Casting a barrier or a healing at the wrong moment might make your team lose the game.
This is a job to be played from afar, studying the best moment to engage.
The best of both worlds.
Action
Recast Time
Attack punch in
Information
Glare III
2.40S
Spell
Long Range attack witha potency of 6,000.
Afflatus Misery
16S
An instant cast attack witha potency of 12,000which hits enemies near the target.
Cure II
12S
Heals a targetwith a potency of 12,000, and it has two charges.
Aquaveil
20S
This ability gives you or an allya barrier capable of absorbing up to 8,000potency of damage.
The barrier stays up for only 10 seconds.
Glare IV
This abilityrequires Sacred Sight stacks.
It hits a target and enemies around them with a potency of 8,000.
However, when you do have them, this spell becomes a top priority.
In addition to the defensive aspect of the Seraph Strike, you also have Aquaveil to use.
The former isgreat for protecting a DPS who is about to go for the backlineof the other team.
When this skill is up, White Mage becomes a real threat to their enemies.
Afflatus Purgation may be used offensively or defensively, which makes it an exceptionally useful skill.
On the other hand, be aware of how vulnerable you become when your Limit Break is on cooldown.
Afflatus Purgation
10S
This skill has a potency of 20,000 and hits all the enemies in a straight line.
Before casting it, be sure to find a safe spot sinceyou get locked in animation.
Common Actions Breakdown
Sprint
1.50S
By using this skill, your movementspeed is boosted by 50%.
The effect ends by using the skill again or another action.
Different from all the other Common Actions, each cast of Recuperate costs 2500 MP.
Standard-Issue Elixir
5S
When you use the Elixir, bothyour HP and MP are restored to maximum.
Unlike Recuperate, the Standard-Issue Elixir is not an instant cast ability, having a cast time of 4.50S.
There are, however, some good practices that you should follow.
Otherwise, they can survive and go back to a safe spot.
If not,Afflatus Misery comes in as the finisher.
Keep in mind that you should retreat as soon as you finish the combo.
Here’s a second combo it’s possible for you to perform when playing White Mage.
We suggest finishing the combo using Miracle of Nature mostly to secure kills.
The first rule is to alwaysstay behind the melee and tankers in your party.
Glare III has a solid range, giving you the chance to cast from a safe distance.
Positioning might be tricky when it comes to tight spaces, like corridors or entrances.
It is worth holding a little bit if you see a group of enemies approaching.
All it takes is one Afflatus Purgation to stop a couple of enemies from engaging your backline.
At the top of your support skills, you find Seraph Strike.
In FF14, unique hairstyles can be unlocked through gameplay.
We look at all the hairstyle options and how to unlock each one for your characters.