian (AST)

Base Class 

Conjurer (CNJ)

Healer Role Actions – Navigation:
Healer Role Actions List | Role Actions Uses & Discussion

Healer Role Actions list

LvlActionDescriptionDurationCastRecast
8ReposePuts target to Sleep.302.52.5
10EsunaRemoves a single debuff from your target.-12.5
18SwiftcastNext spell is cast without cast time.10Instant60
24Lucid DreamingRegain MP over time.21Instant60
44SurecastSpells can be cast without interruption. Ignore most position altering effects.6Instant120
48RescuePull a party member to your side.-Instant150

Healer Role Actions: Quick Strategy & Discussion

Here we talk a little bit about each of the role actions, and their applications.

Repose

I dont think this has ever been used in raiding, but this is a godlike soloing and questing skill. Putting enemies to sleep so you can interact with objects is the best.

Esuna

Bind it close – this comes up in almost all dungeons and many raids. And it’s very important to use when it does come up! Clearing a debuff is often the difference between life and death.

Swiftcast

Will mostly be used to instant cast your resurrection, or AoE heal. I guarantee that’s the use 99% of the time. The other 1% is the rare heavy single target heal you need to make sure someone survives.

Lucid Dreaming

Use it often. Restoring your mana is great, for reasons I need not expound on. “Mo’ Mana, No Problems”. Timing on using it isn’t so important these days but try to avoid “mega overflow”.

Surecast

Very niche skill in some raid encounters. It’s super rare that a strategy would require the use of Surecast, but please be aware of this skill in your repertoire in case it does!

Rescue

An amazing skill that saves lives. Admittedly it’s quite difficult to use sometimes because of its “animation lock”. Admittedly I forget to use this when I could have saved someone – bind it “close enough”. I had it bound to 8 before, and I didn’t get much saving done until I bound it closer.

Healer Role Actions – Navigation:
Healer Role Actions List | Role Actions Uses & Discussion

Well, that’s about it for Healer Role Actions! FOR NOW! I’ll be adding to this soon.

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FFXIV Job Unlocking & Requirements Guide | 5.0 Shadowbringers

SHADOWBRINGERS UPDATED: Dancer and Gunbreaker added. Learn the requirements and how to unlock all jobs and classes in FFXIV!

Hello there and welcome to our completely overhauled FFXIV Job Unlocking & Requirements Guide! This guide is updated up to Shadowbringers! Let’s get right to it, straight to a summary table! Althrough I have a feeling you’re here for Dancer or Gunbreaker, lol.

If you’re confused, or maybe looking for a base class – look at the notes below the table.

LOST IN YOUR JOB QUEST?
CHECK RIGHT BELOW YOUR MAIN SCENARIO QUEST BOX!

Job Requirements & Unlock Quest: SUMMARY

Click on the class name to scroll to its more detailed section.

JobCodeUnlock Quest NameLocation & AreaXYRequirement Note
AstrologianASTStairway to the HeavensThe Pillars1510Disciple of War or Magic L50
BardBRDA Song of Bards and BowmenNew Gridania1511Archer (ARC) L30
Black MageBLMTaking the BlackUldah - Steps of Nald712Thaumaturge (LNC) L30
Blue MageBLUOut of the BlueLimsa Lower Decks1011Disciple of War or Magic L50
DancerDNCShall We DanceLimsa Lower Decks912DoW or DoM L60
Dark KnightDRKOur EndThe Pillars138Disciple of War or Magic L50
DragoonDRGEye of the DragonOld Gridania145Lancer (LNC) L30
GunbreakerGNBThe Makings of a GunbreakerNew Gridania1111DoW or DoM L60
MachinistMCHSavior of SkysteelFoundation810DoW or DoM L50
MonkMNKBrother from Another MotherUldah - Steps of Nald910Pugilist (PGL) L30
PaladinPLDPaladin's PledgeUldah - Steps of Thal911Gladiator (GLD) L30
Red MageRDMTaking the RedUldah - Steps of Thal1411Disciple of War or Magic L50
NinjaNINPeasants by Day, Ninjas by NightLimsa Lower Decks816Rogue (ROG) L30
SamuraiSAMThe Way of the SamuraiUldah - Steps of Nald99Disciple of War or Magic L50
ScholarSCHForgotten but Not GoneLimsa Lower Decks411Arcanist (ACN) L30
SummonerSMNAusterities of FlameLimsa Lower Decks411Arcanist (ACN) L30
WarriorWARPride and Duty (Will Take You...Limsa Upper Decks116Marauder (MRD) L30
White MageWHMSeer FollyOld Gridania610Conjurer (CNJ) L30

From here, let’s have a little note about each and every job (or class) you want to unlock, its requirements, and a little protip for each!

Base Classes Unlocking, Requirements & Tips

ALMOST ALL base classes (WITH THE NOTABLE EXCEPTION OF ROGUE), can be accessed as you create your character, as you spawn into this world! Here’s a quick table of base classes (click on the box below), and where to unlock them.

Base Class unlocking table
JobCodeUnlock Quest NameLocation & AreaXY
ArcanistACNWay of the ArcanistLimsa Lower Decks411
ArcherARCWay of the ArcherNew Gridania1512
ConjurerCNJWay of the ConjurerOld Gridania611
GladiatorGLDWay of the GladiatorUldah - Steps of Thal911
LancerLNCWay of the LancerOld Gridania145
MarauderMRDWay of the MarauderLimsa Upper Decks116
PugilistPGLWay of the PugilistUldah - Steps of Nald910
RogueROGMy First DaggersLimsa Lower Decks816
ThaumaturgeTHMWay of the ThaumaturgeUldah - Steps of Nald712

ALL OF THE BASE CLASSES
seem to have ditched the old requirements to unlock..?

Rogue is a little different. It’s the only base class you cannot START THE GAME WITH. So any new player aspiring to be a Rogue (and eventually Ninja) would be best served by choosing a starter base class that spawns in Limsa, either Arcanist or Marauder. But honestly, it doesn’t make much of a difference.

Astrologian Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Astrologian.

  • Quest: Stairway to the Heavens
  • Location: The Pillars (15,10)
  • NPC:
  • Requirements: Level 50 DoW or DoM
  • Aetheryte -> Aethernet:

New players wanting to play AST asap will have to take a bit of a detour. The requirements are having a disciple or magic or war at level 50. So you might as well level up a healer. Start the game as Conjurer (into White Mage), or Arcanist (into Scholar).

The sad part is Astrologian starts at L30. Ouch.

Bard Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Bard.

  • Quest: A Song of Bards and Bowmen
  • Location: New Gridania (15,11)
  • NPC:
  • Requirements: Level 30 Archer (ARC), and all class quests.
  • Aetheryte -> Aethernet: New Gridania -> Archers Guild

Being part of the original roster of Jobs, new players aspiring to play BRD have it easy. Simply start the game as an Archer, and you’ll be well on your way to being a Bard!

Black Mage Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Black Mage.

  • Quest: Taking the Black
  • Location: Uldah – Steps of Nald (7,12)
  • NPC:
  • Requirements: Level 30 Thaumaturge (THM), and all class quests.
  • Aetheryte -> Aethernet:

As one of the original Jobs, new players wanting to blow up the world with BLM simply have to start the game as Thaumaturge, and you’ll be burning your path to Black Mage in no time.

Blue Mage Unlocking, Requirements & Tips

WARNING: MEME TIER JOB. PLEASE READ

Here’s a quick summary on unlocking Blue Mage.

  • Quest: Out of the Blue
  • Location: Limsa Lower Decks (10,11)
  • NPC:
  • Requirements: Level 50 DoW or DoM
  • Aetheryte -> Aethernet:

HOLD IT! BEFORE YOU HAVE DELUSIONS OF GRANDEUR ABOUT YOUR CARREER AS A BLUE MAGE – BLU is the first “Limited Job” or whatever it’s called. IT DOES NOT REACH MAX LEVEL! So hold your horses. Sadly you have to choose something else for a serious path.

Currently Blue Mage is a purely “for fun” kinda job… I suppose…

Dancer Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Dancer.

  • Quest: Shall We Dance
  • Location: Limsa Lower Decks (9,12)
  • NPC: Eager Lominsan
  • Requirements: Level 60 DoW or DoM
  • Aetheryte -> Aethernet: Lower Decks Aetheryte straight up… it’s near.

As one of the Shadowbringer Jobs, Dancer requires you have a level 60 disciple or war or magic to unlock. So new players have a bit of a journey ahead before they get to shake dat booty.

Technically the quickest way to level up to 60 is by taking advantage of tank or healer queues, but I would highly advise newer players to play a similar role – so starting from Archer into Bard should get you in rhythm.

Dark Knight Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Dark Knight.

  • Quest: Our End
  • Location: The Pillars (13,8)
  • NPC:
  • Requirements: Level 50 DoW or DoM
  • Aetheryte -> Aethernet:

New players wanting to play DRK asap will have to wait a bit. You need a Level 50 disciple of magic or war to unlock Dark Knight. My advice is to get used to tanking, and start the game as Gladiator (into Paladin), or Marauder (into Warrior).

Sadly, Dark Knight is one of three jobs that “backtrack” in level, starting out their journey at Level 30. Oof.

Dragoon Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Dragoon.

  • Quest: Eye of the Dragon
  • Location: Old Gridania (14,5)
  • NPC:
  • Requirements: Level 30 Lancer (LNC), and all class quests.
  • Aetheryte -> Aethernet:

New players attracted by the flashiness of DRG are in luck – it’s one of the original jobs so starting the game out as Lancer (LNC) will “point” you in the right direction.

Gunbreaker Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Gunbreaker.

  • Quest: The Makings of a Gunbreaker
  • Location: New Gridania (11,11)
  • NPC: Gods’ Quiver bow
  • Requirements: Level 60 DoW or DoM
  • Aetheryte -> Aethernet: New Gridania straight up. Near aetheryte.

New players who wanna squall it up as GNB will have to put in some work first. You need an L60 combat class of any other kind. I highly recommend picking something of the same role though. So Gladiator into Paladin, or Marauder into Warrior are your best bets.

Gunbreaker starts at L60 so there’s no real time lost there.

Machinist Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Machinist.

  • Quest: Savior of Skysteel
  • Location: Foundation (8,10)
  • NPC:
  • Requirements: Level 50 DoW or DoM
  • Aetheryte -> Aethernet:

New players who want to pile it in with the bots as MCH are in for a bit of work… You need an L50 combat class, which technically is easiest reached by a tank or healer.

HOWEVER, I will always recommend another class of the same role so Archer (ARC) into Bard (BRD) would be my shot at a recommendation.

Sadly, Machinist is one of three classes that backtrack their level – starting out as a Level 30 character. Hnnng.

Monk Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Monk.

  • Quest: Brother from Another Mother
  • Location: Uldah – Steps of Nald (9,10)
  • NPC:
  • Requirements: Level30 Pugilist (PGL), and all class quests.
  • Aetheryte -> Aethernet:

New players who have the unexplained desire to punch stuff ASAP with MNK are in luck – it’s one of the original jobs so starting the game off as Pugilist (PGL) will allows you to hit it off in no time.

Paladin Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Paladin.

  • Quest: Paladin’s Pledge
  • Location: Uldah – Steps of Thal (9,11)
  • NPC:
  • Requirements: Level 30 Gladiator (GLD), and all class quests.
  • Aetheryte -> Aethernet:

New players wanting to star the game as PLD are lucky – it’s one of the original jobs! Simply starting the game as Gladiator will reinforce your path straight into the shield.

Red Mage Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Red Mage.

  • Quest: Taking the Red
  • Location: Uldah – Steps of Thal (14,11)
  • NPC:
  • Requirements: Level 50 DoW or DoM
  • Aetheryte -> Aethernet:

New players itching to swashbuckle as RDM will have to level up another combat class to L50 first. While technically leveling a tank or healer would improve your speed I always recommend picking a similar class to kickstart your journey!

That being said, the closest thing would be Thaumaturge (THM) into Black Mage (BLM). From there, get to Red Mage!

Luckily RDM starts as L50 so you’ll pick up right where you left off.

Ninja Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Ninja.

  • Quest: Peasants by Day, Ninjas by Night
  • Location:  Limsa Lower Decks (8,16)
  • NPC:
  • Requirements: Level 30 Rogue (ROG), and all class quests.
  • Aetheryte -> Aethernet:

New players wanting to live the NIN dream will want to get to Rogue (ROG) ASAP. However, you cannot start the game as rogue!

That being said Rogues need a relatively low unlock requirement (L10, and a low level MSQ). The most efficient choice for me personally is picking any other class that starts in Limsa, Marauder or Arcanist, then switch to Rogue when able.

Samurai Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Samurai.

  • Quest: The Way of the Samurai
  • Location: Uldah – Steps of Nald (9,9)
  • NPC:
  • Requirements: Level 50 DoW or DoM
  • Aetheryte -> Aethernet:

New players wanting to train in the blade of SAM have to level up another combat class to Level 50 first… Technically, the fastest way is to level up a tank or healer to take advantage of faster queues –

BUT! I always advise going for a similar role on your journey. Pick any starting melee DPS (Monk, Dragoon, or Ninja) as your goal, and unlock its base class (Pugilist, Lancer, or Rogue respectively).

Luckily Samurai starts at L50 – right where you left off!

Scholar Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Scholar.

  • Quest: Forgotten but Not Gone
  • Location: Limsa Lower Decks (4,11)
  • NPC:
  • Requirements: Level 30 Arcanist (ACN), and all class quests.
  • Aetheryte -> Aethernet:

New players strategizing their way to SCH should rest easy since it’s one of the original jobs! Starting out as an Arcanist (ACN) should put you right in the books to become a Scholar!

As an added bonus, SCHOLAR EXP IS SHARED WITH SUMMONER – so you can choose to pew pew when it suits you! (Soloing, for example).

Summoner Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Summoner.

  • Quest: Austerities of Flame
  • Location: Limsa Lower Decks (4,11)
  • NPC:
  • Requirements: Level 30 Arcanist (ACN), and all class quests.
  • Aetheryte -> Aethernet:

New players wanting to control deez SMN pets are in luck. It’s one of the original jobs so starting the game as Arcanist (ACN) will put you right in control up to Summoner!

As an added bonus SUMMONER EXP IS SHARED WITH SCHOLAR, so you get a healer to boot!

Warrior Unlocking, Requirements & Tips

Here’s a quick summary on unlocking Warrior.

  • Quest: Pride and Duty (Will Take You…)
  • Location: Limsa Lominsa Upper Decks (11,6)
  • NPC:
  • Requirements: L30 Marauder (MRD), and all class quests.
  • Aetheryte -> Aethernet: Limsa Lominsa Lower Decks -> Marauders Guild.

New players itching to be an Axe-wielding WAR, fret not! It’s one of the original jobs so starting off as a Marauder (MRD) will put you in the right direction straight to Warrior!

White Mage Unlocking, Requirements & Tips

Here’s a quick summary on unlocking White Mage.

  • Quest: Seer Folly
  • Location: Old Gridania (6,10)
  • NPC:
  • Requirements: Level 30 Conjurer (CNJ), and all class quests.
  • Aetheryte -> Aethernet: New Gridania

New players who want to go straight to WHM are in luck. It’s one of the original jobs so simply starting your journey as a Conjurer (CNJ) will set you on the straight and narrow to White Mage!

THAT’S IT FOR ALL JOB UNLOCKS!

I’ll be updating this guide with further supplemental info in the very near future, so stay tuned! GOOD LUCK UNLOCKING THOSE JOBS AND GETTING THOSE REQUIREMENTS!

FFXIV 3.3 White Mage (WHM) Best in Slot (BiS) Gear

3.3 UPDATED! WHM Best in slot guide! “Screw Ballad”. WHM Lore buy order, Melding, Pages & Normals, more!

So you haven’t been disheartened by Manipulator & Co! You’re back for more Robots in 3.3! If you’re trying to find the WHM BiS for 3.3 you’ve come to the right place! (Or a valid data point at the very least!)

3.3 Notes: The only relevant changes to BiS are the possibility to use the relic – Cane of the White Tsar. Stats? Well, you can’t go wrong with PIE. SS and ACC are also good, too.

Navigation: White Mage BiS
WHM BiS | Discussion | Lore Buy Order (&Pages)  | Crafted TBA

3.3 White Mage Best-in-Slot

WHMItemMeld 1Meld 2PieSSDetCrit
WeaponPrototype Midan Metal CanePIE VPIE V11200123
Offhand-------
HelmMidan Horn of HealingPIE VPIE V720660
BodyAugmented Hailstorm Coat of HealingSS VSS V11724750
HandMidan Gloves of HealingSS VDET V7260120
BeltMidan Belt of HealingSS V-5412340
LegsMidan Trousers of HealingPIE VPIE V10400112
BootsAugmented Hailstorm Boots of HealingPIE VPIE V726900
NeckMidan Neckband of HealingSS V-544800
EarringAugmented Primal Earrings of HealingSS V-5412340
WristAugmented Primal Bracelet of HealingSS V-544800
RingMidan Ring of HealingSS V-5412340
RingAugmented Primal Ring of HealingPIE V-1151036
FoodHot Chocolate--301600
StatsTotals from items ->--860352255271
Totals with base ->--1121706473625

WHM BiS Discussion

Weapon? Honestly I don’t know if the 5 ilvls of Midan beats out Augmented or Relic. Personally, I’d be more than happy with the latter. I really don’t like crit, as you may know.

Why so much Piety? Piety is the most STABLE WHM STAT. Legit, it is the ONLY STAT that directly helps you in progression. Again, as most healers already know if you’re maxed out on iLvl, secondary stats don’t really matter. However, for pure power and the steps of reaching this point – Piety is the sole stat that will universally help you to reach “godhood”. The only reason you’d drop PIE is for niche reasons like absolute speed-running.

But I wanna deeps! Of all the healers, WHM has the poorest DPS efficiency with stifling mana costs and no sure-hit skills. As such PIE is still needed to an extent. What’s the best DPS stat? Crit fanboys will tell you crit, but that’s untrue. It’s ACCURACY! 

There’s not much to discuss about this tiers WHM BiS. All slots have Piety except the ring, and there’s no suitable substitute.

Boots? Don’t really matter. You can use either boots and still be happy. It’s a direct tradeoff of SS or DET.

Lessen Piety? The easiest substitutes would be switching the pants and chest (Using: Midan Chest of Healing and Augmented Hailstorm Legs). You can also replace any and all PIE melds to SS, DET or ACC. It’s better to have too much mana and adjust your build, rather than too little and regret.

To anyone that doubts PIE, I cleared A4S with zero ballad using sac strat far below ilvl 210. That includes many solo-healing phases.

If you’re a fan of Crit, or put massive importance to any other substat than PIE (SS and DET are good for me, but it’s a far second from Piety) then this isn’t the BiS list for you.

 

WHM Lore Tomestone Buy Order

The below spending strategy is purely to obtain BiS fastest:

  • Weapon: is a legit “filler” until you down A8S. The stats are great!
  • Chest: Bought first since midan is A8S.
  • Boots: And this is next since A6S is midan.
  • Ring > Wrist > Earring (Ordering a bit irrelevant, but Ring first is value)

ANYTHING ELSE IS OPTIONAL: Legs, Helm, Gloves, Belt purely for the stats, then the “other accessories” NeckRing (Unupgraded).

Using up Pages and Midas Normal Parts

Click on the expandables below to see how you should spend pages, and which Midas Normal parts to get first –

Midan Savage Pages

Midan Savage Pages

The below spending strategy is purely to obtain BiS fastest:

A5S: Ring > Neck > Any
A6S: Helm > Hand > Belt > Illuminati Dark Gobcoat x 3 > Any
A7S: Pants > Illuminati Taut Gobtwine x 2 > Any
A8S: Weapon > Any (Gobdip could be a good choice and wait for the cane)

Midan Normal Parts

MIDAN NORMAL PARTS

“what should WHM’s pick up in Midas normal”! Is something I get asked often so here it is

This is a general thing, and people might have varying levels of gear or goals but as a catch-all good enough recommendation:

WeekM1NM2NM3NM4N
W1pedallensspringspring
W2pedallensspringspring
W3chainboltcrankcrank
W4boltboltanyany

W5 and up – ANY.

This avoids the chest (sucky stats), and rushes the legs (great stats). allowing you to get the Weapon > Chest from Lore at week 5 – covering all major body pieces. It also fills most body pieces by week 3.

Click the above!!!

WHM Crafted Gear Viability

In order to facilitate the speedy update of all BiS pages, I will not discuss every detail just yet. But of course, the info here will encompass 90% of your needs. I usually update this later on…

Navigation: White Mage BiS
WHM BiS | Discussion | Lore Buy Order | Crafted TBA

Well, good luck on gearing your White Mage for 3.3, and I hope the robots drop the loot you need!

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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.

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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).

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FFXIV White Mage (WHM) Cross Class skills guide

Go to our
Healer Role Actions Guide
instead!!!
It’s Stormblood updated!!!

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

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

From what other classes does White Mage get skills from? Arcanist and Thaumaturge.

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

Full list of White Mage (WHM) Cross-class skills

NameIconLevelDescriptionFrom Class
Ruin1Generic non-elemental nuke.Arcanist (ACN)
Physick4Basic heal.Arcanist (ACN)
Surecast8Your next spell cannot be interrupted by damage.Thaumaturge (THM)
Ice II12Weak AoE bind.Thaumaturge (THM)
Virus12Reduces targets STR & DEXArcanist (ACN)
Swiftcast27Causes your next spell to have no cast time.Thaumaturge (THM)
Eye for an Eye34A defensive shield that gives a chance to reduce enemy damage dealt.Arcanist (ACN)

White Mage (WHM) Cross-class skills discussion

Ruin: Useless. Use Stone II over this anyday.
Physick: Still useless. Cure is still more synergistic with your overall kit.

Surecast: Useful in PvP! It’s use in PvE is extremely rare, but it still deserves one of the 5 slots.

Ice II: A weak potency AoE attack, with a bind effect. It’s your only choice for AoE until holy (But this is really weak…). This is really good in PvP though!

Virus: The second best WHM cross-class skill. Reduces boss physical damage, great for heavy damage phases.

Eye for an Eye: Admittedly this isn’t exactly game-breaking, but useful enough. A % chance to have the striker deal less damage is just way too inconsistent, but any increase is defense is always good.

Swiftcast: THE BEST CROSS-CLASS SKILL of all time. The sheer effectiveness of Swiftcast on White Mage is just insane. Along with Benediction, this becomes an “anti-wipe” on a 60 second cooldown. Pure insanity. Maximizing Swiftcast will cause the reversal of many otherwise failed raids. (Yes, Swiftcast + Raise works)

 

Ideal White Mage (WHM) Cross-class progression

  1. Conjurer to 15 for: Unlocking other classes.
  2. Conjurer to 30 for: WHM Requirement.
  3. Arcanist to 15 for: WHM Requirement.
  4. Conjurer to 50 for: Maximum level.
  5. Thaumaturge to 6 for: Thunder
  6. Thaumaturge to 27 for: Swiftcast
  7. Arcanist to 34 for: Eye for an Eye (All Cross-class skills obtained)

Getting THM 6 is a step you should not skip. It’s absolutely worth the trouble, as you will be using Thunder for the rest of your life as a White Mage, and makes levelling up much less painful.

Summary

  • White Mages use skills from: Arcanist and Thaumaturge.
  • Learn to use Virus early and often!
  • Swiftcast is amazing. Get it and practice using it. It will save many raids.

More Info: Conjurer | White Mage | CNJ WHM Stats

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FFXIV Conjurer / White Mage Stats and Materia Guide

What’s a good conjurer stats build? What are useful white mage stats? Conjurer/White Mage materia? If any of these questions brought you here, you came to the right place. Whether its by stat allocation, gear or materia, knowing what stats your Conjurer or White mage need should never be far from mind!

Conjurer (CNJ) & White Mage (WHM) Stats

What are the conjurer or white mage stat weights?

MND > PIE > Determination > Spell Speed > Critical Chance > VIT

*These may vary slightly from patch to patch, or by personal preference. Following the recommendation above will always give you a good CNJ & WHM build.

Conjurer (CNJ) & White Mage (WHM) Primary Stats Allocation

What stats should I add as a conjurer or white mage?

MND > PIE> VIT

Since this is where people may mess up the most, I’ll explain it in word for word. When you allocate stats, put as much points into MND (Mind) as you can. If you cannot put any more points into MND, place points into PIE (Piety). If you cannot put any more points into MND and/or PIE, invest in VIT(Vitality).

Mind – Increases healing power. An obvious choice for Conjurers. This is by far your most important stat, hands down. You will ideally want to obtain as much of it as possible, wether it be through Stat Allocations, Gear or Materia.

Piety – Increases Mana (MP) Pool. Another no-brainer. More mana equals more healing.

Vitality – While you may never find the need to allocate or slot materia for a third primary stat, Vitality is a suitable choice. Why? Taking a hit or two before going down is never bad. The more durable you are, the more you can focus on healing others, and the less desperate you need to be when things go out of hand.

 

Conjurer (CNJ) & White Mage (WHM) Secondary Stats

What are good secondary stats for conjurer and white mage, and why?

Determination> Spell Speed > Critical Strike Chance

While you can’t allocate this directly, these will be heavily considered when picking gear upgrades and slotting materia.

Determination – Affects Healing and Damage Dealt. More healing. Need I say any more? This stat acts more consistently than Crit, and is much better for CNJ/WHM.

Spell Speed – This stat is a bit controversial, most CNJ’s and WHM’s debate whether this is better than critical chance, due to its low returns. I personally like this better than crit.

Critical Chance – A random crit wont do you much help, as it will probably “Overheal” your target. While a lucky crit can get you out of a bind, I’m much more in favor of consistency.

Note from Mahiko: These stats will forever be debated for CNJ / WHM, as long as FFXIV remains online. Mark my words. My personal preference leans towards Spell Speed over Determination. Remember that any mix of these stats is good, so don’t stress out about it and focus on being a better healer (Playerskill), having better teamwork and communication.

Conjurer (CNJ) & White Mage (WHM) Materia

This is directly related to the first section. As you may know, all gear has a limit for each stat it can have, the higher its Item Level, the higher amount of stats it can hold. So the idea is to max out (or get close to maxing out) the left most, and work your way right. Again:

MND > PIE > Determination > Spell Speed > Critical Chance > VIT

Materia Name
MND: Mind
PIE: Piety
Determination: Savage Might
Spell Speed: Quicktongue
Critical Chance: Savage Aim
VIT: Vitality

See Also: Materia Guide | Melding Guide

Summary:

  • Overall CNJ WHM stat importance: MND > PIE > Determination > Spell Speed > Critical Chance > VIT
  • CNJ WHM Stat allocation: MND > PIE > VIT
  • Secondary stats for CNJ WHM: Determination> Spell Speed > Critical Strike Chance
  • Reference links: Conjurer FAQ, White Mage FAQ

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Have a question about CNJ/WHM? Chime in on the comments or in our Conjurer/White Mage Forums.