1. You are currently viewing a section that predates the release of FFXIV:ARR and the information you see here is most likely outdated and/or useless.
  1. FFXIV Reset Timers
    Last daily reset was 17 hours, 4 minutes ago / Next daily reset is in 6 hours, 55 minutes
    Last weekly reset was 3 days, 10 hours, 4 minutes ago / Next weekly reset is in 2 days, 23 hours, 55 minutes
Page 1 of 19 1 2 3 11 ... LastLast
Results 1 to 20 of 368

Thread: Conjurer     submit to reddit submit to twitter

  1. #1
    I Am, Who I Am.
    Join Date
    Nov 2005
    Posts
    15,656
    BG Level
    9
    FFXIV Character
    Trixi Sephyuyx
    FFXIV Server
    Excalibur
    FFXI Server
    Ragnarok

    Conjurer

    Mod Edit: Updated 8/29/10, credit for the 30+ abilities goes to Gulkeeva.

    In One's Element

    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.





    Abilities
    ● Spirit Dart (Rank 1 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: Instant )
    Launch an elemental missile attack. Damage type varies with equipped arm.

    ● Tranquility (Rank 1 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 30m )
    Suppress your senses and reflect inward, recovering MP.

    ● Trance Chant (Rank 2 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 120s )
    Intensify your next cast, preventing it from being interrupted.

    ● Profundity (Rank 10 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 60s )
    Enunciate and project, increasing the magic potency of your next cast. Lengthens cast and recast times.

    ● Soughspeak (Rank 14 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 60s )
    Speak in a whisper, reducing magic potency and rate of enmity generation.

    ● Spiritbind (Rank 18 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 60s )
    Channel the elements, binding yourself and reducing MP consumption by half.

    ● Elemental Shroud (Rank 20 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: Instant )
    Launch an elemental attack, dealing damage to the target and nearby enemies. Damage type varies with equipped arm.

    ● Purge (Rank 22 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 60s )
    Alter a being's very essence, rendering the target's elemental alignment neutral.

    ● Resonance (Rank 26 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 60s )
    Alter your tone, increasing the range and reducing the area of effect of conjury spells.

    ● Roaming Soul (Rank 30 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 60s )
    Hum your next spell, lengthening its effect once cast.

    ● Profundity II (Rank 34 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 60s )
    Enunciate and project, increasing the magic potency of your next cast. Lengthens cast and recast times.

    ● Raise (Rank 38 - MP Cost: 0 - TP Cost: 0 - Cast Time: 10s - Recast: 60s )
    Revives a KO'd target.

    ● Reraise (Rank 38 - MP Cost: 0 - TP Cost: 0 - Cast Time: 10s - Recast: 60s )
    Allows target to instantaneously revive upon being ko'd.

    ● Chainspell (Rank 40 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 5m )
    Repeat your incantation, reducing cast times, recast times, and stamina costs.

    ● Nature's Fury (Rank 40 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: Instant )
    Launch an elemental attack, dealing damage to the target and nearby enemies. Damage type varies with equipped arm.

    ● Tractor (Rank 42 - MP Cost: 0 - TP Cost: 0 - Cast Time: 10s - 10s )
    Pulls the body of a KO'd target toward the caster.

    ● Purge II (Rank 46 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 60s )
    Alter a being's very essence, rendering the target's elemental alignment neutral.

    ● Soughspeak II (Rank 50 - MP Cost: 0 - TP Cost: 0 - Cast Time: Instant - Recast: 60s )
    Speak in a whisper, reducing magic potency and rate of enmity generation.

    Weapon Skills

    ● Radiance (Rank 10 - MP Cost: 0 - TP Cost: 1000 - Cast Time: Instant - Recast: 10s )
    Sear an enemy with brilliance, dealing astral damage. grants the caster MP in proportion to the damage dealt.

    ● Mana Bolt (Rank 30 - MP Cost: 0 - TP Cost: 1000 - Cast Time: Instant - Recast: 10s )
    Launch a charged bolt, dealing damage and additional damage over time. Damage type varies with equipped arm.

    ● Mana Bolt II (Rank 50 - MP Cost: 0 - TP Cost: 1000 - Cast Time: Instant - Recast: 10s )
    Launch a charged bolt, dealing damage and additional damage over time. Damage type varies with equipped arm.

    Spells
    ● Fire/Blizzard/Thunder/Water/Aero/Stone (Rank 1 - MP Cost: 10 - HP Cost: 0 - Cast Time: 2s - Recast: 5s )
    Deals fire/ice/lightning/water/wind/earth damage to enemies within area of effect.

    ● Cure (Rank 4 - MP Cost: 12 - HP Cost: 0 - Cast Time: 2s - Recast: 5s )
    Restores HP of allies within area of effect.

    ● Stoneskin (Rank 6 - MP Cost: 12 - HP Cost: 0 - Cast Time: 6s - Recast: 30s )
    Hardens the skin of allies within area of effect, absorbing a certain amount of damage.

    ● Repose (Rank 8 - MP Cost: 8 - HP Cost: 0 - Cast Time: 2s - Recast: 40s )
    Renders enemies within area of effect immobile. Does not affect moving targets.

    ● Shock Spikes (Rank 8 - MP Cost: 12 - HP Cost: 0 - Cast Time: 3s - Recast: 10s )
    Armors party members within area of effect with spikes of lightning, granting the ability to stun and deal lightning damage to attacking enemies.

    ● Burn/Frost/Shock/Drown/Choke/Rasp (Rank 12 - MP Cost: 16 - HP Cost: 0 - Cast Time: 2.5s - Recast: 12s )
    Deals fire/ice/lightning/water/wind/earth damage over time and reduces fire/ice/lightning/water/wind/earth magic defense of enemies within area of effect.


    ● Protect (Rank 16 - MP Cost: 9 - HP Cost: 0 - Cast Time: 3s - Recast: 60s )
    Enhances the defense of allies within area of effect.

    ● Shell (Rank 16 - MP Cost: 9 - HP Cost: 0 - Cast Time: 3s - Recast: 60s )
    Enhances the magic defense of allies within area of effect.

    ● Cure II (Rank 20 - MP Cost: 20 - HP Cost: 0 - Cast Time: 2.25s - Recast: 5.5s )
    Restores HP of allies within area of effect.

    ● Fire II/Blizzard II/Thunder II/Water II/Aero II/Stone II (Rank 24 - MP Cost: 20 - HP Cost: 0 - Cast Time: 3s - Recast: 14.5s )
    Deals fire/ice/lightning/water/wind/earth damage to enemies within area of effect.

    ● Poisona (Rank 26 - MP Cost: 13 - HP Cost: 0 - Cast Time: 1s - Recast: 5s )
    Removes Poison from party members within area of effect.

    ● Paralyna (Rank 26 - MP Cost: 12 - HP Cost: 0 - Cast Time: 1s - Recast: 5s )
    Removes Paralyze from party members within area of effect.

    ● Silena (Rank 26 - MP Cost: 24 - HP Cost: 0 - Cast Time: 1s - Recast: 5s )
    Removes Silence from party members within area of effect.

    ● Sleep (Rank 32 - MP Cost: 18 - HP Cost: 0 - Cast Time: 3s - Recast: 30s )
    Induces slumber among enemies within area of effect.

    ● Burn II/Frost II/Shock II/Drown II/Choke II/Rasp II (Rank 36 - MP Cost: 28 - HP Cost: 0 - Cast Time: 3s - Recast: 14s )
    Deals fire/ice/lightning/water/wind/earth damage over time and reduces fire/ice/lightning/water/wind/earth magic defense of enemies within area of effect.


    ● Shock Spikes II (Rank 42 - MP Cost: 24 - HP Cost: 0 - Cast Time: 3s - Recast: 10s )
    Armors party members within area of effect with spikes of lightning, granting the ability to stun and deal lightning damage to attacking enemies.

    ● Stoneskin II (Rank 42 - MP Cost: 24 - HP Cost: 0 - Cast Time: 6s - Recast: 30s )
    Hardens the skin of allies within area of effect, absorbing a certain amount of damage.

    ● Flare/Freeze/Burst/Flood/Tornado/Quake (Rank 44 - MP Cost: 100 - HP Cost: 0 - Cast Time: 3s - Recast: 20s )
    Deals massive fire/ice/lightning/water/wind/earth damage to enemies within area of effect.
    Note: Flare has a cast time of 6, also has a higher damage modifier then all other spells.

    ● Cure III (Rank 48 - MP Cost: 36 - HP Cost: 0 - Cast Time: 2.5s - Recast: 6s )
    Restores HP of allies within area of effect.

    ● Protect II (Rank 48 - MP Cost: 19 - HP Cost: 0 - Cast Time: 3s - Recast: 60s )
    Enhances the defense of allies within area of effect.

    ● Shell II (Rank 48 - MP Cost: 19 - HP Cost: 0 - Cast Time: 3s - Recast: 60s )
    Enhances the magic defense of allies within area of effect.

  2. #2
    New Spam Forum
    Join Date
    Aug 2010
    Posts
    163
    BG Level
    3
    FFXI Server
    Bahamut
    WoW Realm
    Hellscream

    OMG Please give me MP Regen Phase3...

    And to anyone who doesn't think soo... Grumble... Sorry actually read some that said it makes you control your mana not being able to have MP but when you run back to Crystal....

    That's just nuts... I have no defence I'm a Clothy I have to kill fast not to die.

  3. #3
    Shallow and Pedantic
    Join Date
    Jun 2007
    Posts
    4,996
    BG Level
    7

    So is this job more of the BLM or RDM? Or is the other one.. visa versa.

  4. #4
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
    Sep 2007
    Posts
    37,887
    BG Level
    10

    This is a BLM + WHM

  5. #5
    Shallow and Pedantic
    Join Date
    Jun 2007
    Posts
    4,996
    BG Level
    7

    Interesting, thankyou

  6. #6
    New Odin
    Join Date
    Jun 2007
    Posts
    8,825
    BG Level
    8

    Quote Originally Posted by Crazyd View Post
    OMG Please give me MP Regen Phase3...
    I'd rather wait to see how the guildleve system is actually supposed to work before I would change anything else.

    The system might work pretty well when people actually progress doing leves, which would make mp regen not a necessity it is now.

  7. #7
    New Spam Forum
    Join Date
    Aug 2010
    Posts
    163
    BG Level
    3
    FFXI Server
    Bahamut
    WoW Realm
    Hellscream

    Quote Originally Posted by Hyan View Post
    I'd rather wait to see how the guildleve system is actually supposed to work before I would change anything else.

    The system might work pretty well when people actually progress doing leves, which would make mp regen not a necessity it is now.
    True... but I would at least like to be able to /rest... being able to grind solo would be nice.

  8. #8
    Sea Torques
    Join Date
    Jul 2006
    Posts
    500
    BG Level
    5
    FFXI Server
    Odin

    Basic elemental nukes rank 1, 10 MP each
    Trance Chant rank 2
    Cure rank 5
    Stoneskin rank 6

  9. #9
    Ridill
    Join Date
    Jun 2007
    Posts
    12,707
    BG Level
    9
    FFXIV Character
    Teisha Linne
    FFXIV Server
    Moogle
    FFXI Server
    Bahamut

    You mean cure rank 4. No skill are gained on odd levels.

  10. #10
    Sea Torques
    Join Date
    Jul 2006
    Posts
    500
    BG Level
    5
    FFXI Server
    Odin

    Quote Originally Posted by Gokulo View Post
    You mean cure rank 4. No skill are gained on odd levels.
    That's odd, I was almost sure, but not so sure after your post.

  11. #11
    dutch are scum
    Join Date
    Jul 2010
    Posts
    744
    BG Level
    5

    Cure's definitely 4.

  12. #12
    Smells like Onions
    Join Date
    Aug 2010
    Posts
    8
    BG Level
    0

    Conjurer up to Rank 24 with pics (phase 2): ffxivstrawhats.com/jobs/Conjurer/

  13. #13
    Bagel
    Join Date
    Nov 2007
    Posts
    1,488
    BG Level
    6

    This job looks very interesting on paper but I wonder if it's going to be affected by FFXI's "SMN syndrome" (even though it can do many things it's mostly used as a curebot in exp parties)...

    In that case I can see manaburn parties being popular even at lower levels since spells like Stoneskin and Repose are available early on.

    (I haven't played the Beta so I apologize in advance if I just spouted nonsense about FFXIV's gameplay)

  14. #14
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
    Sep 2007
    Posts
    37,887
    BG Level
    10

    What I am wondering is for retail, will someone be able to play conjurer WHM and BLM, or would have to focus mostly on BLM or WHM.

    Exemple will it be able to lv INT + MND + PIE, or will have to do MND + PIE or INT + PIE

  15. #15
    CoP Dynamis
    Join Date
    Sep 2007
    Posts
    269
    BG Level
    4

    What does Pie do (other than taste yummy) for mages? Id assume int is going towards damage and mnd towards cure pot/debuffs (im sure i saw mnd cure testing somewhere) but i couldnt hazzard a guess at pie!

  16. #16
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
    Sep 2007
    Posts
    37,887
    BG Level
    10

    Magic accuracy or MAB for pie iirc

  17. #17
    Bagel
    Join Date
    Oct 2006
    Posts
    1,342
    BG Level
    6
    FFXIV Character
    Reapz Sjc
    FFXIV Server
    Excalibur
    FFXI Server
    Bismarck

    It's MACC

  18. #18
    Sea Torques
    Join Date
    Apr 2010
    Posts
    742
    BG Level
    5
    FFXI Server
    Phoenix

    This is the most complete skill listing I have from phases 2 + 3.

    They are all incomplete in some way, so if you see anything wrong or have info I don't, let me know and I'll correct them.

    Skills & Traits you buy with Marks:

    Spoiler: show


    A note on the skills/traits:
    The skills that increase an Attribute temporarily on the gathering classes cannot be used on the combat classes.
    So far, each combat class has 2 skills, a level 20 one and a level 40 one. The skills cost zero TP, zero MP and cost no Action Points to equip.
    The skills that say "Increase TP generation" do less damage than a normal attack but give 150-200% more TP.
    The traits that grant class affinity are designed to increase the effectiveness of your cross class skills. Equipping the CON affinity trait on another class will boost the effectiveness of the Cure spells for example.
    The Attribute swap traits can be used to reduce the diminishing returns penalty when buying your stats.

    For example:

    You buy the +10 STR to +10 INT trait.

    Your STR is 40, your INT is 15.

    If you put 10 allocation points into STR your STR will now be 45 (it costs two points to raise a STAT beyond 40).

    However, if you put 10 points into INT, and equipped the trait, your STR will be 50, and your INT still 15.

    You get 5 more points of STR for the same allocation point cost, and have the advantage of already having some INT should you swap to a mage class.



    The skills:


    Conjurer 1-26
    Spoiler: show
    Known Skills and Traits (Subject to change)


    1: Spirit Dart
    TP Cost: 0
    MP Cost: 0
    Action Cost: 0
    Cooldown: 0
    Requires: Conjurer
    Magical range attack

    1: Tranquility
    TP Cost: 0
    MP Cost: 0
    Action Cost: 0
    Cooldown: 30mins
    Requires: Conjurer
    Replenishes some mp

    1: Elemental Nukes - Fire, Stone, Water, Blizzard, Thunder, Aero (6 spells)
    TP Cost: 0
    MP Cost: TBC
    Action Cost: 3
    Cooldown: TBC
    Requires: Disciples of War, Disciples of Magic
    AOE - Elemental Nukes

    2: Trance Chant
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    Increased magic accuracy

    4: Cure
    TP Cost: 0
    MP Cost: 12
    Action Cost: 2
    Cooldown: 5
    Requires: Disciples of War, Disciples of Magic
    AOE heal

    6: Stoneskin
    TP Cost: 0
    MP Cost: 12
    Action Cost: TBC
    Cooldown: 30 seconds
    Requires: Disciples of War, Disciples of Magic
    AoE Damage shield

    8: Shock Spikes
    TP Cost: 0
    MP Cost: 8
    Action Cost: 3
    Cooldown: 10 Seconds
    Requires: Disciples of War, Disciples of Magic
    AoE Spikes that do damage on hit and stun the enemy.

    8: Repose
    TP Cost: 0
    MP Cost: 8
    Action Cost: 3
    Cooldown: 40 Seconds
    Requires: Disciples of War, Disciples of Magic
    AoE bind.

    10: Profundity
    TP Cost: 0
    MP Cost: 0
    Action Cost: 3
    Cooldown: 60 seconds
    Requires: Disciples of War, Disciples of Magic
    Increases Magic Potency for next cast. Lengthens the cast time and recast time of affected spells.

    10: Radiance
    TP Cost: 1000
    MP Cost: 0
    Action Cost: 3
    Cooldown: 8 seconds
    Requires: Disciples of War, Disciples of Magic
    High damage + gives back a small proportion of mp.


    12: Elemental DoT's - Burn, Frost, Rasp, Drown, Choke, Shock
    (6 spells)
    TP Cost: 0
    MP Cost: 16
    Action Cost: 3
    Cooldown: 12 Seconds
    Requires: Disciples of War, Disciples of Magic
    Elemental DoT and reduces enemies resistance to that elemental type within area of effect.


    14: Sough Speak
    TP Cost: 0
    MP Cost: TBC
    Action Cost: 3
    Cooldown: TBC
    Requires: Disciples of War, Disciples of Magic
    Reduces magic potency and rate of enmity generation.

    16: Shell
    TP Cost: 0
    MP Cost: TBC
    Action Cost: 2
    Cooldown: TBC
    Requires: Disciples of War, Disciples of Magic
    AoE Magical Defense buff.

    16: Protect
    TP Cost: 0
    MP Cost: TBC
    Action Cost: 2
    Cooldown: TBC
    Requires: Disciples of War, Disciples of Magic
    AoE Physical Defense buff.

    18: Spiritbind
    TP Cost: 0
    MP Cost: TBC
    Action Cost: 3
    Cooldown: 1 min
    Requires: Disciples of War, Disciples of Magic
    30sec duration buff. Binds you to the spot reducing mp cost by half.


    20: Cure II
    TP Cost: 0
    MP Cost: TBC
    Action Cost: 2
    Cooldown: TBC
    Requires: Disciples of War, Disciples of Magic
    AOE heal


    22: Purge
    TP Cost: 0
    MP Cost: TBC
    Action Cost: 3
    Cooldown: TBC
    Requires: Disciples of War, Disciples of Magic
    Renders the targets elemental alignment neutral

    24: Elemental Nukes II - Fire, Stone, Water, Blizzard, Thunder, Aero (6 spells)
    TP Cost: 0
    MP Cost: TBC
    Action Cost: 3
    Cooldown: TBC
    Requires: Disciples of War, Disciples of Magic
    AOE - Tier II Elemental Nukes

    26: Resonance
    TP Cost: 0
    MP Cost: TBC
    Action Cost: 3
    Cooldown: TBC
    Requires: TBC
    Alter your tone, increasing the range and reducing the area of effect of conjury spells.

    Skills & Traits you buy with Marks:

    Spoiler: show

    Skills

    Natures Fury
    Launch a elemental attack, dealing damage to the target and nearby enemies. Damage type varies by equipped arm.

    Elemental Shroud
    Launch a elemental attack, dealing damage to the target and nearby enemies. Damage type varies by equipped arm.

    Traits
    Fast Cast
    Increases your casting speed by 10%

    One with Nature
    Increases your affinity with conjurer based actions by 10, up to a maximum of 100

    Complete Control
    Converts MND +5 into DEX +5

    Driven by Faith
    Converts PIE +5 into VIT +5

    Will to Power
    Converts INT +5 into STR +5

    Complete Control II
    Converts MND +10 into DEX +10

    Driven by Faith II
    Converts PIE +10 into VIT +10

    Will to Power II
    Converts INT +10 into STR +10



  19. #19
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
    Sep 2007
    Posts
    37,887
    BG Level
    10

    Edited your post because Cure II is 2 action points

  20. #20
    Sea Torques
    Join Date
    Apr 2010
    Posts
    742
    BG Level
    5
    FFXI Server
    Phoenix

    Quote Originally Posted by Ratatapa View Post
    Edited your post because Cure II is 2 action points
    No worries, thanks.

Page 1 of 19 1 2 3 11 ... LastLast

Similar Threads

  1. Solo Conjurer R30
    By zzapp in forum FFXIV: Archive of the Betas
    Replies: 7
    Last Post: 2010-12-20, 18:50