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

See list of conjurer quests.

Actions

PvE actions

Action Acquired Quest requirement Level Type MP TP Casting Recast Description
 Stone Conjurer frame icon.png CNJ 1 Spell 480 2.5s 2.5s Deals earth damage with a potency of 140.
 Cure Conjurer frame icon.png CNJ 2 Spell 600 2s 2.5s Restores target's HP.
 Aero Conjurer frame icon.png CNJ 4 Spell 480 Instant 2.5s Deals wind damage with a potency of 30.
 Medica Conjurer frame icon.png CNJ 10 Spell 1,680 2.5s 2.5s Restores own HP and the HP of all nearby party members.
 Raise Conjurer frame icon.png CNJ 12 Spell 3,600 8s 2.5s Resurrects target to a weakened state.
 Fluid Aura Conjurer frame icon.png CNJ 1Quest: Trial by Water 15 Ability Instant 30s Deals a 15-yalm knockback.
 Stone II Conjurer frame icon.png CNJ 18 Spell 600 2.5s 2.5s Deals earth damage with a potency of 200.
 Repose Conjurer frame icon.png CNJ 26 Spell 960 2.5s 2.5s Inflicts target with Sleep.
 Cure II Conjurer frame icon.png CNJ 1Quest: In Nature's Embrace 30 Spell 1,200 2s 2.5s Restores target's HP.
 Aero II Conjurer frame icon.png CNJ 46 Spell 600 Instant 2.5s Deals wind damage with a potency of 50.
 Medica II Conjurer frame icon.png CNJ 50 Spell 2,040 3s 2.5s Restores own HP and the HP of all nearby party members.

Healer actions

Action Acquired Level Type MP TP Casting Recast Description
 Cleric Stance Healer role.png Healer 8 Ability Instant 90s Increases attack magic potency by 5%.
 Break Magic Ranged DPS role.png Magic Ranged DPS
Healer role.png Healer
12 Spell 2.5s 2.5s Deals unaspected damage with a potency of 50.
 Protect Healer role.png Healer 16 Spell 3s 2.5s Increases the physical and magic defense of target and all party members nearby target.
 Esuna Healer role.png Healer 20 Spell 1s 2.5s Removes a single detrimental effect from target.
 Lucid Dreaming Magic Ranged DPS role.png Magic Ranged DPS
Healer role.png Healer
24 Ability Instant 120s Reduces enmity by half.
 Swiftcast Magic Ranged DPS role.png Magic Ranged DPS
Healer role.png Healer
32 Ability Instant 60s Next spell is cast immediately.
 Eye for an Eye Healer role.png Healer 36 Ability Instant 180s Erects a magicked barrier around a single party member or pet.
 Largesse Healer role.png Healer 40 Ability Instant 90s Increases healing magic potency by 20%.
 Surecast Magic Ranged DPS role.png Magic Ranged DPS
Healer role.png Healer
44 Ability Instant 30s Next spell is 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

See list of conjurer traits.

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