Disciplines

Conjurer (CNJ) Abilities, Traits, Combos and Materia

FFXIV - Disciples of Magic - Conjurer



Conjury calls upon elemental forces present in nature 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.

The seat of the Conjurers' Guild lies at the Stillglade Fane in Gridania, where the voices of Eorzea's elementals are said to be most powerful.

Below is a list of current actions and traits for the Conjurer class and the levels they are earned. Patch 1.20 saw massive changes to the abilities that the Conjurer class learns and the levels they are learned.

By completting quests the Conjurer can become a White Mage.

Abilities


Abilities are actions that the Conjurer can equip to their bar and select to use at any time as long as their timer is available. Actions used in a combo will generate additional damage and effects.

DoW/M: Archer | Gladiator | Lancer | Marauder | Pugilist | Arcanist | Conjurer | Thaumaturge
Jobs: Bard | Paladin | Dragoon | Warrior | Monk | Summoner | White Mage | Black Mage

Name Level Cast Recast MP TP Requires
FFXIV - Conjurer - Stone Stone 1 2 6 210 0 All Classes
Deals earth damage. Chance to inflict Evasion Discipline of Warn.
FFXIV - Conjurer - Cure Cure 2 2 0 112 0 All Classes
Restores a portion of target's HP.
FFXIV - Conjurer - Aero Aero 4 3 6 210 0 All Classes
Deals wind damage. Chance to inflict bleed effect.
FFXIV - Conjurer - Protect Protect 6 3 30 224 0 All Classes
Increases the defense of all party members within range of the target.
FFXIV - Conjurer - Cleric Stance Cleric Stance 10 0 30 0 0 Exclusive
Increases potency of attack spells by 20% and reduces potency of healing spells by 20%. Effect fades upon reuse.
FFXIV - Conjurer - Blissful Mind Blissful Mind 14 0 30 0 0 Exclusive
Gradually reduces HP and stores MP. Effect fades and stored MP is obtained upon reuse.
FFXIV - Conjurer - Raise Raise 18 10 300 420 0 All Classes
Resurrects the target.
FFXIV - Conjurer - Stonera Stonera 22 3 30 420 0 Exclusive
Deals earth damage to target and enemies near it. Chance to inflict Heavy.
Combo Action: Stone
Combo Bonus: Increased damage and conversion to single target.
FFXIV - Conjurer - Stoneskin Stoneskin 26 3 30 140 0 All Classes
Creates a barrier around the target that prevents a fixed amount of damage.
FFXIV - Conjurer - Cura Cura 30 2 5 280 0 Exclusive
Restores a large portion of target's HP.
FFXIV - Conjurer - Sacred Prism Sacred Prism 34 0 90 0 0 All Classes
Increases cast time to convert next single-target healing or enhancing spell to affect multiple targets.
FFXIV - Conjurer - Shroud of Saints Shroud of Saints 38 0 180 0 0 Exclusive
Temporarily reduces enmity by half, and gradually restores MP while effect is active.
FFXIV - Conjurer - Aerora Aerora 42 4 20 420 0 Exclusive
Deals wind damage to the target and enemies near it. Dispels an effect on each target.
Combo Action: Aero
Combo Bonus: Increased accuracy and conversion to single target.
FFXIV - Conjurer - Curaga Curaga 46 3 10 420 0 Exclusive
Restores HP of all party members within range of target. Healing priority is given to those with lowest HP.
FFXIV - Conjurer - Repose Repose 50 3 30 224 0 Exclusive
Inflicts target with Sleep.


Combos


The Conjurer class has the following combos which can be executed. These will give extra damage and effects.

Stone > Stonera
Aero > Aeroa



Traits


Traits are not abilities and can not be equipped to your bar. They are just earned as you level up and are always active. As a result they require 0 cast time and have a 0 MP and TP cost. They are also all exclusive to the conjurer class and its job White Mage.

Name Level Recast
FFXIV - Conjurer - Greater Healing Greater Healing 8 0
Increases healing magic potency by 8.
FFXIV - Conjurer - Greater Enhancing Magic Greater Enhancing Magic 12 0
Increases enhancing magic potency by 8.
FFXIV - Conjurer - Enhanced Magic Accuracy Enhanced Magic Accuracy 16 0
Increases magic accuracy by 8.
FFXIV - Conjurer - Auto-refresh Auto-refresh 20 0
Gradually regenerates MP.
FFXIV - Conjurer - Enhanced Protect Enhanced Protect 24 0
Increases magic defense gained from Protect.
FFXIV - Conjurer - Greater Healing II Greater Healing II 28 0
Increases healing magic potency by 10.
FFXIV - Conjurer - Enhanced Blissful Mind Enhanced Blissful Mind 32 0
Increases speed of Blissful Mind accumulation.
FFXIV - Conjurer - Enhanced Stoneskin Enhanced Stoneskin 36 0
Increases efficacy of Stoneskin.
FFXIV - Conjurer - Swift Sacred Prism Swift Sacred Prism 40 60
Reduces recast time of Sacred Prism by 30 seconds.
FFXIV - Conjurer - Swift Shroud of Saints Swift Shroud of Saints 44 120
Reduces recast time of Shroud of Saints by 60 seconds.
FFXIV - Conjurer - Enhanced Raise Enhanced Raise 48 0
Causes Raise to no longer inflict enfeebling effects.


Materia Selection


To get the most out of your Conjurer, you should aim to maximise their stats through using materia that best benefits the class. A conjurer's main attributes are MND and PIE, so focusing on these will be beneficial. Below is a list of materia that we recommend you aim for.

Slot Materia
Head Healer's Hand (Healing Magic Potency)
Body Manathirst
Note: If you switch to White Mage you would be far better off using the Healer's Robe AF piece.
Hands Sagacious Might (Magic Crititical Hit Potency)
Legs Loresman's Wit (INT/MND) | Vestryman's Faith (MND/PIE)
Feet Bloodthirst (HP)
Note: If you switch to WHM you would be far better off using the Healer's Boots AF piece.
Waist Touch of Serenity (-Enmity)

DoW/M: Archer | Gladiator | Lancer | Marauder | Pugilist | Arcanist | Conjurer | Thaumaturge
Jobs: Bard | Paladin | Dragoon | Warrior | Monk | Summoner | White Mage | Black Mage


Comments
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Xenor
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.
 
Anonymous
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?