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Part 2 - Job Traits and Abilities - “Wait… I can do that…?”

Part 2 - Job Traits and Abilities - “Wait… I can do that…?”


Job Abilities and Traits are skills that are native to a class. For a White Mage, this generally means many defensive buffs, free healing abilities, or abilities that augment their restorative spells. Here is a list of what to expect as a level 99 White Mage:

Section Contents

Job Traits

Auto Regen is a trait only granted to White Mages. As the name implies, it grants a fairly low native Regen effect to the player. This effect is certainly not game breaking, but it’s a nice a touch to have for a White Mage.

Tier 1Level 251 HP/tick
Tier 2Level 762 HP/tick


Clear Mind increases the amount of MP a player recovers while /healing. This trait was useful in the early days where maximizing MP recovery was important to a mage while leveling. This trait is not so important in the current state of the game thanks to the incredible amount of Refresh gear, spells, and abilities that are available as well as the fast paced nature of the fights.

Tier 1Level 20+3 MP while Healing
Tier 2Level 35+6 MP while Healing
Tier 3Level 50+9 MP while Healing; +1 MP/tick cumulative
Tier 4Level 65+12 MP while Healing; +1 MP/tick cumulative
Tier 5Level 80+15 MP while Healing; +2 MP/tick cumulative
Tier 6Level 96+18 MP while Healing; +3 MP/tick cumulative



Divine Benison grants a significant fast cast bonus and enmity reduction to all -na spells and Erases. Though the description of the trait states it quickens casting for status ailment recovery magic, Divine Benison does NOT grant its’ bonus to Sacrifice or Esuna. Overall, this trait is incredibly useful, especially in situations where a White Mage may need to cast Cursna repeatedly due to Doom.

Tier 1Level 5010% Fast Cast; 5% enmity reduction
Tier 2Level 6020% Fast Cast; 10% enmity reduction
Tier 3Level 7030% Fast Cast; 15% enmity reduction
Tier 4Level 8040% Fast Cast; 20% enmity reduction
Tier 5Level 9050% Fast Cast; 25% enmity reduction

ebers pantaloons10% Fast Cast; 5% enmity reduction
ebers pantaloons +120% Fast Cast; 10% enmity reduction
Yagrush (level 80)10% Fast Cast; -% enmity reduction
Yagrush (level 85)15% Fast Cast; -% enmity reduction
Yagrush (level 90+)20% Fast Cast; -% enmity reduction


Divine Veil turns single target -na or Erase spell into an area of effect spell while under the effect of Divine Seal. Very useful if not for the fact that Divine Seal itself is on a ten minute recast, making Divine Veil very limiting to an extent. Divine Veil is also augmented with select pieces of gear, the most valuable one being Yagrush.

Tier 1Level 50

ebers capGrants the Divine Veil effect without Divine Seal 20% of the time
ebers cap +1Grants the Divine Veil effect without Divine Seal 22% of the time
clemency gripGrants the Divine Veil effect without Divine Seal 1% of the time
Yagrush (all incarnations)Grants the Divine Veil effect without Divine Seal 100% of the time


Magic Defense Bonus (MDB) is the primary class trait of a White Mage. No other class in the game is as natively resilient to magical damage as a White Mage. Each point of MDB reduces the Magic Attack Bonus (MAB) of magic damage calculation. This trait combined with a potent Shellra V and MDT equipment allows a White Mage to withstand even the most destructive magic damage. A welcome addition to the already tank like characteristics a White Mage can showcase.

Tier 1Level 1010 Magic Defense Bonus
Tier 2Level 3012 Magic Defense Bonus
Tier 3Level 5014 Magic Defense Bonus
Tier 4Level 7016 Magic Defense Bonus
Tier 5Level 8118 Magic Defense Bonus
Tier 6Level 9120 Magic Defense Bonus



Tranquil Heart reduces the enmity generated by Healing Magic and overall is great way mechanism from having angry monsters turn their attention to the tasty treat that is a White Mage. There is only one tier to this trait, but the potency of the trait increases as the Healing Magic Skill of the player rises. Assuming a linear increase, every twenty points of Healing Magic Skill decreases your enmity generated by 1% and caps at 25% at 500 Healing Magic Skill.

Tranquil Heart stacks multiplicative with -enmity gear and merits and allows the White Mage to break the -50 enmity cap (for a total of 62.5% enmity reduction if both types of -enmity is capped).

http://forum.square-enix.com/ffxi/threads/353-教えて!開発さん!?p=556901#post556901

This JP Forum from a JP Community Rep now states this is NOT the case and that Tranquil Heart is considered part of the gear check <added 18/10/2015>
This has been confirmed as complete rubbish.

Tier 1Level 211% enmity reduction for every 20 points of Healing Magic Skill; Caps at 25%


Shield Defense Bonus most likely grants a certain percentage extra reduction when blocking with a shield. However, a White Mage should be block with their shield so infrequently that this trait is negligible at best. While meleeing, one will most likely be dual wielding. While supporting, one will most likely be wearing a PDT set that includes either an Earth Staff or a Terra’s Staff. It was a nice thought from Square-Enix, but overall a useless trait for White Mages.

Tier 1Level 85-5%
Tier 2Level 95-6%




Job Abilities

Afflatus Misery is the White Mages front line ‘stance’. Afflatus Misery brings some interesting supporting methods to a White Mage, but if unfortunately falls flat compared to the ridiculousness that Afflatus Solace brings to the table. Nonetheless, Afflatus Misery does have its’ moments and is not completely useless, it is just difficult to use.

It's main use consist of being paired with esuna if the White Mage doesn't own a Yagrush and it's safe for him to stay in area of effect range.

The most effective time to have Afflatus Misery up is when taking light to medium damage area of effect attacks that also apply enfeebling effects. This allows a White Mage to stay up front with the front line damage dealers and heal effectively with Cura while removing afflictions with Esuna. Some monsters of interest that fall into this category include Cerberus, Gwynn Ap Nudd, and Gears. Your mileage will vary depending on the size of your HP pool. Obviously, the more HP, the more damage the White Mage can withstand. Finding the balance is the key to using Afflatus Misery effectively.

Unfortunately, Afflatus Misery itself lacks in its’ primary purpose of giving a strong support stance that White Mages can maintain while meleeing on the front line. The accuracy bonus granted from missing while Auspice is up is counter intuitive to a degree and the enlight effect is not very potent.

This effect also adds an accuracy bonus to Caster and the rest of your party (Confirmed to only work for the Whitemage casting the spell) which is reported to cap at +30 (Unverified) however this testing have proven difficult to replicate the same numbers. BG states that it affects the party in the description, but then says the WHM making this ambiguous.

Quote:
When utilized with Afflatus Misery active, Auspice grants an additional effect of light damage on melee attacks performed by the WHM, and cumulatively increases accuracy with each missed attack.

If you recast Auspice before it drops, it keeps the accumulated effect on, but if you drop or removes Misery, it removes it.

Do note that activating Afflatus Solace will overwrite Afflatus Misery.

Job Points: Each addition to this Category increases the potency of Banish and Auspice, increasing the damage dealt by 2 per increase. This also increases the physical accuracy bonus when missing a target whilst using Auspice and damage dealt by +1.

Level 4000:01:00 Recast02:00:00 Duration



Afflatus Solace is the bread and butter of a White Mage curing build (among other utilities it provides). This Job Ability grants a 30 second Stoneskin buff to any target hit by a White Mages single target Cures. The Stoneskin can absorb 25% (or more depending if you are wearing Orison Bliaud +1 or +2 when the Cure is cast) of the total amount Cured. This effectively gives White Mages a 25%+ potency boost that stacks multiplicatively with the rest of their Curing gear and allows any front line damage dealer to temporarily exceed their maximum HP cap thanks to the Stoneskin effect.

The benefits of Afflatus Solace does not end there. Afflatus Solace allows Sacrifice to transfer at least seven enfeebling effects including those that can normally only be removed with Erase. When Afflatus Solace is active, it grants a 5 MDB bonus against spells of the same element as the current applied Barspells. Finally, Afflatus Solace charges a “battery” for each cure used that makes a White Mages Holy or Holy II spell significantly more potent. Unfortunately, Afflatus Solace is that it does not grant its’ Stoneskin effect on Curaga or Cura spells.

Overall, this is the defining Job Ability for White Mages. This Job Ability brings so much potential to the table that a White Mage would be crazy not to have this Job Ability active while they are supporting their party members from the backlines.

Do note that activating Afflatus Misery will overwrite Afflatus Solace.

Job Points: Each increase in this Category will add +2* potency (a direct increase not a % bonus) to a maximum of +40.
Level 4000:01:00 Recast02:00:00 Duration

ebers bliaudIncreases the absorb amount of Stoneskin to 37%; Adds 12 MDB against spells of the applied Barspell element
ebers bliaud +1Increases the absorb amount of Stoneskin from 39%; Adds 14 MDB against spells of the applied Barspell element


Benediction is White Mages SP / 2hr / 1hr ability. When used, it heals every party member in the immediate vicinity to full HP and cures the majority of their status ailments. Very useful in clutch situations where you need to both clear an extremely debilitating ailment (or several ailments) and cure everyone to full at the same time. This SP has lost a bit of its luster due to the spike Cures that White Mages can throw out. Don’t discount this SP either, however; when used appropriately, this SP can save a party from imminent death.

Job Points: Every 1 increase in this category increases 1% MP starting from 0 with no increases added to this currently to a maximum of 20%.

/piety briault/piety briault +1Grants a -50 Emnity reduction effect to the Job Ability Benediction


Level 101:00:00 Recast



Devotion is one of two Group 2 Merit Job Abilities White Mages get access to upon reaching level 75. Devotion takes 25% of the White Mages current’s HP and restores that amount in MP to a member of their party. Each extra merit point increases the amount of MP restored while maintaining the 25% cost of the White Mage’s current HP.

As one might expect, the higher the White Mage’s HP, the more effective this job ability will cure. I would recommend keeping at least one point in this Merit as there are enough instances where you may need to Devotion a fellow mage to maintain their MP pool. Two White Mages in the same party can effectively restore each other as Devotion cannot target the user of the job ability. Alternatively, this can be useful for a Scholar who has all their job abilities on recast and used up all their MP thanks to casting Embrava. The more HP a White Mage has at the time of use, the more MP restored in a single usage. As such, some White Mages like to put on as much HP+ gear as they can muster and healing themselves up to full before using Devotion on a fellow caster.

Level 7500:10:00 Recast

Tier 13 MeritsGrants the White Mage the use of Devotion
Tier 24 MeritsIncreases MP restore amount by 5%
Tier 35 MeritsIncreases MP restore amount by 10%
Tier 45 MeritsIncreases MP restore amount by 15%
Tier 55 MeritsIncreases MP restore amount by 20%

/piety cap/piety cap +1Increases MP restored to 10% per merit instead of 5%



Divine Caress is one of the most useful Job Abilities in a White Mages arsenal right now. Divine Caress works in two stages. When a White Mage first uses it, the White Mage is granted a buff. When the White Mage casts a -na spell and removes an appropriate enfeeble with that -na spell, it grants a buff to the recipient that prevents them from being afflicted by that same status ailment for either a number of times or until three minutes have elapsed. The base number of enfeeble prevention is one with each piece of "enhance Divine Caress" adding more preventions. "Enhance Divine Caress" must be worn when the -na is casted, not at the activation of the job ability. Paralyze effect of Ice Spikes becoming meddlesome? Divine Caress will protect you from that!

But that is not where the fun ends with his job ability. If a White Mage hits multiple targets with their -na (thanks to Accession or Divine Seal) and removes the respective enfeeble from multiple players, each character will get a Divine Caress buff as well. This is incredibly useful in a variety of fights. Cerberus’ Ululation become problematic- Paralyna the entire party and watch as next several Ululatons become ineffectual. Curse effect of Nerve Gas putting everyone at dangerous HP levels? Cursna them all away and just worry about the damage portion of Nerve Gas. Divine Caress is not useful in all fights but has the potential to trivialize certain NMs.

Note that one person may only have one Divine Caress buff at a time. Removing a second enfeeble with Divine Caress will not grant the target two Divine Caress buffs.

Level 8300:01:00 Recast00:01:00 Duration or until first -na cast

ebers mittsIncreases the number of time Divine Caress can “absorb” an Enfeeble by 2 before it wears off
ebers mitts +1Increases the number of time Divine Caress can “absorb” an Enfeeble by 3 before it wears off
mending capeIncreases the number of time Divine Caress can “absorb” an Enfeeble by 1 before it wears off


Job Points: Every 1 increase in this category increases the duration by 2s to a maximum of 40s.


Divine Seal is the first Job Ability a White Mage acquires while leveling. While active, the next Cure a White Mage casts will double in potency. This potency bonus stacks with Cure Potency gear resulting in some pretty spectacular numbers. At level 50, Divine Seal can also be used to turn a single target -na or Erase spell into an area of effect spell due to the Job Trait Divine Veil. When combined with Orison Pantaloons +2 and maximum cure potency, this can effectively turn your Cure into a super Cure bomb while not expending any MP at all. Alternatively, Divine Seal with a -na while under the effect of Divine Caress can result in a fairly potent status prevention mechanism. Finally, when running low on MP, Divine Seal with a low tier Curaga can instantly bring your front line damager dealers to full while refunding the entire cost of the spell thanks to Orison Pantaloons +2. Due to its ten minute recast, Divine Seal will not be used very often, but has enough utility to see play frequently enough. A White Mage should always be mindful of an appropriate time to use Divine Seal.

Job Points: Each addition to this provides an Emnity Reduction of -3 per increase (for a maximum of -60) and is applied separately to gear effects (meaning multiplicative) allowing you to surpass the old Emnity cap of 62.5%.

Level 1500:10:00 Recast00:01:00 Duration or until a spell is casted



Martyr is one of two Group 2 Merit Job Abilities White Mages get access to upon reaching level 75. Martyr takes 25% of the White Mages current’s HP and restores double that amount of HP to a member of their party. Each extra merit point increases the amount of HP restored while maintaining the 25% cost of the White Mage’s current HP.

As one might expect, the higher the White Mage’s HP, the more effective this job ability will cure. I would recommend keeping at least one point in this Merit as it makes a great “O SNAP” heal and can keep a party member alive in a pinch. As one would expect, your mileage will vary depending on your race selection with Galkas getting the most out of this job ability.

Level 7500:10:00 Recast

Tier 13 MeritsGrants the White Mage the use of Martyr
Tier 24 MeritsIncreases cured amount by 5%
Tier 34 MeritsIncreases cured amount by 10%
Tier 44 MeritsIncreases cured amount by 15%
Tier 54 MeritsIncreases cured amount by 20%

/piety mitts/piety mitts +1Increases cured amount by 10% per merit instead of 5%




Sacrosanctity is a White Mages ultimate one time use Magic Shield. This job ability gives the White Mage and party members around them a shield that reduces the next magic hit by 75% after MDT calculations. With that said, there need to be a bit of preparation to use this. Sometimes, it is hard to predict when a NM will use its next super spell, and if you are not close enough to your party members when it begins to cast its’ super nuke, you might not be able to get to them in time to use Sacrosanctity. That where lies the catch-22 of the Job Ability. How close does a White Mage have to be to use Sacrosanctity without putting themselves at risk- A dead White Mage does no one any good. Striking that balance is difficult, but not impossible.

You will find, however, that sometime it is better to just cast a Curaga after a heavy nuke or magical damage goes through. Most of the time, your front line damage dealers should have some semblance of a MDT set to mitigate the damage of those severally damaging spells where you can easily cure them. This is not to say Sacrosanctity is not useful. You see the SP animation from Paramount Botulus? Run up to your party and pop that Sacrosanctity and watch as your party laughs in the face of death… and watch as the rest of your alliance drop ^^;… It’s not a perfect tool, but it’s a good tool for a White Mage to have.

Level 9500:10:00 Recast00:01:00 Duration or until first magic damage is inflicted


Job Points: Every 1 increase in this category increases the minimum value of magic defense by 1 to a maximum of 20.


Asylum is White Mages SP / 2hr / 1hr ability. When used provides a short period where all players with the effect active will be immune to all debuffs and dispelling effects! This is particularly useful in a situation like Delve where upon pull you can Asylum your Front line and be immune from a Slowga or Breakga, giving you a few seconds to allow the party to control the NM's position and apply a silence.

Job Points: Every increase in this category add's 4 points of Magic Evasion to a maximum of +80

Level 9901:00:00 Recast


A further job point not mentioned above is the "Magic Accuracy Bonus", each increase in this field is a direct increase of +1 Magic Accuracy for a max of +20 at max Job points, although this is rather self explanatory.
Author: onagh
Collaborators: disregardhope
Date Created: 2014-10-25 05:47:49
Date Last Modified: 2015-12-01 05:02:36
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