Conjurer

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Conjurer concept art.jpg

Introduction

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.

FinalFantasyXIV.com Conjurer

Conjurers are healers of nature who calls upon the land to aid them in battle. Using water magical spells, conjurers can support their allies in battle, while also providing some minor damage with earth and wind.

General information

Guild

The Conjurer's Guild is in Old Gridania. If you choose conjurer as your first class, you will start off in the city of Gridania. At level 30, conjurers may specialize into white mage.

Equipment

The conjurer is a disciple of magic and wears cloth armor. They use wands and canes as weapons. The following crafting classes can create items that are useful to the conjurer:

Hunting Log

See conjurer hunting log.

Quests

Quest Type Level Quest giver Unlocks
Way of the Conjurer
My First Cane Class quest 1 E-Sumi-Yan
Trial by Earth
Trial by Wind Class quest 10 E-Sumi-Yan
Trial by Water Class quest 15 E-Sumi-Yan  Fluid Aura
Sylphie's Trials
Like Mother, Like Daughter Class quest 25 E-Sumi-Yan
In Nature's Embrace

Actions

PvE actions

Action Acquired Quest requirement Level Type MP TP Casting Recast Description
 Stone Conjurer frame icon.png CNJ 1 Spell 400 2.5s 2.5s Deals earth damage with a potency of 140.
 Cure Conjurer frame icon.png CNJ 2 Spell 400 1.5s 2.5s Restores target's HP.
 Aero Conjurer frame icon.png CNJ 4 Spell 400 Instant 2.5s Deals wind damage with a potency of 50.
 Medica Conjurer frame icon.png CNJ 10 Spell 1,000 2.5s 2.5s Restores own HP and the HP of all nearby party members.
 Raise Conjurer frame icon.png CNJ 12 Spell 2,400 8s 2.5s Resurrects target to a weakened state.
 Fluid Aura Conjurer frame icon.png CNJ 1Quest: Trial by Water 15 Ability Instant 30s Binds target.
 Stone II Conjurer frame icon.png CNJ 18 Spell 400 2.5s 2.5s Deals earth damage with a potency of 200.
 Cure II Conjurer frame icon.png CNJ 1Quest: In Nature's Embrace 30 Spell 1,000 2s 2.5s Restores target's HP.
 Presence of Mind White Mage frame icon.png WHM 1Quest: Seer Folly 30 Ability Instant 150s Reduces spell cast time and recast time, and auto-attack delay by 20%.
 Regen White Mage frame icon.png WHM 1Quest: Only You Can Prevent Forest Ire 35 Spell 500 Instant 2.5s Grants healing over time effect to target.
 Cure III White Mage frame icon.png WHM 1Quest: O Brother, Where Art Thou 40 Spell 1,500 2s 2.5s Restores HP of target and all party members nearby target.
 Holy White Mage frame icon.png WHM 1Quest: Yearn for the Urn 45 Spell 600 2.5s 2.5s Deals unaspected damage with a potency of 140 to all nearby enemies.
 Aero II Conjurer frame icon.png CNJ 46 Spell 400 Instant 2.5s Deals wind damage with a potency of 60.
 Medica II Conjurer frame icon.png CNJ 50 Spell 1,300 2.5s 2.5s Restores own HP and the HP of all nearby party members.
 Benediction White Mage frame icon.png WHM 1Quest: Heart of the Forest 50 Ability Instant 180s Restores all of a target's HP.

Healer actions

Action Acquired Level Type MP TP Casting Recast Description
 Repose Healer role.png Healer 8 Spell 600 2.5s 2.5s Inflicts target with Sleep.
 Esuna Healer role.png Healer 10 Spell 400 1s 2.5s Removes a single detrimental effect from target.
 Swiftcast Magic Ranged DPS role.png Magic Ranged DPS
Healer role.png Healer
18 Ability Instant 60s Next spell is cast immediately.
 Lucid Dreaming Magic Ranged DPS role.png Magic Ranged DPS
Healer role.png Healer
24 Ability Instant 60s Gradually restores own MP.
 Surecast Magic Ranged DPS role.png Magic Ranged DPS
Healer role.png Healer
44 Ability Instant 120s Spells can be cast without interruption.
 Rescue Healer role.png Healer 48 Ability Instant 150s Instantly draw target party member to your side. Cannot be used outside of combat or when target is suffering from certain enfeeblements.

Traits

PvE traits

Trait Acquired Quest requirement Level Effect
 Stone Mastery Conjurer frame icon.png CNJ 18 Upgrades Stone to Stone II.
 Maim and Mend Conjurer frame icon.png CNJ
Arcanist frame icon.png ACN
Red Mage frame icon.png RDM
20 Increases base action damage and HP restoration by 10%.
 Freecure Conjurer frame icon.png CNJ 32 Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0.
 Maim and Mend II Conjurer frame icon.png CNJ
Arcanist frame icon.png ACN
Red Mage frame icon.png RDM
40 Increases base action damage and HP restoration by 30%.
 Aero Mastery Conjurer frame icon.png CNJ 46 Upgrades Aero to Aero II.

Jobs

The conjurer can specialize into White Mage frame icon.png WHM, a healing job.

Core mechanics

Conjurer icon.png
The conjurer can heal allies while also applying regenerating buffs to them. They can cause damage with earth and wind spells.
  •  Cure II - Restores target's HP.
  •  Medica II - Restores own HP and the HP of all nearby party members.
  •  Stone II - Deals earth damage with a potency of 200.

Conjurers have healing spells and abilities at their disposal. Some spells also place a regeneration buffs on allies to provide longer sustain and alleviate how much the conjurer has to heal. Their primary offensive spell is Stone II, which can be combo'd with Aero II whenever they need to inflict damage on enemies.

Gallery

External links