FFXIV Conjurer / White Mage Stats and Materia Guide

What’s a good conjurer stats build? What are useful white mage stats? Conjurer/White Mage materia? If any of these questions brought you here, you came to the right place. Whether its by stat allocation, gear or materia, knowing what stats your Conjurer or White mage need should never be far from mind!

Conjurer (CNJ) & White Mage (WHM) Stats

What are the conjurer or white mage stat weights?

MND > PIE > Determination > Spell Speed > Critical Chance > VIT

*These may vary slightly from patch to patch, or by personal preference. Following the recommendation above will always give you a good CNJ & WHM build.

Conjurer (CNJ) & White Mage (WHM) Primary Stats Allocation

What stats should I add as a conjurer or white mage?

MND > PIE> VIT

Since this is where people may mess up the most, I’ll explain it in word for word. When you allocate stats, put as much points into MND (Mind) as you can. If you cannot put any more points into MND, place points into PIE (Piety). If you cannot put any more points into MND and/or PIE, invest in VIT(Vitality).

Mind – Increases healing power. An obvious choice for Conjurers. This is by far your most important stat, hands down. You will ideally want to obtain as much of it as possible, wether it be through Stat Allocations, Gear or Materia.

Piety – Increases Mana (MP) Pool. Another no-brainer. More mana equals more healing.

Vitality – While you may never find the need to allocate or slot materia for a third primary stat, Vitality is a suitable choice. Why? Taking a hit or two before going down is never bad. The more durable you are, the more you can focus on healing others, and the less desperate you need to be when things go out of hand.

 

Conjurer (CNJ) & White Mage (WHM) Secondary Stats

What are good secondary stats for conjurer and white mage, and why?

Determination> Spell Speed > Critical Strike Chance

While you can’t allocate this directly, these will be heavily considered when picking gear upgrades and slotting materia.

Determination – Affects Healing and Damage Dealt. More healing. Need I say any more? This stat acts more consistently than Crit, and is much better for CNJ/WHM.

Spell Speed – This stat is a bit controversial, most CNJ’s and WHM’s debate whether this is better than critical chance, due to its low returns. I personally like this better than crit.

Critical Chance – A random crit wont do you much help, as it will probably “Overheal” your target. While a lucky crit can get you out of a bind, I’m much more in favor of consistency.

Note from Mahiko: These stats will forever be debated for CNJ / WHM, as long as FFXIV remains online. Mark my words. My personal preference leans towards Spell Speed over Determination. Remember that any mix of these stats is good, so don’t stress out about it and focus on being a better healer (Playerskill), having better teamwork and communication.

Conjurer (CNJ) & White Mage (WHM) Materia

This is directly related to the first section. As you may know, all gear has a limit for each stat it can have, the higher its Item Level, the higher amount of stats it can hold. So the idea is to max out (or get close to maxing out) the left most, and work your way right. Again:

MND > PIE > Determination > Spell Speed > Critical Chance > VIT

Materia Name
MND: Mind
PIE: Piety
Determination: Savage Might
Spell Speed: Quicktongue
Critical Chance: Savage Aim
VIT: Vitality

See Also: Materia Guide | Melding Guide

Summary:

  • Overall CNJ WHM stat importance: MND > PIE > Determination > Spell Speed > Critical Chance > VIT
  • CNJ WHM Stat allocation: MND > PIE > VIT
  • Secondary stats for CNJ WHM: Determination> Spell Speed > Critical Strike Chance
  • Reference links: Conjurer FAQ, White Mage FAQ

Follow us on Facebook for more FFXIV updates!

Have a question about CNJ/WHM? Chime in on the comments or in our Conjurer/White Mage Forums.

Paladin VS Warrior Tanking Comparison

Warrior Or Paladins? Is one truly better than the other? In this battle of the fat, we try to determine just that. PLD VS WAR comparison!

Inevitably, it’s come to this. “Who is better”, Warriors (Marauders) or Paladins (Gladiators)? Here, we will try our best to give you the ins and outs of each class. Note that we will be discussing level 50 PLD and WAR capabilities, and this somehow extends to lower-level Gladiator and Marauder comparisons.

This is also our very first ‘community driven’ guide – we will be discussing key points in the forums, ultimately leading to the content to this page. Participate and be commended!
PLD vs. WAR Forum thread

For reference you can open these windows:
Gladiator | Paladin : Marauder | Warrior

Base stats / Innate capabilities

Warrior
The main advantage of a warrior is it’s immense maximum HP. Does a lot of damage, and indirectly increases defenses by doing so. Marauders and Warriors are extremely combo sensitive, and are definitely more difficult to play. This further extends by adding the “Defiance” / “Infuriated” warrior system. Compared to Paladins, these guys pack a huge punch. Parrying serves as a welcome additional defense (Although Paladins have this too), they cannot block.

Paladin
Damage reduction / mitigation is the paladins key trait. Wears a shield by default (Blocks!). Paladins have a reactive gamplay style, and are much easier to play ‘mechanically’ than warriors. Paladins are susceptible to burst damage with a low HP pool, but over the course of longer encounters – their mitigation more than makes up for it. Their “Effective HP” is much much higher than a Marauder. Their damage is so pathetic, and could possibly be out DPS’d by a Conjurer.

So here we see the main difference, Warriors rely on HP and Damage. Paladins rely on Damage Reduction. This becomes brutally clear in the next section:

Defensive Skills

Warrior
— MRD —
Foresight – Increases defense by 20% for 20s. Recast 90 (Traited)
Bloodbath – Gain 25% “Lifesteal” for 30s (Traited). Recast 90.
Mercy Stroke – Killing a target with mercy stroke restores 20% of max HP. Recast 30 (Traited)
Thrill of Battle – Increases max HP by 20% (Traited) and heals for that amount. Duration 10s.
Storms Path – (If Combo’d into) Creates a shield equal to 20% of damage dealt up to 10% of max HP.
—WAR—
Defiance – (Stance) Increases maximum HP by 25%, while lowering damage dealt by 30% and increasing enmity.

Paladin
— GLD —
Rampart – Reduces damage taken by 20% (Traited) for 20s.
Convalescence – Increases HP restored by spells or actions by 30% (Traited) for 20s.
Awareness – Reduces critical strike damage taken by 15% for 25 (Traited) seconds.
Tempered Will – Immediately cures Bind and Heavy, while preventing knockback and draw-in effects.
Sentinel – Reduces damage taken by 40% (Traited) for 10s.
Bulwark – Increases block rate by 60% for 15s.
— PLD —
Shield Oath – (Stance) Reduces damage taken by 25%, and damage dealt by 30% but increases enmity generated.
Hallowed Ground – Renders you impervious to most attacks

Wow, from here it becomes rather obvious that warriors have the short end of the stick when it comes to purely defensive skills. Foresight is directly inferior to Rampart (Which also reduces magic damage) and Sentinel (40%!). Thrill of Battle is ‘cute’ at best, amounting to a large heal. Storms Path is the warrior saving grace here, giving you a reusable shield without a long cooldown.

Paladins on the other hand have a long list of defensive skills, all ridiculously effective. Just by comparing the stances, the trade-off for 30% reduction for damage dealt is just completely lopsided in the paladins favor: 25% damage reduction for the paladin, and 35% max hp for the warrior. While 35% HP is better in a vacuum, when healers are involved, this becomes next to useless (Remember Effective HP?)

Warriors scale extremely well with offense, and even benefit from it defensively. While this is good, the survivability gained is just nowhere NEAR the Paladin. Not even close.

 

Threat Generation

Both Paladins & Warrior have no trouble generating threat. It’s the small differences and situations that make the Warrior superior to Paladin in terms of threat.  It’s very unlikely that DPS will pull aggro during a fight from either a Paladin or Warrior, so what’s the difference? Two key points.

Threat on Demand
The main difference? Warriors are better in more desperate times. When sh*t hits the fan – you’re going to want a warrior. When resources are tight, and adds spawn, Warriors are much much better at picking them up and making them stick. Paladins have superior resource management and will match a warriors threat over time. Warriors excels at keeping up with initial burst aggro when picking up and killing newly spawned adds.

Adds, AoE
In both single target and AoE situations, Warriors will out-threat Paladins any day. Paladins also have decent AoE threat, but simply pale in comparison to what Warriors can do to multiple enemies, and struggle alot less to build up initial aggro. It’s like Warriors WANT adds to spawn, and lots of them, while Paladins would rather not!

Due to the length of this post, we split it into two pages. In Page 2, we discuss Healer Preference, Overall Kit, and finally Summary and Recommendations.

1 | 2

Follow us on Facebook for more FFXIV updates!

FFXIV ARR Job guides and FAQ’s!

Just in time for this beta weekend, we released a mini-guide and FAQ for all the advanced Jobs in FFXIV A Realm Reborn!

Anything you need from skills, stats, traits, locations, requirements – and more!

Don’t get caught wasting time this beta weekend – check them out now!

 

 

Bard Job FAQ / Guide – FFXIV ARR

Dragoon Job FAQ / Guide – FFXIV ARR

Monk Job FAQ / Guide – FFXIV ARR

Paladin Job FAQ / Guide – FFXIV ARR

Warrior Job FAQ / Guide – FFXIV ARR

White Mage Job FAQ / Guide – FFXIV ARR

Black Mage Job FAQ / Guide – FFXIV ARR

Scholar Job FAQ / Guide – FFXIV ARR

Summoner Job FAQ / Guide – FFXIV ARR

Since we hate searching and coming up with results for 1.0, we clearly state that these guides are for FFXIV A Realm Reborn, or ARR! Bear with us for the insistent labeling!

Follow us on Facebook for more FFXIV updates!