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White Mage (WHM) Guide

If you are looking for THE FASTEST WAY to reach the level cap with any class or job, this FFXIV Leveling Guide by Killer Guides is a definite must have! There is nothing that comes even close in regards to level of detail and overall quality.


White Mage is a classic healing job that branches off Conjurer. Its role is to restore the HP of party members that take damage from monsters, cure bad status effects from party members and to revive fallen members of the party upon death. The White Mage can also deal damage with Holy, Aero and Stone but this should be seen as secondary to everything else. This guide will talk about how to play the job at level 50 and it should be noted that it may not be the only way to play it. Others may disagree, but see it as a starting point and build on it from there.


White Mage GuideAs a White Mage you should be placing all of your attribute points into Mind (MND) as this increases healing magic potency. As a healer it should be obvious why. You may think that Intelligence is also important for your attack spells but this is not the case. It is better to focus on MND and use Cleric Stance when you want to cast attack magic. Piety would add extra MP but the benefits of increased MND will be better.

With equipment however you could focus on more stats than just MND. Healing Magic Potency is the most important of the rest, with Spell Speed and PIE also being very useful as well. Critical Hit Rate will affect the chances of critical cures so it is worth considering too. Determination will boost the amount of HP restored from your heals.

Skill Usage

For a full explanation of skills see our White Mage and Conjurer pages.

As a WHM there is no set skill rotation throughout the battle, it is entirely situational. There is some preparation work that will help you maximise your potential however. Protect should always be on all of your party members and Stoneskin should also be cast between fights. Upon engaging the monster cast Aero II to apply the damage over time effect.

From here on you should apply the basic healer logic to decide which skill to use when.

Does my tank need healing? Cast Cure.
Do all of my party members need healing? Cast Medica.
Has a party member died? Cast Raise.
Does a party member have a bad status effect? Cast Esuna.

Regen should not be used before engaging the monster as it will draw too much enmity for the White Mage. You should wait until the tank has taken a bit damage. Managing your enmity is an important part of playing WHM as you do not want the monster to attack you since you will have to heal yourself causing even more enmity and eventually die and possibly wipe the party.

You should also try to recast Aero II when the effect wears off but only when it is safe to do so. The above situations taken priority over any damage dealing skills. Thunder II from Thaumaturge is also a useful DoT skill you can cast.

If you do find yourself in a situation where you can safely do some attacking then you can switch your MND and INT values with Cleric Stance and attack with Stone II and Holy. You do need to be careful here because you are using MP that you may need later in the fight for healing. It may even be the case that you do not use attacking spells on boss fights until you are confident of success with the fight.

Presence of Mind is a skills which increases your spell speed by 10%. You should aim to have this available for boss fights but if you time it right you can get away with using it between them. Divine Seal will add 30% to your cure potency for 15 seconds but has a 1 minute recast. This is situational in that you don't want to use it if your party members are near full HP.

Cross Class Abilities

WHM can take cross class skills from the THM and ACN classes and at level 50 you can equip up to 5.

The most useful skills you can get from Thaumaturge are Swiftcast (next spell is instant cast) and Surecast (next spell is cast without interruption). Both of these are situational and they may help you get out of some tricky situations.

From Arcanist you should take Virus as it will reduce the damage taken by the party for 10 seconds. Eye for an Eye is a useful support ability to take as well, your tank will be happy if you use that on him in critical moments as it helps his denfence. You should not consider taking Physick as it is identical to Cure.


The best gear for your White Mage constantly changes depending on what was added in the latest patch so it is important to do your own research on top of this guide. We have broken the gear down into tiers in order to give some indication of what you can use before you get up to that item level tier.

Slot Best Next Tier Third Tier
Main Hand Nirvana Zeta
Dreadwyrm Cane
Augmented Ironworks Magitek Cane
Shield Tidal Wave Buckler
Wave Buckler
Ancient Shield
Head Dreadwyrm Hood of Healing
Augmented Ironworks Optics of Healing
Ironworks Optics of Healing
Demon Hat of Healing
Swanliege Hood
High Allagan Circlet of Healing
Daystar Circlet
Platinum Circlet of Healing
Body Augmented Ironworks Robe of Healing
Dreadwyrm Robe of Healing
Ironworks Robe of Healing
Demon Robe of Healing
Swanliege Coat
High Allagan Coat of Healing
Daystar Robe
Arachne Robe
Hands Augmented Ironworks Gloves of Healing
Dreadwyrm Gloves of Healing
Ironworks Gloves of Healing
Demon Gloves of Healing
Daystar Gloves
Swanliege Armguards
High Allagan Gloves of Healing
Kirimu Gloves of Healing
Legs Dreadwyrm Tonban of Healing
Augmented Ironworks Slops of Healing
Ironworks Slops of Healing
Demon Skirt of Healing
Daystar Breeches
Swanliege Hose
High Allagan Pantaloons of Healing
Arachne Culottes of Healing
Feet Augmented Ironworks Thighboots of Healing
Dreadwyrm Shoes of Healing
Ironworks Thighboots of Healing
Demon Sandals of Healing
Daystar Sollerets
Swanliege Boots
High Allagan Thighboots of Healing
Kirimu Boots of Healing
Waist Augmented Ironworks Belt of Healing
Dreadwyrm Belt of Healing
Demon Belt of Healing
Ironworks Belt of Healing
Swanliege Belt
Daystar Belt
High Allagan Belt of Healing
Kirimu Belt of Healing
Neck Dreadwyrm Choker of Healing
Augmented Ironworks Choker of Healing
Ironworks Choker of Healing
High Allagan Choker of Healing
Daystar Necklace
Werewolf Choker of Healing
Ear Augmented Ironworks Earrings of Healing
Dreadwyrm Earring of Healing
Ironworks Earrings of Healing
Werewolf Earrings of Healing
Daystar Earrings
High Allagan Earrings of Healing
Rings Augmented Ironworks Ring of Healing
Dreadwyrm Ring of Healing
Ironworks Ring of Healing
Daystar Ring
High Allagan Ring of Healing
Werewolf Ring of Healing
Judgment Ring of Healing
Wrist Augmented Ironworks Bracelet of Healing
Dreadwyrm Bracelet of Healing
Ironworks Bracelet of Healing
True Ice Bracelet of Healing
High Allagan Bracelets of Healing
Daystar Armillae
Werewolf Bracelet of Healing

* This guide only lists gear which is confirmed to be in FFXIV: ARR.


In FFXIV: ARR all materia can be added to any slot so this guide only lists the materia that is useful for the White Mage rather than where to put it.

Mind - Increased healing magic potency
Piety - MP
Determination - HP restored by healing magic
Critical Hit Rate - Chance of critical cures.
Quicktongue - Spell Speed

As you will be limited by how much of a certain stat you can apply to gear through stat caps it is a good idea to use a variety and add stats to gear which aren't already on the piece.

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dudeman [Anon]
Nov 24, 2014 - 03:41:57 | Location: Nowhere, In a Box

I know this is old, but virus doesn't increase the party's damage. It reduces the enemy's damage.
Oct 14, 2014 - 11:25:41 | Location: Unknown, South Africa

Something useful to note, when you (as the healer) needs to heal, rather use a potion on yourself instead of casting a healing spell.

•You save Mp

•Lesser enmity

•Also you don't have to wait for the cooldown
For your spells to heal allies.(Possibly less accidental deaths due to waiting for cooldown)

I've used this in a lot of RPG'S and it works great

Also if the melee characters are taking a lot of damage and your struggling a little, run towards them and cast fluid aura, then Medica I. Haven't tested this yet but sounds like a great plan. Though bosses and high rank creatures are sometimes immune to the knock back effect.

Hope it helps
Fluxion [Anon]
Feb 07, 2014 - 20:26:04 | Location: Nowhere, In a Box

I don't understand the different between Mind and Determination. Can anyone explain?
Zephyrik [Anon]
Oct 23, 2013 - 00:20:27 | Location: Nowhere, In a Box

Has a party member died? Cast Raise.

this is wrong... it's more like: Has a party member died? Point and laugh.
Oct 13, 2013 - 14:36:01 | Location: Durham, United Kingdom

Thanks for all the tips, I have added a paragraph about Regen and enmity.
lalone [Anon]
Oct 04, 2013 - 03:38:36 | Location: Nowhere, In a Box

when I had 20 points in mind I healed for about 50 ish more with cure I and then when i put the last 10 points in the diminishing returns of mind seemed to hit the power of the heals harder resulting in maybe a 10 extra heals, I was wondering if anyone else though the last 10 attribute points could be better spent on vitality or piety?
Cu Airuath [Anon]
Oct 01, 2013 - 17:47:37 | Location: Nowhere, In a Box

Kazumi's got the right of it.

A good White Mage doesn't pump out as much healing as he or she can, non-stop; a good White Mage gives out just enough healing at just the right time to precisely mitigate harm without drawing unnecessary enmity.
A better way to use regen is to wait until a moment after the fight begins, once you see the tank has taken a little bit of harm (and a lot of enmity), then apply regen so that, not only will the first tick of HoT actually do something, but it will wear off later in the fight.
Remember: Overhealing is a great way to kill your whole party. Because when the enemy turns on the squishy healer, the battered healer soon needs to heal himself, which often draws more enmity than the tank can dish out in his attempts to peel it off of the healer, ensuring that the enemy stays clamped on the healer, requiring the healer to continue the spiral by healing himself futilely unto exhaustion, at which point he dies and so too does the tank without any healing.
Oct 01, 2013 - 10:03:52 | Location: Unknown, United States

There's really no reason to throw out Regen pre-fight. It's not necessary for survival, ever, and it's akin to having DPS pull the mobs instead of the tank - messy fight often not worth the trouble.
dev op [Anon]
Sep 27, 2013 - 22:55:59 | Location: Nowhere, In a Box

The proper pre-fight buff is Stoneskin. Then, as soon as Stoneskin falls, you pop Regen. Regen's first tick doesn't happen for 3 seconds, but the mob's next attack will come within 2.5 (usually); so, the first Regen tick hits right after the tank receives their first real damage.
dev op [Anon]
Sep 27, 2013 - 22:53:38 | Location: Nowhere, In a Box

Yes, it is a lot of hate. The second the first tick hits, all the mobs the tank did not directly engage come right for the WHM. Then, the tank has to run around and grab them. Then, the DPS get hate because the tank hasn't had time to pay attention to the first mob... It's a nasty cycle.

Tanks should always cancel Regen before a 2+ mob pull.
Sep 27, 2013 - 15:13:50 | Location: Nowhere, In a Box

This is not world of warcraft. Any type of overhealing or enmity in the beginning of an encounter will kill you. You need to give the tank time to secure the target before you do anything.
cozy-k [Anon]
Sep 26, 2013 - 15:51:52 | Location: Nowhere, In a Box

Yeah, Regen definitely pulls enmity away from the tank if you use it at the beginning of a battle, especially when attacking grouped mobs. I'll usually have Stoneskin up on the tank before every fight so that he/she can build up enmity while taking minimal initial damage. Then, if Cure isn't enough, throw a Regen on the tank at that point.
Sep 26, 2013 - 11:26:31 | Location: Nowhere, In a Box

Casting regen before a boss pull will usually be just fine. Popping it before a trash pull will often lead to the side mobs scattering before the tank can grab. For example, a healer pops regen before tank runs in to grab a pack of three. The PLD runs in and shield lobs first mob and before they have a chance to pop a "flash" off to gather the rest of the pack, the two extra mobs will often bee-line straight for the healer. In a tight cluster of mobs this might be an easy recovery, but in a spread out pack (say, the statues in AK, the healer is going to take some hits before the tank can recover.
Just something to think about before healers go screaming about the PUG tank that "can't hold aggro." Don't pop regen before multiple mob pulls. And tanks, pull off regen before multiple mob pulls if it is still up from previous pull.
Sep 26, 2013 - 01:04:24 | Location: Durham, United Kingdom

Is Regen really that much hate? I rarely play healer classes to be honest, but popping Regen before engaging is the logical thing to do. I will remove that tip for now then.
Sep 25, 2013 - 23:39:54 | Location: Nowhere, In a Box

" Just before the party engaged the monster you should cast Regen on the tank."

Please take down the tip to pop regen right before the tank engages an enemy. This is only a good idea if you like to have your face eaten off. Any good tank that sees regen up before a pull will pull the buff off themselves. It pulls massive hate to the healer before you even engage.