Conjurer

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Conjurer
Conjurer
Some, not all, Conjurer Actions

Conjurer is a Disciples of Magic class that specializes in earth, wind and water. Utilizing wand or cane, conjurers can damage their foes or heal their allies. Conjurer is the main healing class of A Realm Reborn.

At level 30, Conjurer can acquire the job White Mage.

  • Additionally, level 15 gladiator is required to unlock white mage.

Conjurer's Guild is in the forested city of Gridania. If you choose conjurer as your first class, you will start off in the city of Gridania.

Actions

Main article: Conjurer Actions
Action Level MP Cost* Cast Time Cooldown Range Radius Description
Stone
Stone (spell).png
1 5 2.5s 2.5s 25y 0 Deals earth damage with a potency of 140.
Additional Effect: Heavy +40% for 20s
Cure
Cure.png
2 5 2s 2.5s 30y 0 Restores target's HP. Cure Potency: 300
Aero
Aero.png
4 6 Instant 2.5s 25y 0 Deals wind damage with a potency of 50.
Additional Effect: Wind damage over time with potency of 25 for 18s.
Cleric Stance
Cleric stance.png
6 0 Instant 5s 0 0 Swaps current INT and MD attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%. Effect ends upon reuse.
Protect
Protect.png
8 10 3s 2.5s 30y 15y Increases the physical defense of all party members within range of target for 30mins
Medica
Medica.png
10 12 2.5s 2.5s 0 15y Restores own HP and HP of all nearby party members. Cure potency: 250
Raise
Raise.png
12 31 8s 2.5s 30y 0 Resurrects target to a weakened state.
Cannot be used when in combat.
Fluid Aura
Fluid aura.png
15 ?? Instant 30s 5y 0 Deals water damage with a potency of 150.
Additional Effect: 15y knockback and Bind for 6s.
Esuna
Esuna.png
18 7 2.5s 2.5s 30y 0 Removes a single detrimental effect from target.
Additional Effect: 20% chance next Esuna will cost no MP
Stone II
Stone ii.png
22 7 2.5s 2.5s 25y 0 Deals earth damage with a potency of 170.
Repose
Repose.png
26 8 2.5s 2.5s 30y 0 Inflicts target with sleep for 30s.
Cancels auto-attack upon execution.
Cure II
Cure ii.png
30 ?? 2s 2.5s 30y 0 Restores target's HP with Cure Potency of 500.
Additional Effect: 15% chance next Cure III will restore critical HP for 15s.
Stoneskin
Stoneskin.png
34 15 3s 2.5s 30y 0 Creates a barrier around target that prevents physical damage totaling 10% of target's maximum HP for 30mins.
Shroud of Saints
Shroud of saints.png
38 0 Instant 180s 0 0 Reduces enmity by half.
Additional Effect: Refresh with potency of 60 for 15s
Cure III
Cure iii.png
42 15 2.5s 2.5s 30y 4y Restores HP of all party members within range of target. Cure potency: 400
Aero II
Aero ii.png
46 11 2.5s 2.5s 25y 0 Deals wind damage with potency of 50.
Additional Effect: Wind damage over time with a potency of 40 for 12s
Medica II
Medica ii.png
50 26 3.5s 3s 0 25y Restores own HP and the HP of all nearby party members. Cure potency: 350
Additional Effect: Regen for 15s, Cure potency: 50
  • MP Cost is based on a level 1 character. As you level up, MP Cost of spells will increase.

Traits

Main article: Conjurer Traits
Trait Level Description
Enhanced mind i.pngEnhanced Mind 8 Increases Mind by 2.
Enhanced mind ii.pngEnhanced Mind II 14 Increases Mind by 4.
Proshell.pngProshell 16 Adds increased magic defense to Protect effect.
Increased action damage conj.pngIncreased Action Damage 20 Increases base action damage by 10%.
Enhanced mind iii.pngEnhanced Mind III 24 Increases Mind by 6.
Enhanced raise.pngEnhanced Raise 28 Allows the casting and Raise while engaged in battle.
Freecure.pngFreecure 32 Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0. Buff duration: 15 seconds.
Quick stoneskin icon1.pngGraniteskin 36 Increases Stoneskin effectiveness to 18%.
Increased action damage ii conj.pngIncreased Action Damage II 40 Increases base action damage by 30%.
Overcure.pngOvercure 44 Grants a 15% chance that after casting Cure II, your next Cure III will restore critical HP. Buff duration: 15 seconds.
Enhanced shroud of saints.pngEnhanced Shroud of Saints 48 Increases Shroud of Saints refresh potency to 80.

Lore

Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.[1]


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