|Restores target's HP.
Cure Potency: 450 Additional Effect: 15% chance next Cure II will cost no MP
|Deals wind damage with a potency of 50.
Additional Effect: Wind damage over time
|Increases attack magic potency by 5%.
|Deals unaspected damage with a potency of 50.
Additional Effect: Heavy +20%
|Increases the physical and magic defense of target and all party members nearby target.
|Removes a single detrimental effect from target.|
|Reduces enmity by half.
Additional Effect: Refresh
Refresh Potency: 80
|Next spell is cast immediately.
|Eye For An Eye||36||0||180||0||0||25y||0y|
|Erects a magicked barrier around a single party member or pet.
Barrier Effect: 20% chance that when barrier is struck, the striker will deal 10% less damage
|Increases healing magic potency by 20%.
|Restores HP of all party members within range of target.
Cure Potency: 550
|Spells can be cast without interruption.
Additional Effect: Nullifies most knockback and draw-in effects
|Instantly draw target party member to your side. Cannot be used outside of combat or when target is suffering from certain enfeeblements.|
|Adds increased magic defense to Protect effect.|
|Upgrades Stone to Stone II.|
|Upgrades Stone to Stone II.|
|Maim and Mend||20|
|Increases base action damage and HP restoration by 10%.|
|Allows the casting of Raise while engaged in battle.|
|Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0.[BR][BR]Duration: 15s|
|Increases Stoneskin effectiveness to 18%.|
|Enhanced Mind II||40|
|Increases mind by 16.|
|Maim and Mend II||40|
|Increases base action damage and HP restoration by 30%.|
|Grants a 15% chance that after casting Cure II, your next Cure III will restore critical HP.|
|Upgrades Aero to Aero II.|
|Upgrades Aero to Aero II.|
|Enhanced Shroud of Saints||48|
|Increases Shrouds of Saints refresh potency to 80.|
|Activates the instrument.|
|Simulates the spell Levitate using Nero tol Scaeva's odd contraption.|
|Movement speed is increased.
|Creates a barrier preventing Stun, Sleep, Bind, Heavy, Slow, Silence, and knockback effects.
|Scatters potentially harmful aether.|
|Doom Of The Living||4.5||45||0||0||8y||0y|
|Restores 50% of maximum TP.|
|Delivers an attack with a potency of 9,000.|
|Restores 25% of maximum MP.|
|Removes Stun, Sleep, Bind, Heavy, Slow, and Silence from target. Can be used regardless of own status affliction.|
|Restores 25% of maximum HP.|
|Reduces damage taken by 25%.
|Throw an incendiary device that creates a blanket of smoke temporarily granting you the Stealth status.|
|Use the aetheric residue lingering on your body to temporarily disguise yourself as one of Lakshmi's loyal dreamers.|
|Decreased Damage Taken||Decreases damage taken by 3%.|
|Decreased Recast Time||Decreases recast time of additional actions by 20%.|
|Increased Action Speed||Decreases weaponskill and spell cast and recast times by 3%.|
|Increased Damage Dealt||Increases damage dealt by 3%.|
|Increased Healing Potency||Increases spell-based HP restoration by 5%.|
|Increased HP||Increases maximum HP by 5%.|
|Increased MP Regeneration||Increases MP regeneration rate by 25%.|
|Increased Resistance Duration||Increases duration of resistances by 50%.|
|Increased TP Regeneration||Increases TP regeneration rate by 40%.|
||Oct 14, 2014 - 11:00:36 | Location: Unknown, South Africa|
Healing is fun
||Sep 20, 2013 - 18:02:19 | Location: Nowhere, In a Box|
The duration of Cure is referencing the Freecure time when activated iirc
||Sep 18, 2013 - 14:01:10 | Location: Nowhere, In a Box|
Someone can explain what mean the "duration (15s)" of "Cure" ability?
||Sep 06, 2013 - 18:13:22 | Location: Durham, United Kingdom|
Thanks for spotting that error, been fixed.
||Sep 06, 2013 - 17:33:13 | Location: Nowhere, In a Box|
Thunder II is no longer useable by any class except Thu And Blk mage
||Aug 18, 2013 - 13:39:38 | Location: Unknown, South Africa|
I can't wait for the 27 th
||Jul 12, 2013 - 22:56:52 | Location: Durham, United Kingdom|
Cure II is the level 30 ability obtained via the class quest, so we were unable to obtain the details of the spell until recently. Apologies for the delay.
||Jun 28, 2013 - 14:10:46 | Location: Nowhere, In a Box|
please add the skills gained from quests to the class skill lists, if possible
||Jun 19, 2013 - 05:39:41 | Location: Nowhere, In a Box|
What happened to cure II?
||Aug 04, 2012 - 08:34:51 | Location: Durham, United Kingdom|
I know this reply is a bit late, but I only just saw it.
I think you are right in that the main stats are MND and PIE so I will update the page. However that does not mean VIT is useless to CON/WHM. I think it is more down to personal preference. Where it lists MND and PIE for CON and THM it states that these are for the auto attack bonus. This suggests that it is for physical damage, which mage classes rarely use. So you have to look at the attributes in more detail, which is above that table.
MND is a given, it increases healing potency so let's forget that and compare VIT and PIE.
VIT has the benefit of "Enhancement Magic Potency", which to my understanding will make spells like Protect and Stoneskin better. It will give you better defence and HP too but how much a mage should care about that is debatable. For fights like Ifrit these could be very useful during Hellfire.
PIE's main benefit seems to be "Enfeebling Magic Potency", which is the potency of spells like Dia. It will also increase your MP.
I guess what you have to ask yourself, and it is probably situational, is whether you need that extra HP or MP, or whether you prefer enhancement magic over enfeebling. MP isn't always a concern but neither is HP. I would probably go with enhancement over enfeebling but admittedly I don't play CON any more as I don't enjoy the healer role.
When it comes to gear I would focus on MND and healing magic potency, and then see what's left and which materia can be slotted on the other slots and choose between VIT and PIE.
The story is similar with THM, their main attributes are also MND and PIE like you said, however do you really want to ignore the attack magic potency from INT? Probably not. BLM is my main job and I put my points into INT and MND rather than MND and PIE. I see more benefit from the attack magic potency than what PIE has to offer.
Problem with mini guides like on here is not everyone is going to think the same way, however it does help new players. Advanced players will have their own ideas and use their knowledge of playing the class/job.
||Jul 10, 2012 - 21:51:51 | Location: Nowhere, In a Box|
There seems to be conflicting information about the Conjurer main attributes. This site states that they are MND and VIT and the offical patch notes from 1.20 state that both THM amd CON are MND and PIE. Or am I miss understanding the content as to just using your materia on gear to raise VIT stat instead of allocating points into it?
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