Welcome to the Thaumaturge 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 Staves, Scepters, Cudgels and Brands.

Armor: Cloth

Stat Focus: Intelligence and Piety

"In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.
To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a medium—a natural stone imbued with magical properties. The guild is centered at the Arrzaneth Ossuary in Ul’dah, within whose hallowed halls are said to reside powers of life, death, and the beyond."

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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 Thaumaturge
combos have no condition aside from the spell not being resisted/missing.

Fire -> Fira
- Reduced cast time.

Fire -> Fira -> Firaga
- Reduced cast time.

Thunder -> Thundara
- Increased damage and reduced recast time when Stun is not inflicted.

Thunder -> Thundara -> Thundaga
- Increased critical damage.


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Roles [S3]
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Damage Dealer (DD)
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The DD role has a very simple job in a party, do damage. The only thing you really need to be wary of in this role is pulling hate from the tank. Pace your attacks, skills and buffs so that you aren't generating more enmity than the tank. This is extremely important for three reasons:

1. Pulling hate from the tank means the tank has to work that much harder to get the monster focused back on them.
2. Pulling hate from the tank puts your life in danger as sometimes it only takes one good hit to knock you out.
3. As a result of that, you are creating more work for the healer as now they have to worry about keeping you alive too.

Damage buffs should be mixed in with enmity reducing abilities to keep damage coming without bringing too much attention to yourself. At low ranks it may not seem detrimental but with higher rank monsters a sideways graze from the wrong attack could knock you out.

The two biggest hurdles to overcome as a Thaumaturge are enmity management and MP management. Thaumaturge spells have an incredibly high damage potential, especially where groups of enemies are concerned. Because of thisit can be incredibly easy for a Thaumaturge to pull hate, which as stated above is a bad thing. A Thaumaturge's only means of enmity management is pacing. If your enmity is green, feel free to go crazy. If it gets into yellow, you need to be careful but you don't have to stop yet. If it gets into red you definitely need to slow down.

In terms of MP management, Thaumaturge does have some skills at their disposal. Parsimony reduces the MP cost of the next spell by half and gives some MP back. This is best used on one of the 3rd tier spells which have incredibly high MP costs.


Recommended Gear

Note: The following gear does not take into account High Quality or Materia, there are simply too many variables to consider there. This list also excludes one-time items, such as those from seasonal events. However Achievement items are included as they are always available, though only one of each may be obtained.

Rank 10

Weapon: Copper Scepter
Shield: Worm-eaten Square Shield
or
Two-handed Weapon: Bone Staff

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: Brass Cudgel
Shield: Sheepskin Targe
or
Two-handed Weapon: Decorated Bone Staff

Head: Dodoskin Pot Helm
Body: Plundered Bliaud
Hands: Sheepskin Mitts
Waist: Plundered Rope Belt
Legs: Hempen Breeches of Casting
Feet: Plundered Duckbills

Rank 20

Weapon: Decorated Copper Scepter
Shield: Square Ash Shield
or
Two-handed Weapon: -

Head: Brass Circlet (Fluorite)
Body: Plundered Bliaud
Hands: Leather Mitts
Waist: Rope Belt
Legs: Hempen Breeches of Casting
Feet: Leather Leggings

Rank 25

Weapon: Wind Brand
Shield: Square Ash Shield
or
Two-handed Weapon: -

Head: Cotton Sugarloaf Hat of Intelligence
Body: Velveteen Shirt of Invoking
Hands: Leather Mitts
Waist: Rope Belt
Legs: Cotton Breeches of Casting
Feet: Padded Sheepskin Duckbills of Casting

Rank 30

Weapon: Ice Brand
Shield: Square Ash Shield
or
Two-handed Weapon: Tenfinger Tallstaff

Head: Cotton Sugarloaf Hat of Intelligence
Body: Loyalist's Bliaud
Hands: Leather Ringband
Waist: Velveteen Rope Belt
Legs: Ascetic's Tights
Feet: Padded Sheepskin Duckbills of Casting

Rank 35

Weapon: Anathema
Shield: Square Ash Shield
or
Two-handed Weapon: Tenfinger Tallstaff

Head: Velveteen Sugarloaf Hat of Intelligence
Body: Loyalist's Bliaud
Hands: Leather Ringband
Waist: Boarskin Satchel Belt
Legs: Linen Sarouel of Invoking
Feet: Boarskin Crakows of Invoking

Rank 40

Weapon: Anathema
Shield: Square Ash Shield
or
Two-handed Weapon: Tenfinger Tallstaff

Head: Woolen Turban of Invoking
Body: Woolen Shirt of Invoking
Hands: Boarskin Ringband
Waist: Boarskin Satchel Belt
Legs: Woolen Sarouel of Invoking
Feet: Peisteskin Crakows of Invoking

Rank 45

Weapon: Lightning Brand
Shield: Square Ash Shield
or
Two-handed Weapon: -

Head: Woolen Cavalier's Hat
Body: Woolen Bliaud
Hands: Boarskin Ringband
Waist: Raptorskin Satchel Belt
Legs: Woolen Tights
Feet: Peisteskin Crakows of Invoking

Rank 50

Weapon: Lightning Brand/Ifrit's Cudgel
Shield: Square Ash Shield
or
Two-handed Weapon: Ivory Staff/Maleficent Mogstaff

Head: Felt Cavalier's Hat/Mask of the Mortal Hex
Body: Felt Bliaud/Revolutionary's Bliaud
Hands: Boarskin Ringband of Storms
Waist: Raptorskin Satchel Belt
Legs: Felt Gaskins/Sorcerer's Tights
Feet: Peisteskin Crakows of Invoking/Warlock's Pattens

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Jobs [S4]
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Black Mage
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Coming soon! (Patch 1.21)

Obviously, this is a work in progress so please, I greatly encourage people to post their experiences, thoughts and opinions on this class.