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Root an enemy in place if you’re being chased so you can make your escape, or do the same for a friendly under fire. 15) is an instant spell that binds a target with 25 yalms for 6s. You’re generally a party member or two down when you’re casting it, after all.įluid Aura (Lv. This spell takes 8s to cast, so you’ll have to position yourself accordingly and time it well. For a whopping 2,400 MP, you can bring a party member within 30 yalms back to life - albeit in a weakened state. Level 12 brings a big spell in the form of Raise. This spell is especially handy in duties and trials where bosses drop debuffs like grandmas do candy on Halloween. It removes a single detrimental effect from the target, like certain debuffs and DOTs, for 400 MP at up to thirty yalms (refer to the UI for the brightened line that indicates an Esuna-able debuff). However, it costs a hefty 1,000 MP, so best to save it until you need it.Īlso at Level 10, you unlock your second Role Action: Esuna. It has a potency of 300, healing both the caster and all nearby party members. 10) is an AOE heal centered on the healer casting it. Note that it won’t work on all targets all the time, but for the odd mook, it’s a great way to help your Tank stay vertical.įor those party-wide damage waves, Medica (or Medica I, Lv. 8), is a 600 MP spell that puts your target within 30 yalms to sleep for 30s. Once your Tank has enmity locked down, throw an Aero on target then start healing or follow up with Stone. It also costs 400 MP, so it isn’t a matter of mana management. Best to stick with the higher tier healing spells once you unlock them.Īt Level 4, you get Aero: a DOT spell that deals 50 damage on target and 30 damage per tick for 18s. Do the math, though, and you’ll discover it isn’t quite so useful in practice.
#FFXIV LVL 52 BLACK MAGE QUEST FREE#
Once you unlock the Freecure Trait at Level 32, it also offers a 15% chance to grant you a free Cure II cast as long as it’s within 15s of your Cure I cast. It’s a low-cost, low-potency way to handle wounds from weaker enemies, with 450 healing potency for 400 MP with a 1.5s cast time. Perhaps a deep dive is in order? FFXIV White Mage Job Guide: LevelingĮvery White Mage starts with a Cure I (Image: Square Enix via HGG / Mitch Gentry)Ĭure (or Cure I, Lv. But more than having the spells, you have to know how and when to use them. With all these spells combined, you’ll be the White Mage you always dreamed of being. As with most panic buttons, the cooldown on these spells is mighty, so take note. Keep Benediction and Tetragrammaton on your hotbar for instant, bar-filling heals. When the time comes to trade blows, you’ve got the Stone spells for single-target damage, Aero/Dia for damage-over-time (DOT), and Holy. No Hippocratic Oath HereĪs has been said before, every class in FFXIV is a DPS at heart. In the list to come, keep an eye out for the ones with a Lily cost, and those which nourish the Blood Lily to make the most of this mechanic. Blooming the Blood Lily - no, that’s not a 90s nu-metal album - allows you to case Afflatus Misery, which deals a good bit of AOE damage and may buy you a bit of breathing room. These same spells also may “nourish the Blood Lily,” which requires three charges in total before blooming. Lilies are used to power certain late game class-specific spells. Take note – you can only carry a maximum of 3 Lilies! Better to be using them and earning them back instead of capping out. How do you obtain Lilies? By engaging in epic battle, of course!įor every thirty seconds you’re locked in combat, you’ll gain a Lily on your Healing Gauge. At Level 52, after completing the class quest A Journey of Purification, you’ll unlock the Lily-powered gauge. In a very on-brand move, the White Mage’s supplementary resource also continues the thread of naturalistic healing that binds the class together. They’re a must on the hotbar for a good White Mage, though they burn through MP like none other, so they shouldn’t be your first line of defense. Medica II even adds a HOT to keep the good vibes flowing beyond the initial healing burst. The Medica group of spells are AOE heals centered on the caster, and are great for recovering from party-wide damage dealt during Primal battles. Both Medica II and Asylum offer heal-over-time (HOT), while the latter also buffs healing performed within it. Both Cure and Medica come in Tiers I–III with escalating potency. Cures and Regen are single-target, while Medica is a healer-centered AOE and Asylum is a location-based AOE. You’ll use the Cure, Regen, Medica, and Asylum spells to handle healing.
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Sometimes, they’re just playing dead (Image: Square Enix via HGG / Mitch Gentry)
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