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The White Mage is among the most iconic and recognizable jobs in Final Fantasy's vast history, so it's no surprise that it would be amongst the more popular Healer Roles in Final Fantasy 14. Not only is the White Mage an excellent jumping-on point for newcomers, but it also stays relevant through each significant update.

RELATED: Final Fantasy 14: Complete Guide To Playing Dark Knight

Even with the other Healers thrown into the mix over the years, White Mage remains one of the best -most accessible- jobs in its role. If you're looking to switch over to a Healer, then the White Mage is the best way to get your bearings and grasp the fundamentals of the role.

Becoming A White Mage

As with most jobs in Final Fantasy 14, you cannot jump directly into White Mage without first leveling a prerequisite class beforehand. In this case, you will have to reach Level 30 with the Conjurer class, which will lead you directly into the White Mage questline.

To become a Conjurer, you can either select it as your starting class when you start the game or will have to travel to Old Gridania and speak with Madelle (X:6, Y:11) and accept the quest "Way of the Conjurer." Completing the quest will unlock the Conjurer class, taking you one step closer to becoming a White Mage.

From Conjurer To White Mage

With your Conjurer class at Level 30, talk to E-Sumi-Yan in Old Gridania (X:6.0, Y:10.6) to begin the quest "Seer Folly." Successfully finishing this quest will grant you the Soul of the White Mage, enabling access to the White Mage job.

Next, to get the most out of the White Mage job, you must reach Level 90, which is not as breezy as you may think. If you're looking for ways of obtaining Level 90 as quickly as possible, please feel free to check out our guide outlining how to do just that! Furthermore, if you need a more detailed guide on how to unlock the White Mage job or any of the other jobs in the game, check out this guide for precisely that!

Rotations/Healing

Since the White Mage is a Pure Healing job, it doesn't follow the basic rotation principles as other classes. While you will still have your standard go-to moves for single and multi-targets, you will also have to incorporate Healing you and your teammates amid battle, which can be tricky to get the hang of at first.

However, instead of covering the healing actions in this section, we will leave that for the "Off-GCD Actions" and "Openers" segments to avoid burying the lead of the main topic: White Mage's attack rotations.

Basic Single-Target Rotation

  • Glare > Dia > Glare > Glare > Glare > Glare

Try to preserve the uptime of Dia by refreshing its timer with less than three seconds left on its dot timer.

Basic AoE Rotation

  • Holy > Holy > Holy > Holy

For White Mage's AoE, you essentially spam-cast Holy while mixing in various Off-GCD Action, which we will touch on further below.

Important Single-Target Healing GCDs

Spell Name Description Use
Cure II Heals selected target for 800 HP, costs 1,000 MP. Used quite frequently in Dungeons and Raids, especially during hard-hitting encounters and pulls.
Regen Heals selected target for 250 HP overtime for a total of 1,500 HP. Costs 400 MP. Regen is your highest single-target healing ability and is a life-saver to pass progression checks and protect allies from high single-target damage.
Afflatus Solace Instantly heals the selected target for 800 HP, costs 0 MP. Rarely used in Raids but is an excellent option in Dungeons and other lower-leveled content.

Important AoE Healing GCDs

Spell Name Description Use
Medica II Heals nearby teammates for 250 HP overtime for a total of 1,000 HP. Costs 1,000 MP. This is the most potent AoE healing option at your disposal and will be used quite frequently in level-capped content.
Cure III Restores 600 HP to all nearby members and costs 1,500 MP. Cure III is an excellent healing option has it has a recast timer of 2.5 seconds, allowing you to spam heal if you have the MP to spare.
Afflatus Rapture Heals nearby party members for 400 HP and costs 0 MP. Afflatus Rapture will be used quite often and is typically your primary option due to the White Mage's Blood Lily mechanic.

Off-GCD Actions/Healing

Off-GCD Actions for jobs such as the White Mage are largely situational and require you to drop what you're doing on a dime to prevent you or your teammates from falling in battle. In addition to weaving in attacks into your standard rotations, you are expected to keep an eye on your party and keep them topped off to avoid a fatal situation.

Presence of Mind

Reduces all GCDs (spell cast time and recast time/auto-cast delay) by 20%, lasting 20 seconds with a two-minute cool down. Presence of Mind is an excellent way to capitalize on White Mage's simplistic rotations and deal more damage as a result.

Assize

Assize is an Off-GCD that deals 400 damage to all enemies in the area while restoring 400 HP to you and nearby party members. You will also recover 5 percent of your maximum MP on cast, allowing you to weave in more abilities into your rotation.

Important Single-Target Healing Off-GCDs

Spell Name Description Use
Benediction Restores the selected target's HP by 100 percent. Has a 180-second cooldown timer. Should be incorporated into a plan, such as curing a Dark Knight of Walking Dead if they use Living Dead on a Tankbuster. It can also be used in Raids and other end-game content to fully restore your Tank's health, allowing them to sit through damage for long periods.
Tetragrammaton Heals selected target for 700 HP. Has a 60-second cooldown timer. Your go-to single-target healing Off-GCD, excellent for spot heals and keeping a Tank topped up during autos.
Divine Benison Places a barrier around the target that absorbs damage equal to 500 HP. Has a 30-second cooldown timer. Excellent for shielding Tanks during autos and is also a great ability to use in general on teammates who will be taking the brunt of the damage.

Important AoE Healing Off-GCDs

Spell Name Description Use
Asylum Shrouds an area in a protective veil, healing you and any teammate that enters periodically over 24 seconds. Healing allies within the area of effect will increase healing potency by ten percent. Asylum will be your go-to AoE healing option and is excellent for encounters where a large portion of the party has to get close together.
Plenary Indulgence Grants you and nearby party members Confession. Additionally, healing a target under the effects of Confession with Medica II, Cure III, or Afflatus Rapture will boost the healing potency. Excellent for passing significant heal checks that require subsequent healing in short bursts.
Temperance Increases potency of all GCD healing spells by 20 percent and reduces incoming damage to you and nearby teammates within 30 yalm radius by ten percent for 20 seconds. Temperance shines brightest in scenarios where you and your team need to take tons of incoming damage. The healing and damage mitigation properties allow you to overcome significant skill checks in Dungeons and Raids.
Liturgy of the Bell Allows you to place a Healing Blossom in an area of your choosing, granting five stacks of Liturgy of the Bell to yourself. If you take damage, one stack of Liturgy of the Bell will get consumed, healing yourself and any party member within a 20 yalm radius for 400 HP. If you have any stacks of Liturgy of the Bell remaining, an additional healing effect will transpire and heal for 200 HP per remaining stack. While it's pretty challenging to maximize the healing properties of this ability, it is still helpful in many scenarios. Whether you place it in areas rife with elemental hazards or during encounters with annoying gimmicks where you're sure to take damage, it will likely keep someone afloat during hectic moments.

Openers

Typically, the Opener is the optimized sequence of actions you will open each encounter with before settling into your basic rotations for the remainder of the fight. However, in the case of the White Mage, you will have to keep an eye on your party and their health and determine which heals to use in real-time, as most of their role isn't static or set in stone.

Below is the essential opener for the White Mage. After getting through the opener, immediately focus on keeping your DoT up, your Off-GCD Abilities Presence of Mind and Assize whenever they're available, and keeping your teammates from kicking the bucket. While this may seem like a lot, the White Mage doesn't have much to work with in terms of attacking, so you aren't juggling too much once you get the hang of it.

  • Pre-Pull: (Grade 6 Tincture of Mind) > Glare
  • Dia > Glare > Glare (Presence of Mind) > Glare (Assize) > Glare

If you're wondering which heals to use and jumped to the Opener from the jump, you can find the most crucial healing actions in the sections above!

Equipment And Materia Management

When it comes to managing equipment and Materia for your job, it can often be a bit overwhelming or easy to forget, especially if you aren't focusing too heavily on max-level content. Still, this is a crucial part of your build and will help you get the most out of your role, helping you and your entire party out. Below is an example of a Best in Slot White Mage build that takes into consideration the job's heavy MP usage.

Equipment Materia Stats
Weapon Asphodelos Cane
  • Slot 1: Savage Aim Materia X
  • Slot 2: Savage Aim Materia X
  • DMG +120
  • MND +304
  • VIT +288
  • CRT +188
  • DET +269
Head Asphodelos Headgear of Healing
  • Slot 1: Heaven's Eye Materia X
  • Slot 2: Heaven's Eye Materia X
  • MND +180
  • VIT +169
  • PIE +113
  • CRT +162
Body Asphodelos Chiton of Healing
  • Slot 1: Savage Aim Materia X
  • Slot 2: Savage Aim Materia X
  • MND +285
  • VIT +269
  • CRT +180
  • DET +257
Hands Augmented Radiant's Gloves of Healing
  • Slot 1: Heaven's Eye Materia X
  • Slot 2: Heaven's Eye Materia X
  • MND +180
  • VIT +169
  • CRT +162
  • DET +113
Legs Augmented Radiant's Hose of Healing
  • Slot 1: Savage Aim Materia X
  • Slot 2: Savage Aim Materia X
  • MND +285
  • VIT +269
  • CRT +180
  • DET +257
Feet Asphodelos Gaiters of Healing
  • Slot 1: Heaven's Eye Materia X
  • Slot 2: Heaven's Eye Materia X
  • MND +180
  • VIT +169
  • CRT +162
  • DET +113
Earrings Asphodelos Earrings of Healing
  • Slot 1: Heaven's Eye Materia X
  • Slot 2: Heaven's Eye Materia X
  • MND +142
  • VIT +133
  • CRT +127
  • DET +89
Necklace Asphodelos Necklace of Healing
  • Slot 1: Savage Aim Materia X
  • Slot 2: Heaven's Eye Materia X
  • MND +142
  • VIT +133
  • PIE +127
  • CRT +89
Bracelets Asphodelos Amulet of Healing
  • Slot 1: Heaven's Eye Materia X
  • Slot 2: Heaven's Eye Materia X
  • MND +142
  • VIT +133
  • CRT +127
  • DET +89
Left Ring Asphodelos Ring of Healing
  • Slot 1: Savage Aim Materia X
  • Slot 2: Heaven's Eye Materia X
  • MND +142
  • VIT +133
  • CRT +89
  • DET +127
Right Ring Augmented Radiant's Ring of Healing
  • Slot 1: Heaven's Eye Materia X
  • Slot 2: Savage Might Materia X
  • MND +142
  • VIT +133
  • PIE +89
  • CRT +127

If you need more information on how Materia works in Final Fantasy 14, look no further than our complete guide on it here! Furthermore, there are a couple more ways you can get a bit more performance out of the White Mage class. One of the methods was already touched upon, which is using the Grade 6 Tincture of Mind in your Opener. The second method is to consume food, with Pumpkin Potage being among the most popular and best choices.

NEXT: Final Fantasy 14: Complete Guide To Playing Samurai