Welcome to the Conjurer class guide for Final Fantasy XIV. With all the freedom and options available in FFXIV even starting down the path of a single class can be confusing or frustrating for some. These guides are designed to help people learn the basics of the class and to get an idea of some sort of structured progress. These guides are by no means definitive or set in stone, the beauty of the Armoury system is that one can deviate to a great degree and still come up with a viable build. In this guide we'll discuss overall skills, gear, cross-class abilities and most importantly viable roles for the class.
Table of Contents
Overview [S1]
Combos [S2]
Roles [S3]
Jobs [S4]
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Overview [S1]
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Weapon(s): Casting implements such as Canes, Wands, Crooks and Radicals.
Armor: Cloth
Stat Focus: Mind & Vitality
"Conjury calls upon elemental forces present in nature 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. The seat of the Conjurers’ Guild lies at the Stillglade Fane in Gridania, where the voices of Eorzea’s elementals are said to be most powerful."
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Combos [S2]
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Combos are a set of weapon skills that, when executed in succession, grant a wide variety of bonuses to the weaponskill. If a weaponskill has a condition, such as executed from left/right or behind, then that condition must be fulfilled in order for the combo to activate or continue. When executing a combo the TP cost for any weapon skill after the first is waived. Once the first weapon skill in a combo is executed a buff timer will appear and the next weapon skill in the combo will light up on the skillbar. If you miss, don't fulfill a condition or if you use a weapon skill or spell other than
the next one in line the combo will be cancelled. Thankfully the Conjurer combos have no condition aside from the spell not being resisted/missing.
Aero -> Aerora
-Increased accuracy, conversion to single target.
Stone -> Stonera
-Increased damage, conversion to single target.
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Roles [S3]
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Support
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Support is an incredibly essential role for any group hoping to survive any even remotely challenging encounters. The main purpose of this role is to keep party members alive and well with healing spells and to enhance their stats and survivability with support buffs. This role is not inherently complex though it does take a great deal of skill to master. While Conjurers do have limited damage capabilities, they really only shine in very specific situations where a Thaumaturge might not be as useful.
As a Conjurer you will have native access to all of the healing spells such as the Cure line as well as support buffs such as Protect and Stoneskin. This means that in parties your job will be to keep everyone alive. Protect on its own is an AoE spell that increases physical defense as well as magical defense once you obtain the Enhanced Protect trait at level 24. Stoneskin is a single-target spell that protects users from a certain amount of damage. This is extremely useful in parties when coupled with Sacred Prism which makes it an AoE spell. This is one of the few practical uses for Sacred Prism as coupling it with Cure or Cura will generate an obscene amount of enmity, do so sparingly.
Keeping your party alive usually isn't too terribly difficult unless shit hits the fan. Cure and Cura will be the spells of choice for keeping HP up as they'll generally suffice on their own. Keeping buffs (Protect/Stoneskin) up will help mitigate some of the damage and certainly make your job easier. AoE cures should be used incredibly sparingly as they generate tremendous amounts of enmity. It's quite a risk with obviously fantastic payoffs, use your own better judgement.
MP and enmity management are two prime concerns for Conjurer and thankfully they can both be mitigated with a single ability, Shroud of Saints. Managing hate shouldn't be too terribly difficult as long as you individually cure those who need it, using the appropriate magnitude spell. As mentioned previously, AoE cures will almost always put you at the top of the hate list which is not good. Blissful Mind is useful for helping you keep your MP levels up as it stores a certain amount of MP for later use. Blissful Mind should be used first outside of battle as it does take a small chunk of health away from you. After that just wait until you need the MP boost and use the skill again, the effect will not fade until you either change classes or use the skill to claim the MP.
Recommended Gear [S2]
Rank 10
Weapon: Maple Wand
Shield: Worm-eaten Square Shield
or
Two-handed Weapon: Dated Ash Cane
Head: Dodoskin Pot Helm
Body: Hempen Acton
Hands: Sheepskin Mitts
Waist: Merchant's Purse
Legs: Hempen Breeches of Casting
Feet: Sheepskin Leggings
Rank 15
Weapon: Budding Maple Wand
Shield: Sheepskin Targe
or
Two-handed Weapon: Dated Elm Cane
Head: Plundered Cavalier's Hat
Body: Plundered Bliaud
Hands: Sheepskin Mitts
Waist: Plundered Rope Belt
Legs: Hempen Breeches of Casting
Feet: Sheepskin Leggings
Rank 20
Weapon: Dated Maple Wand of (Element)
Shield: Vintage Square Shield
or
Two-handed Weapon: Elm Cane
Head: Ash Mask (Lapis Lazuli)
Body: Cotton Acton
Hands: Leather Mitts
Waist: Rope Belt
Legs: Hempen Breeches of Casting
Feet: Leather Leggings
Rank 25
Weapon: Dated Willow Wand
Shield: Thalassian Targe
or
Two-handed Weapon: Yew Crook
Head: Cotton Sugarloaf Hat of the Mind
Body: Cotton Dalmatica of Casting
Hands: Leather Mitts
Waist: Rope Belt
Legs: Cotton Breeches of Casting
Feet: Leather Crakows of Invoking
Rank 30
Weapon: Dated Budding Willow Wand
Shield: Thalassian Targe
or
Two-handed Weapon: House of d'Arlendre
Head: Divining Hat
Body: Loyalist's Bliaud
Hands: Leather Ringband
Waist: Velveteen Rope Belt
Legs: Velveteen Tights
Feet: Leather Crakows of Invoking
Rank 35
Weapon: Dated Willow Wand of (Element)
Shield: Thalassian Targe
or
Two-handed Weapon: Bloodcry
Head: Velveteen Sugarloaf Hat of the Mind
Body: Linen Shirt of Invoking
Hands: Leather Ringband
Waist: Boarskin Satchel Belt
Legs: Velveteen Tights
Feet: Boarskin Crakows of Invoking
Rank 40
Weapon: Dated Walnet Wand
Shield: Thalassian Targe
or
Two-handed Weapon: Pastoral Oak Cane
Head: Velveteen Sugarloaf Hat of the Mind
Body: Woolen Shirt of Invoking
Hands: Boarskin Ringband
Waist: Boarskin Satchel Belt
Legs: Linen Tights
Feet: Peisteskin Crakows of Invoking
Rank 45
Weapon: Wand of Frost/Tides/Tremors
Shield: Thalassian Targe
or
Two-handed Weapon: Jade Crook
Head: Woolen Hat of the Mind
Body: Woolen Robe of the Mind
Hands: Boarskin Ringband
Waist: Raptorskin Satchel Belt
Legs: Woolen Gaskins
Feet: Peisteskin Crakows of Invoking
Rank 50
Weapon: Wand of Flames/Gales/Storms
Shield: Thalassian Targe
or
Two-handed Weapon: Jade Crook
Head: Paragon's Crown
Body: Felt Robe of the Mind
Hands: Sorcerer's Ringband
Waist: Raptorskin Satchel Belt
Legs: Felt Gaskins
Feet: Peisteskin Crakows of Invoking
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Jobs [S4]
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White Mage
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Not a ton is known about Jobs at this point however we do know that they are coming. White Mage will be the first job for Conjurer as of patch 1.21. However this is as much as we do know:
"White mages are powerful casters whose talents enable them to fully restore the HP of all party members in a mere instant. Beyond healing, they can also apply their MP towards attack magic, granting them extremely powerful offensive abilities."
Weapon: Some form of staff. Unsure on specifics.
Role: Support
Skills and Abilities (All are job skills/abilities are exclusive):
White Mage Ability 1: Eliminates cast time of next spell.
White Mage Ability 2: Instantly restores HP of all party members.
White Mage Magic 1: Removes an enfeebling effect from the target.
White Mage Magic 2: Gradually restores the target's HP.
White Mage Magic 3 (Self AoE): Consumes all MP to deal damage to all enemies within range. Chance to inflict Bind.
Obviously, this is a work in progress so please, I greatly encourage people to post their experiences, thoughts and opinions on this class.