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Magi who use their arcane powers as a method of succor, healers focus on mending the wounds of allies who have sustained damage in combat.

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    Healers in General 
  • Color-Coded for Your Convenience: All the healers have green class icons.
  • Combat Medic: Unlike other MMOs, Healers are meant to, along with keeping everyone alive, deal their own share of the damage.
  • Evolving Attack: Each of the Healers has a basic attack spell which upgrades into progressively stronger forms as they level up. They each have a single Damage Over Time spell that similarly gets stronger.
  • Forced Sleep: The "Repose" spell, which puts the target enemy to sleep for thirty seconds or until someone attacks them.
  • Healing Hands: All of the released healers use magic as a method of healing rather then that of traditional medicine.
  • Limit Break: Healers, as you might expect, use their Limit Breaks to heal nearby party members. The shared level 1 and level 2 Limit Breaks restore fixed percentages of a player’s health and MP, while the level 3 Limit Breaks restore all HP and MP in addition to resurrecting downed party members.
  • The Medic: Healers by definition are charged with healing the wounded in the party and while others may have a few abilities to restore some health, healers are the ones with the most.
  • Power at a Price: In Bozja, the Healer-exclusive Essence of the Profane doubles a Healer's damage output while also gimping that Healer's ability to heal people.
  • Regenerating Mana: The "Lucid Dreaming" role ability, which originated from the White Mage's removed "Shroud of Saints", gives healers regenerating MP for a short time. They share this ability with casters.
  • Squishy Wizard: Like casters, they are vulnerable to attacks without a tank to protect them and die easily to enemy attacks. If the healer in your party dies, there is a very high chance you're screwed. (Unless there's a Summoner or a Red Mage that can revive them.) The optional Eureka and Bozja areas allow a Healer to avert this trope by using various items which drastically increase their hit points and/or defensive stats for the duration of the instance.
  • Status Buff: "Swiftcast" makes the next spell you cast within ten seconds go off instantaneously, while "Surecast" ensures that you can cast spells without interruption from taking damage and makes you immune to most forms of Knockback for the duration. Healers share these buffs with the caster classes.
  • Support Party Member: The Healer classes' primary role in combat is to keep their teammates alive and in the fight with healing and supportive spells. While the White Mage and Scholar can also dole out sizable amounts of damage, the Astrologian's attack spells possess middling damage output in exchange for their ability to provide damage buffs and shielding.
  • You Will Not Evade Me: A friendly version in "Rescue", which magically pulls another party member to the healer's location. The intended use is to get the targeted party member out of harm's way, though there's not much stopping one from using it for evil. The only anti-trolling measure is that it can only be used during combat and is on a 3-minute cooldown to reduce frequency of use.

    Conjurer and White Mage 

Conjurer and White Mage

Magic users who channel the aether of the land itself through a wand made from unworked wood. With a focus on healing and bestowing allies with a few Status Buffs they also command the power of earth, water and wind to defend themselves as needed. Becoming a White Mage gives the player unparalleled healing skills as well as the powerful Holy spell.


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Conjurers provide examples of...

  • The Artifact: Shields being equipable alongside one-handed canes. In 1.0, the shield abilities actually came from a separate class, Sentinel, which was only used as a subjob by Gladiators, Conjurers and Thaumaturges. This class was removed when Jobs were introduced and the abilities were rolled into Gladiator and Paladin, removing a mage's ability to use them. All weapons introduced since then (aside from the FFXIII weapon) have been two-handed, and Two-handed variants of existing one-handers have been rolled out as replacements.
  • Beehive Barrier : The "Protect" spell, which was eventually made a role ability possessed by all healer Jobs and which has since been removed from the game entirely with the release of Shadowbringers.
  • Blow You Away: The "Aero" spell line inflicts damage-over-time to the target.
  • Cast from Hit Points: Part of the Conjurer's questline, though the player doesn't use this trope. It's revealed even if one has a natural talent for healing, without the study of the elementals, and thus their blessings, they'll end up doing this. It can eventually lead to their death if they heal too much. This is specifically because Conjurers' healing involves channeling life force into the one to be healed; 'orthodox' conjury takes from the life force of nature (effectively a drop in the bucket), while without that, one inadvertently draws from their own life force and can die if they overuse it.
  • Combat Medic: The Healer role calculates their magical damage with the same stat used to determine healing power — which, as healers, they tend to have quite a lot of — allowing them to be quite effective in kicking ass as well as healing when the time is right. The trope becomes a point in one of the late class quests where you are told that conjurers must learn to be able to do more than just heal people.
  • Dishing Out Dirt: The "Stone" spells, which damage an enemy by making large rocks burst out of the ground beneath its feet.
  • Druid: The conjurer has strong druidic flavor, possessing the bond with nature to help channel their spells and with some of the wands being branches complete with leaves.
  • Elemental Powers: Has both the "Aero" and "Stone" spell lines as well as one water spell.
  • Gameplay and Story Segregation: It's established in background lore that Conjurers receive their healing powers directly from the Elementals, and as such, they have very strict rules about how they can only use them based on the Elementals' whims, and how doing something as simple as healing a sick child without it being sanctioned by the Elementals can carry severe consequences. Thankfully, the Warrior of Light never has such an issue - likely due to the player being stated to have a near bottomless font of aether and anima, whereas most other conjurers need to rely on other sources.
  • Healing Hands: The various "Cure" and "Medica" spells; the former have very potent healing for a single person ("Cure III" can also heal anyone else in the small vicinity of the target) while the latter isn't as strong but makes up for it by healing multiple people at once in a large area around the caster.
  • Knockback: Was once provided by the "Fluid Aura" spell which knocked its target a good distance back from the Conjurer and bound them in place for several seconds. The knockback part of the spell was removed (and the spell's range increased) with the release of Shadowbringers however. Prior to Stormblood, "Fluid Aura" would also damage the target.
  • Land, Sea, Sky: The three main elements of conjury revolve around the life-giving elements of earth, water, and air to contrast with the destructive connotations of the Fire, Ice, Lightning elements wielded by thaumaturgy.
  • Light Is Not Good: Several dialogues in-game heavily imply that Conjurers routinely and willingly let people die if such is the will of the Elementals. Also, the White Mage Job questline reveals that White Magic became a forbidden art because it was exploited for selfish purposes and warfare.
  • Magic A Is Magic A: Conjury and White Magic use the classical interpretation of "conjuration", the invocation of spirits to accomplish a task — in this case, calling upon the blessings of the elementals of the Twelveswood, allowing them to wield the elements of the land (earth, wind, and occasionally water).
  • Magic Wand: What the class uses if they aren't using a two-handed staff.
  • The Medic: Conjurer is the only healer class in the game (although there is more than one healer job) and also possesses the handy "Raise" spell. Before the removal of the cross-class system, Conjurer was pretty much mandatory for the other healing jobs for spells like "Protect" and "Stoneskin".
  • Reduced Mana Cost: The "Freecure" trait gives a 15% chance that the Conjurer’s next "Cure II" will cost no MP whenever they cast "Cure".
  • Squishy Wizard: They have powerful supportive spells that are essential to keep entire parties alive. But their defenses are paper-thin as a tradeoff, requiring proper positioning and the protection of a tank to work their magicks.
  • Whatevermancy: Though the player can’t actually play as one, the Othard counterpart to the Conjurer is the Geomancer. They use the same set of earth-, water-, and wind-elemental spells for offense and healing as the Conjurer does, with the added caveat of being Seers who can predict the future, and being willing to subjugate the elements of Othard to settle, instead of Gridania who lives in harmony with them at the price of being beholden to their Blue-and-Orange Morality.

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White Mages provide examples of...

  • An Adventurer Is You: The Classic Healer is their primary role, having the highest potency direct healing spells and low MP cost. Eventually, they unlock the trait "Secret of the Lily" which previously caused their "Cure" spells to generate Lilies as a resource to reduce the cooldown time on their healing abilities. Shadowbringers changed this into a self-generating resource that fuels the "Afflatus" spell series. The expansion has also shaped them up to be The Nuker among the Healer jobs, thanks to gaining powerful damaging spells such as Glare, Dia, and especially Afflatus Misery... which isn't terribly out of sync with their portrayal in Final Fantasy.
  • Area of Effect: White Mages are well known for having some of the strongest area of effect damage output in the game between Holy, Assize, and Afflatus Misery (and previously Aero III). The tricky part is balancing their AoE output with their primary role of healing, though the stun provided by Holy helps with mitigation and Assize doubles as a AoE heal.
  • Badass Long Robe: Nothing says badass healer like having a long white robe with red trims on it, and their artifact gear has consistently kept the white-and-red motif since the very beginning. Even the level 70 "Seventh Heaven" armor set still retains the theme in spite of being a departure from the usual long robe fare.
  • Barrier Warrior: White Mages dip into this with "Divine Benison", a spell that grants one party member a 15-second shield which blocks damage equal to a heal of 500 potency. Its previous Stormblood incarnation originally calculated 15% of the receiver's HP.
  • Black Mage: Rather fittingly as a parallel to the Black Mage, the White Mage is this among the other healing jobs, sporting the highest raw damage output, and also capable of unleashing a powerful nuke spell. Their main damaging spell, Glare, even has the same potency as the Black Mage's main damaging spell, Fire IV, at 300 potency (albeit not counting Astral Fire).
  • Blood Magic: At level 74, the White Mage learns "Afflatus Misery", an extremely powerful spell with 900 potency that becomes available to use once they create a Blood Lily from using Afflatus Solace or Rapture three times.
  • Boring, but Practical: White Mages don't provide that much utility compared to the Scholar or Astrologian, but the sheer raw potency of their heals and the incredible damaging power of their spells is enough for them to be incredibly vital to the party.
  • Charge Meter: The Lily Gauge gradually fills up as the White Mage spends time in combat, granting them a Lily which can be spent to cast "Afflatus Solace" or "Afflatus Rapture" every thirty seconds. It can stockpile up to three Lilies at a time.
  • Charged Attack: "Afflatus Misery" is a very powerful offensive spell that can only be used after the White Mage nourishes the Blood Lily with three castings of "Afflatus Solace" and/or "Afflatus Rapture".
  • The Chosen One: The Warrior of Light is one of the few non-Padjali to ever be accepted by a White Mage Soul Stone, likely due to their importance to the realm. This comes at the chagrin of A-Ruhn-Senna, but he later accepts the fact.
  • Combat Medic: While all healers can do damage for solo play and throw in a bit of extra if nobody needs healing, White Mage deserves a special mention for being the most offensive oriented healer of them all. Compare to the 3 middling-potency spells the other healers get, White Mage by contrast has Glare which is the highest potency normal spell any healer gets, Dia which is the strongest damage-over-time spell of them all (and the only one which has instant damage when applied), Holy with its incredible utility as a stun and fair damage, Assize which has a high-potency, no-falloff AoE component as well as being a powerful party heal, and Afflatus Misery, which at a massive 900 potency is only out-damaged by the hardest-hitting spells of proper DPS jobs.
  • Cooldown Manipulation: The primary purpose of the Lilies in Stormblood, which were spent to reduce the cooldown periods of certain spells note  whenever you cast those spells. Depending on how many lilies were spent, the spell’s cooldown time would be reduced by 4, 10, or 20 percent. This later got upgraded so that you'd also have a chance of reducing the cooldown time on "Asylum" and "Assize" by 5 seconds whenever you critically healed someone with "Cure" or "Cure II". In practice, the trait ended up being a Useless Useful Spell, as the impact of the lilies were so insignificant that it was much better to just see it as a small bonus rather than something useful to the White Mage's playstyle, not to mention that the chance to reduce cooldowns with the critical Cures was a measly 20%. In Shadowbringers, the Lily system was reworked to have new spells use lillies as a resource to cast, as well as have those spells build a gauge for a special attack spell.
  • Dangerous Forbidden Technique: The White Mages of Amdapor once had a hand in causing an Umbral Era by drastically overusing the aether of the surrounding land and draining the elementals of the Shroud during the War of the Magi, which lead to a great flood. As a result of this in the modern day, White Magic is mostly only used by the Padjal who are uniquely keyed into the will of the elementals, in cases where non-Padjal are given soul crystals (Which, in Legacy was given to any trusted conjurer due to the impending Calamity), they're watched like a hawk, and anyone found practicing White Magic without the blessing of the Elementals is, effectively, considered a terrorist in the Black Shroud.
  • Evolving Attack: The White Mage’s basic "Stone" spell gets progressively stronger as they level up, transforming into "Stone II", "Stone III", "Stone IV", and finally "Glare". Similarly, "Aero" transforms into the stronger "Aero II" and "Dia" spells.
  • Fight Fire with Fire: "Stone IV" upgrades into "Glare" and "Aero II" upgrades into "Dia" at level 72, both light spells. By then, the Warrior of Light should have reasonably traveled to the First and cut their teeth as the Warrior of Darkness.
  • Gradual Regeneration:
    • The "Regen" spell restores a player's HP in small bursts for several seconds. Over its full duration, it is one of the most powerful single-target healing abilities in the game, short of "Benediction".
    • "Medica II" grants everyone within the spell’s range a weaker but longer-lasting health regen effect, in addition to healing them directly. Shadowbringers increased the regen potency while its duration was halved.
    • Heavensward gives White Mages the "Asylum" ability, which lays down a large field (comparable to the Scholar's "Sacred Soil") that passively regens everyone standing in it.
  • Flower Motif: The White Mage has an association with lilies, even using them as a resource for some of their skills in Stormblood. Dips even deeper into the lily motif in Shadowbringers, with their Afflatus spells using lilies as their core effects and resource. Endwalker further expands on this by giving them "Lilybell", a Lily of the Valley-styled healing totem that releases heal pulses when the caster takes damage. Holy's upgrade, "Holy III", makes it a blooming lily of light.
  • Healing Hands: On top of having the healing spells from the Conjurer class, White Mages also get their own healing spells as a supplement such as "Regen" which grants Gradual Regeneration and "Benediction" which can instantly restore a person's HP to full.
    • Past level 50, White Mages gain even more healing abilities, such as "Asylum" to create a magical field to heal everyone over time if they're inside it, "Assize" to give instant healing to everyone near you while also damaging enemies, and "Tetragrammaton" to give instant healing that is like "Benediction", with shorter cooldown to compensate for its lower potency.
    • Two out of three three "Afflatus" spells introduced by Shadowbringers are instant healing spells that consumes Lilies. "Afflatus Solace" is essentially Tetragramaton with halved cooldown, while "Afflatus Rapture" is the AoE version of the instant heal.
  • Holy Hand Grenade:
    • The very powerful "Holy" spell, which stuns everyone on top of being an AoE spell.
    • The Heavensward expansion added "Assize" to the White Mage repertoire, which on top of being more damaging than "Holy" without diminishing returns, is an AOE heal more potent than Medica, and recovers 10% of your MP. It gets even more potent on 4.5, as its potency becomes twice as much as "Holy" and its cooldown reduced from 60 seconds to 45.
    • In Shadowbringers, White Mages learn offensive light magic that replaces the "Stone" and "Aero" attacks, which are "Glare" to replace "Stone" and "Dia" to replace "Aero". They also learn the incredibly powerful "Afflatus Misery", a 900 potency AoE attack that becomes available after the Blood Lily blooms from using the Afflatus healing spells three times.
  • In the Hood: Both the White Mage's Healer and Orison armour sets feature a white and red hood. The artifact armor's hood is kept down, while the Orison hood is kept up.
  • Light 'em Up: Eventually learns Glare and Dia, which replace Stone and Aero respectively.
  • Limit Break: "Pulse of Life"; at level 3 the White Mage clasps their hands together, kneels and radiates a wave of healing energies, healing all party members to full while also reviving dead ones.
  • Mini Dress Of Power: The Healer's Culottes on females is an absurdly short skirt. And by short we mean "turns your white mage into a perpetual pantalette shot if not worn with the long robe form the same set" short. The Orison Skirt is also a miniskirt on females, but at least that one is of reasonable length.
  • Not the Intended Use: Holy is intended purely to be an offensive spell, but the added—and rather long—area stun effect gives it a popular secondary use to interrupt enemies, even during damage-heavy pulls when the White Mage should otherwise be focusing on healing. Because of the secondary effect, it's often joked about by the community as being a Mitigation Spell, because after all, if the enemies can't attack, the party isn't being hurt.
  • Power Gives You Wings: "Temperance" temporarily gives them wings of light, which powers up their healing potency and reduces damage taken by everyone in range and the user.
  • Reduced Mana Cost: "Thin Air" makes the White Mage’s spells cost nothing for 12 seconds.
  • Regenerating Mana:
    • "Shroud of Saints", which not only grants the user enhanced MP regeneration for a few seconds, but it also cuts all current aggro to the player by half. The skill proper no longer exists but is remembered as the original form of the "Lucid Dreaming" Healer role ability.
    • The Assize spell restores 5% of the White Mage’s MP, in addition to healing all nearby allies and damaging all nearby enemies.
    • Stormblood added the "Thin Air" cooldown, causing spells to cost no mana for its duration. Between "Lucid Dreaming", "Assize", and "Thin Air", White Mages are almost incapable of running out of mana, one of their greatest advantages over other healing jobs.
  • Standard Status Effects: The “Aero” and “Dia” spells inflict Damage Over Time, “Fluid Aura” binds its target in place, and “Holy” stuns enemies in addition to inflicting damage.
  • Status Buff: “Presence of Mind” makes the White Mage cast spells 20% faster, “Thin Air” removes the MP cost of spells, and “Plenary Indulgence” grants party members the “Confession” buff, which provides extra healing whenever the White Mage casts an area-of-effect healing spell. “Temperance” gives the whole party Damage Reduction while also boosting the White Mage’s healing output.
  • Technician Versus Performer: The performer to Scholar's technician. White Mages draw directly on the elements for their magic, deal with the most raw healing power of all the healers, don't have to be particularly strategic with most of their abilities, and can generally do just fine following the flow of combat, in constrast to the much more involved and strategic Scholar.
  • Took a Level in Badass: Since the 5.0 overhaul of the healing role, where healers are expected to heal at least half the time, Astrologian and Scholar haven't done horrible but the nerf is noticeable. In contrast, White Mage hit the ground running and has kept a firm grasp on the top of the healer tier list, both offensively and supportively. White Mage seems to thrive in this style of healing and was overhauled to feel the same, but the lily system makes it feel like a proper parallel to Black Mage since staying in battle gives lilies and using the lilies for Afflatus healing spells gives a powerful nuke, Afflatus Misery. The Stormblood iteration was more of a Skill Gate Character, but White Mage only thematically resembles what it used to be.
  • Unskilled, but Strong: As far as healers go, White Mage doesn't have the mechanical depth, and various benefits, of the others, but it's much simpler than the other healers, and does the basic job well when played right. They also sport the highest raw damage output among the other healers. The spell Benediction is very effective and is the only spell that is guaranteed to heal to full HP. Overall, it is a great job to play for beginners and often looked for to pair with a Scholar or Astrologian due to their raw healing.
  • White Mage: The Conjurer's Soul Crystal Job.
  • Who Wears Short Shorts?: Male White Mages do, at least if you peek under the Healer's Robes to find their shorts.

    Scholar 

Scholar

https://static.tvtropes.org/pmwiki/pub/images/450px_scholar_concept_art.jpg
Arcanists trained in Nymish battle strategy and healing arts, they support and protect allies with their Fairy Companion and powerful barrier magic. Because they evolve from Arcanist, they share all of that classes tropes (though they lose access to the Carbuncle summons).

Scholars provide examples of...

  • An Adventurer Is You: Keeping their DoT Master and Beastmaster from Arcanist, the Scholar adds the Preemptive Healer to their role, with healing spells that provide a shielding effect based on the amount healed or damage reduction shields. Also their pet summons switch to Fairies with two different roles.
  • Animal Motif: Butterflies. Their Stormblood relic weapon gives off a butterfly aura in Organum Anemos and the Pyros Codex.
  • The Artifact: Scholar has two different summoning spells, to summon two "different" yet functionally identical fairies. Prior to Shadowbringers simplifying things, Eos and Selene had different functions, with Eos being focused on healing and Selene using buffs and clearing status conditions. Gaining the ability to summon Selene is tied into the plot, so she can't be simply removed.
  • Artificial Stupidity: Eos is pretty infamous among the player base for her dodgy AI, which can overreact as drastically as "blowing every cooldown because the tank has a light scratch" to underreacting as badly as "The tank's almost dead, better heal the dps that's at 75% hp". For this reason, Eos is usually kept on obey so her powerful healing taken increase and AoE regen can be used reliably. Selene has similar issues, but not quite as severe unless you really need to control her area effect status effect removal. This is no longer the case in Shadowbringers, as Eos and Selene only use Embrace as their automatic skill, leaving "Whispering Dawn" and "Fey Illumination" only usable at the player's command.
  • Attack Its Weakpoint: As a reference to the Libra skill from other games, the Scholar gains the "Chain Stratagem" ability which gives enemies bonus critical hit rate by finding and exploiting weak points.
  • Badass Longcoat: Both the Savant's and Orator's artifact gear sets for the scholar bear one. The Savant's coat has a steampunk overcoat flair while the third artifact has a more traditional academic talar.
  • Barrier Warrior:
    • The Scholar's bread and butter. They don't heal for as much as a White Mage can, but two of their healing spells also add 30-second shields that block as much damage as they heal. On a critical heal, this effect is doubled for the "Adloquium" spell. On top of that, they also have "Deployment Tactics" to duplicate a player's shield buffs for the whole party; an effective Scholar tactic is for a player to stack healing-boosting buffs and hope for an "Adloquium" crit to share, completely trivializing certain mechanics, though this is less effective than it used to be as Shadowbringers made deployment tactics no longer share half of a critical barrier.
    • They also have "Sacred Soil", which is a large magic barrier which stays on the field for 15 seconds, and any party member standing inside it receives 10% less damage taken.
  • Critical Hit: Getting Critical Hits will greatly improve the shielding potency of a Scholar's "Aldoquium" and "Succor" spells and they can force a critical with the "Recitation" ability. They can also use "Chain Stratagem" to make an enemy more susceptible to critical hits for a short time.
  • Beehive Barrier: The "Galvanize" effect takes this appearance when healing allies with "Adloquium" and "Succor".
  • Bling of War: The Scholar's first relic coat is a military jacket complete with medals for service.
  • Brainy Specs: With one exception, glasses are a recurring accessory found in their artifact armor sets. The "/visor" emote can remove them from the hat.
  • Cast from Hit Points: "Dissipation" is this trope with a twist, it's your fairy's HP you're sacrificing, killing them instantly to buff your healing potency.
  • Cooldown Manipulation: The "Quickened Aetherflow" trait allows them to reduce the cooldown of their "Aetherflow" ability every time they successfully heal with an "Aetherflow" spell.
  • Crutch Character: The Scholar is fantastically powerful in low level dungeons, as the healing output of the fairy is more than enough to keep the tank alive, letting the Scholar functionally act as a third DPS and turning a four-man party into a five-man party. Naturally, this becomes much less viable the higher leveled the dungeon.
  • Damage Over Time: Shadowbringers upgrades the Scholar's "Bio II" to "Biolysis" at level 72.
  • Dark Is Not Evil: Though many of its abilities seem to have a divine nature, such as sacred soil, Scholar techniques have a darker side: it has roots in open warfare; employs several sinister-seeming techniques like draining life from foes to power their magic, inflicting debilitating illnesses on enemies, or the Art of War ability which unleashes a strong blast of dark magic; and it historically came from a nation in conflict with the White Magic stronghold of Amdapor. For all that, they're no less heroic than the other classes, with a job questline that focuses on stopping voidsent, curing diseases and protecting people.
  • Difficult, but Awesome: Scholars have quite the difficulty curve, having to gauge how much mitigation their party really needs to conserve MP, and they also need to know which skill to use their stacks of Aetherflow on. A bad Scholar will run out of MP very quickly and become unable to keep up with healing, but a skilled Scholar is one of the best healers in the game, capable of keeping their party alive without having to use too much of their spells, and offers decent offensive utility for their party.
  • Divergent Character Evolution: Shadowbringers sees the Scholar move further away from its base class. They lose "Bane" and their "Miasma" spells, but in exchange they gain exclusive use of the Arcanist’s old "Aetherflow" and "Energy Drain" abilities, and their "Ruin" spells got significant potency buffs instead of becoming Situational Damage Attacks like the Summoner’s versions initially did.
  • Evolving Attack: Scholars eventually replace the Arcanist’s basic "Ruin" spell with the stronger "Broil". In turn, "Broil" upgrades to the stronger "Broil II" and "Broil III".
  • Fairy Companion: Lily, who can take two forms and, prior to Shadowbringers, provide different skills:
    • Eos, replacing "Summon I"'s Emerald Carbuncle while using Scholar, is a healing oriented fairy, who in addition to the default "Embrace" healing spell, also has three Area of Effect abilities: one for Regen, one for a 20% magic defense buff, and the third gives a 20% spell-based healing received buff to those in range of her.
    • Selene, replacing "Summon II"'s Topaz Carbuncle, however, is a more of a support/buffing fairy. It still retains the same "Embrace" healing spell, but instead has a Silence ability for spellcasting foes, and two AoE abilities that support the party; "Fey Wind" gives an increased Spell Speed and Attack speed while in effect, letting everyone attack faster, and "Fey Caress", a AoE Esuna-like ability that removes debuffs and status effects from party members in range.
  • Force Field: They are able to provide allies with barriers as Status Buffs while healing them.
  • Gentleman and a Scholar: The Scholar's Savant gear set dresses them in a steampunk esque tuxedo and top hat.
  • Gradual Regeneration: "Whispering Dawn" creates an Area of Effect regen effect that slowly heals everyone within the spell's range. Seraph's version is "Angel's Whisper". Alternatively, a Scholar can order the fairy to form a Fey Union with someone via "Aetherpact", granting a potent regeneration to the ally they're tethered to as long as they have some juice in the Faerie Gauge. Prior to Shadowbringers rolling the fairy skills into player skills, "Whispering Dawn" was exclusive to Eos.
  • Great Big Book of Everything: The Scholar Relic Weapon, the Omnilex, is a tome said to contain every military strategy and tactic known to man (at the time it was written).
  • Having a Blast: "Broil" creates several small super-heated explosions on the enemy, "Broil II" fires explosive charges at the enemy instead, "Broil III" makes the explosions blue.
  • Healing Hands: The Scholar's specialty, but through combining healing with a damage absorption effect.
  • High-Class Glass: The Savant armor's top hat has a built-in Steampunk monocle that can fold up to the brim of the hat or down into place over the eye.
  • Instant Runes: After level 72, the Scholar gains access to the upgraded spells, Biolysis and Broil III. Both are blue and create many rune-like particles and effects, a visual theme similar to Chain Stratagem.
  • Life Drain: "Energy Drain", which also absorbs some MP. It also has the distinction of being the original incarnation of the Arcanist skill before it was repurposed into Aetherflow generation for the base class and Summoner in Shadowbringers.
  • Limit Break: "Angel Feathers", where the Scholar summons Seraph, an angelic faerie, which circles around, healing all party members to full and reviving the fallen.
  • Maximum HP Reduction: Inverted with the "Protraction" spell, which temporarily increases one party member's maximum HP and heals them by an amount equal to the increase.
  • Military Mage: The Scholars were the backbone of the Nymian Marine Corps and in tandem with their army of marauders, they were able to compete with the far larger armies of the Mage nations of Mhach and Amdapor.
  • Meaningful Name: Eos is the Greek Goddess of the Dawn, while Selene, her sister, is the Goddess of the Moon.
  • Nice Hat: The Artifact Armors have quite nice and scholarly hats. The Scholar, Orator, and Arbatel armor sets include a mortarboard, while the Savant armor grants a top hat.
  • Our Angels Are Different: The Scholar can transform their fairie into Seraph for their Limit Break and as a temporary power up.
  • Power at a Price: "Dissipation" gives the Scholar a full Aetherflow stack and a 20% boost to healing power. It also banishes their fairy, depriving them of its support for 30 seconds.
  • Reduced Mana Cost: "Recitation" negates the MP cost or Aetherflow cost for the next casting of "Adloquium", "Succor", "Indomitability" or "Excogitation".
  • Regenerating Mana: "Aetherflow" restores a tenth of the Scholar's maximum MP.
  • Steampunk: The Scholar's Savant armor set is a dapper steampunk-inspired design.
  • The Strategist: The lore of the Scholar Job has this as its origin, being field medics and tacticians for the armies of the tiny nation of Nym. This is especially apparent with the Japanese naming themes behind their spells that were changed to sound more mystical in English, with skills having names like Encouragement Plan (Adloquium, which is Latin for the same thing), "Raise Morale Plan (Succor)", "Field Medical Formation (Sacred Soil)" and "Live Encouragement Act (Lustrate)". Heavensward brought this into the English version as well, with "Deployment Tactics" and "Emergency Tactics" among their then-new abilities.
  • Technician Versus Performer: The technician to White Mage's performer. Scholars, built on the mathematically minded Arcanists, rely on careful planning, resource management, and preventative measures to support their parties in combat, in contrast with the more straightforward and powerful White Mage.
  • Vancian Magic: After using "Aetherflow", the Scholar gains three Aetherflow stacks which can be spent to cast specific spells like "Lustrate", "Sacred Soil" and "Indomitability".
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    Astrologian 

Astrologian

https://static.tvtropes.org/pmwiki/pub/images/astrologian_concept_art2.jpg
Masters of a rare branch of spellcraft known as Astromancy, these seers use celestial aspected magic to support allies and attack enemies by altering fate and can bestow powerful enchantments using a deck of magical fortune telling cards. By attuning to the Power of the Sun they can grant allies Gradual Regeneration or by channeling the Moon they can instead shield them from harm.

Astrologians provide examples of...

  • An Adventurer Is You: Their cards gives them the role of the Buffer, while their stances turn them either into the Classic Healer ("Diurnal Sect") or the Preemptive Healer ("Nocturnal Sect").
  • Anti-Frustration Features: Shadowbringers gave Astrologians the ability to hold onto their cards indefinitely. Originally they would lose the card if they didn’t play it within thirty seconds of drawing it, and they could only hang onto a card with the now-removed “Spread” ability.
  • The Artifact: Unlocking the power of the gates during the initial level 30 to 50 questline has become this as a result of class changes. Originally, you would unlock a new ability at the end of each quest with the heavens' power. While the original plot remains unchanged and there is quest text to indicate you have unlocked the power of each constellation, it serves no practical purpose anymore, as you get all the base Draw cards upon unlocking the class now.
  • Astrologer: The hint is in the name.
  • Badass Bookworm: They chart out the stars and use them to chart the future. They're also capable fighters and healers.
  • Barrier Warrior: Nocturnal Sect grants barrier properties to the Astrologian's healing magic. Additionally, Collective Unconscious grants 10% Damage Reduction to anyone standing within it.
  • Boring, but Practical: Their offensive skills are, anyway. They only have three: a Damage Over Time spell, a single-target direct damage spell, and a multi-target direct damage spell. They are so preoccupied with their support skills that their offense is rightfully simple. Those wanting to engage in more powerful offenses as a healer generally go with the White Mage.
  • Cards of Power: Their Starglobe weapon is one part astrolobe one part deck of enchanted Tarot Cards.
  • Charged Attack: The "Earthly Star" Spell can be set and used right away to heal and attack in an area or you can wait ten seconds for it to grow more powerful before detonating it.
  • Cool Mask: The Astrologian's signature gear both come with masks to create that mysterious fortune teller mystique.
  • Death Dealer: On the rare occasion they attack melee attack, they do it with their Cards of Power. The Lord of Crowns card acquired through "Minor Arcana" was also once the strongest attack ability that Astrologians could use, before Shadowbringers changed its function to be a stronger version of the physical DPS' buff card to mirror The Lady being the caster version.
  • Deflector Shields: Collective Unconscious has the Astrologian throw up a dome of energy around themselves, providing health regeneration and 10% Damage Reduction to all party members standing within it.
  • Evolving Attack: The basic “Malefic” spell gets periodically stronger as the Astrologian levels up, becoming “Malefic IV” by level 72. "Combust" likewise gets upgraded to the stronger "Combust II" and "Combust III".
  • The Fatalist: Astrologians believe that a man's destiny is written out in the stars and cannot be changed. However, as every man has several fates, an Astrologian can choose the most favorable of these fates for others.
  • Fictional Constellations: The Astrologian's power comes from six constellations, the Balance, the Bole, the Spire, the Ewer, the Arrow and the Spear. These constellations are also on the designs of the cards they use and are aspected to one of the elements.
  • The Gambler: Though they lack the motifs, their cards fundamentally fulfill the niche of the other luck-based classes, with each card doing something different, and the ability to combine cards to change their effects, reshuffle to make the next card stronger, and so on.
  • Gradual Regeneration: "Aspected Benefic", "Aspected Helios" and "Celestial Opposition" will grant health regeneration while the Astrologian is in "Diurnal Sect". Additionally, "Collective Unconscious" grants regenerating health to anyone standing within it, and "Celestial Intersection" grants health regeneration while the Astrologian is in "Nocturnal Sect".
  • Gradual Grinder: The Astrologian's damage output isn't as high as their fellow healers, but they compensate by being able to cast their main damage spell, "Malefic", very quickly at a short 1.5 second cast time. It still has a full GCD recast time, but there's a good second or so for the Astrologian to weave their off-GCD abilities without clipping.
  • Gravity Master: Their most powerful attack spell is Gravity.
  • Having a Blast: Their standard Damage Over Time attack is "Combust".
  • Healing Hands: The healing magic of the Astrologian is unique in the way that it heals by altering fate, at least on paper.
  • Improbable Weapon User: Their weapons are referred to as "Star Globes", and are a sort of telescopic lens focus based on Astrolabes with a deck of tarot cards circling it. In the rare case that they do actually use it to attack, they slice at enemies with the cards.
  • Kicking Ass in All Her Finery: Compared to the relatively modest robes of Conjurers and White Mages and the academic uniforms of Scholars, the Astrologian's Artifact gear consists of long, ornate robes and dresses.
  • Limit Break: "Astral Stasis", where the Astrologian creates a massive spherical starfield and rewinds time, healing all party members to full while reviving dead ones.
  • Lunacy: The "Nocturnal Sect" stance relies on the Moon's power to create barriers.
  • Master of None: Astrologians are an incredibly flexible class able to provide strong damage buffs, healing, and shielding. However, to balance out their versatility they can't change stances in combat, requiring forethought as to if shields or regen are better, they also don't have as powerful regen as a White Mage (Save their long cooldown "Collective Unconscious", which is very powerful), and their shields, while strong, don't double on a crit like a Scholar's does. That doesn't mean they are bad though, they make for a great secondary healer to bring along because they can be either barrier focused if lacking a Scholar, or regen focused if missing a White Mage.
  • Nice Hat: The Astrologians' Artifact Gear includes a huge wizard's hat.
  • Nothing Up My Sleeve: The Astrologian has the "Sleeve Draw" ability which of course is a reference to card sharps keeping winning cards up their sleeves.
  • Playing Card Motifs: The "Minor Arcana" skill has the Astrologians draw a Lord or Lady of Crowns, obvious references to the King and Queen cards.
  • Power Floats: Their Star Globe seems to float on its own when in use, hovering about the Astrologian's hand to draw cards from at their leisure.
  • Power of the Sun: The "Diurnal Sect" is governed by the Sun and grants Gradual Regeneration properties to the Astrologian's healing magic. The "Helios" line of spells likewise draws on the power of the Sun while the "Combust" line of spells creates a miniature sun to continuously damage an enemy.
  • Prestige Class: Astrologian can only be unlocked on a character level 50 or above who has completed the main story up to the start of Heavensward, and instead of beginning at level 1 as a class, they begin at level 30 as a full job.
  • Reduced Mana Cost: "Lightspeed" used to halve the MP cost of the Astrologian’s spells, but this was later removed..
  • Regenerating Mana:
    • Prior to Shadowbringers, the Ewer would give its target regenerating MP, and the Spire would give its target regenerating TP.
    • As of Patch 5.3, the Astrologian regains 8% of their maximum MP whenever they use "Draw" or "Sleeve Draw".
    • The "Lucid Dreaming" role ability now usable by all healers began as a spell used by the Astrologian. It originally had a lower potency and lower cooldown than the White Mage's "Shroud of Saints", but when it was made the role ability was given Shroud's potency and cooldown, while keeping its original icon and name.
  • Robe and Wizard Hat: The relic gear dresses them in one decorated with celestial bodies.
  • Situational Damage Attack: “Essential Dignity” is a healing spell with average potency, but becomes stronger if the target’s health is low.
  • Sliding Scale of Gameplay and Story Integration: Its Stance System can't be altered in combat. Essentially, you need the the type of foresight you expect from a weaver of fate to properly decide which stance to be in.
  • Spam Attack: "Malefic" isn't as strong as the White Mage's and Scholar's main damage spells, but it makes up for it by having a short cast time of at least 1.5 seconds, letting Astrologians spam it very quickly.
  • Stance System: Astrologians have two stances to switch between. "Diurnal Sect" adds regen to some of their spells, while "Nocturnal Sect" makes those same spells grant damage-absorbing barriers. However, to balance the fact that they're the best of both worlds, their stances cannot be changed in combat, requiring forward thinking of which type of healing is better for the current fight. Shadowbringers allows high-level Astrologians to occasionally access the power of the opposite sect through "Celestial Intersection", and briefly combine both sects as "Neutral Sect".
  • Star Power: The crux of their magic is the use of celestial bodies including the stars, the sun and the moon. The Stella line of spells, in particular, draw their power directly from stars and the "Earthly Star" spell allows them to simultaneously heal and attack with "Stellar Burst" or "Stellar Explosion".
  • Status Buff:
    • Astrologians can use their Cards of Power to buff a party member’s damage output. Half of themnote  give a greater boost to Tanks and Melee DPS, while the othersnote  give a greater boost to Healers and Ranged DPS. Prior to Shadowbringers, each card did something different.note 
    • “Divination” gives the entire party a boost to damage output, with the size of the boost depending on how many different Seals the Astrologian got from drawing their cards.
    • “Synastry” marks a party member to receive a 40% copy of any single-target healing spell you cast. If the spell is cast on them, they get the copy as well.
    • “Horoscope” grants nearby party members the Horoscope buff. Using the ability a second time consumes the buff to heal people, and it becomes twice as powerful if you cast a group healing spell first.
  • Super Speed: "Lightspeed" reduces the cast time of all spells by 2.5 seconds for 10 seconds, making it an extremely useful ability for when the Astrologian needs to fire off attacks faster, or quickly heal their party in an emergency. It also used to reduce their MP costs in half for the same duration, but this effect was later removed.
  • Tarot Motifs: The enchanted cards wielded with the Star Globe have tarot motifs to them.
  • Time Master: Astrologians use their star-charting ability to predict the future, and they have four spells that affect the flow of time itself: "Lightspeed", which greatly reduces the casting time for all of their spells; "Time Dilation", which extends the duration of the Astrologian's buffs for a single party member; "Celestial Opposition", which stuns enemies and extends the duration of all ally buffs by 10 seconds; and their level 3 Limit Break, "Astral Stasis", heals allies by rewinding time.
  • Weak, but Skilled: The Astrologian has the lowest overall damage potential out of all the jobs, but they boast powerful damage buffs for their allies, strong damage mitigation tools, and the abiltiy to work seamlessly with the other classes, which makes them highly desired by advanced parties.
  • Winds of Destiny, Change!: Their healing magics operate by drawing the power of celestial forces to change fate, or rather, select the most favorable fate.

    Sage 

Sage

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_sage_small.png

Healers whose arts hail from Sharlayan, they use a new form of magic known as somanoutics that combines traditional sorcery with modern aetherology and technology. These learned magi concentrate their magic through four mobile foci called nouliths, with the purpose of healing and protecting their comrades.


Sages provide examples of...

  • Alpha Strike: "Phlegma III" has a Sage's four nouliths fly around the enemy, bombarding them rapidly.
  • Animal Motifs: The Sage has a snake motif in the Serpent of Immortality sense, using the duality of a serpent's image as both a dangerous predator and a symbol of medicine.
  • Attack! Attack! Attack!: One of the Sage's primary methods of healing is with its Kardia Ability. A Sage selects a recipient for Kardia, applying the "Kardion" effect, who then is perpetually healed every time the Sage uses one of their DPS spells or abilities. As an analogue to the Scholar's constant (though slightly random) healing over time provided by their fairies, Sages achieve the same result by attacking constantly or consistently instead; as a result, the nature of the class is more DPS-oriented than its peers in order to contribute to the party optimally. Tellingly, they have the most damage options of the four healers, with a whopping total of six; they are also the only healing job to have two AOE skills by level 50.
  • Attack Drone: The Sage's weapons are four devices called "nouliths", which are remotely controlled through aether to attack with concentrated lasers.
  • Barrier Warrior: The Sage is sorted into the party system as a Barrier Healer, and possesses multiple powerful shielding skills like Eukrasian Diagnosis and Prognosis, as well as Haima and Panhaima. These shields allow them to heal up small amounts of damage on the target marked with Kardia while doing damage to the enemy without more damage being done. However, their barriers still aren't as powerful as a Scholar's; this works to their advantage though, as having their Eukrasian Diagnosis shields break allows them use of their Toxicon spell.
  • Beam Spam: The Sage uses their nouliths to fire many lasers at once, for both offensive and defensive purposes.
  • Blue Is Heroic: The job has a lot of blue in its spells and abilities (such as the basic Diagnosis and Prognosis), the nouliths advertised with the artifact gear are largely blue in color, and said artifact gear features blue finishes and flourishes.
  • Combat Medic: They seem to be the barrier healer's counterpart to White Mage in this regard, as they possess a multitude of attack options that additionally heal friendly targets that get caught in the crossfire. One of their unique abilities marks a party member to be healed every time the Sage uses a damaging spell, substantially encouraging them to be significantly more offensively-minded than even a White Mage.
  • Cool Crown: The headgear for a sage is a bejeweled circlet, adding a bit of fantasy flair to their otherwise very science-fiction-inspired design. When visored, the circlet covers the eyes akin to sci-fi visor-like goggles.
  • Deadly Doctor: The Sage has a distinct doctor motif, using medical Theme Naming for their attacks and spells and being Dressed to Heal in their artifact armor.
  • Death from Above: Both "Dykrasia II" and "Toxikon II" are Area of Effect laser fired from above.
  • Gratuitous Greek: All of the Sage's abilities are named in Greek, mostly for medical terms. This fits both the job's theming and its roots in Sharlayan, a Fantasy Counterpart Culture to ancient Greece.
  • Healing Shiv: The nouliths might be magical floating gunbarrels, but they also can be used to fire healing and protective spells at allies. Multiple offensive spells in the Sage's arsenal also heal the ally that is in the effect's range, meaning a laser blast that blasts a hole in the enemy would seal up an identical hole in an ally at the same time.
  • Instant Runes: When charging attack spells through their nouliths, a magical rune will be conjured at the tip of the gun barrel.
  • Jump Jet Pack: The "Icarus" ability allows them to quickly cover distance using their nouliths to assist them in a jet assisted leap.
  • Labcoat of Science and Medicine: The Sage's artifact gear resembles a scientist or doctor's uniform, complete with a long white lab coat.
  • Mage Marksman: The Sage's abilities are weaved through gun-like attack drones, both offensively and defensively.
  • Magitek: Somanoutics works by combining modern aetherology with traditional spellcasting as well as medicine, using high-tech drones to channel the spells.
  • Mechanically Unusual Class:
    • Unlike the other healers, a Sage's non-cooldown abilities are compressed so that pure damage or putting a dot on the enemy are both on the basic attack action, and pure healing or shielding on respective healing buttons. Which effect it does is based on whether or not the Sage has casted Eukrasia before casting the spell, adding a level of nuance to adding shielding or healing damage, unlike a Scholar's shield spells which do both. Also, a Sage wants their shields to be broken instead of re-applying them when they can like other healers, as this gives them a stack of their Addersting resource and lets them use Toxicon - a respectably potent instant AoE attack.
    • As mentioned under Combat Medic, Sage has more emphasis on doing damage than any of the other healers, and have the most regularly-usable high potency attacking spells out of any healer (only outdone by Afflatus Misery, which needs at least a minute and a half to use). Furthermore, a non-dismissible amount of those spells and abilities heal nearby allies as well as damage their target. Their unique Kardia skill gives a fairly strong pulse of healing on the linked person every time the Sage deals damage, greatly delaying how often emergency healing needs to be done and letting the Sage cut loose with focusing on damage.
  • Ray Gun: The nouliths fire magical laser beams of concentrated, corporeal aether rather than conventional munitions.
  • Science Wizard: The Sage uses traditional magic combined with advanced technology.
  • Wave-Motion Gun: "Pneuma" fires one which will both not only harm enemies caught in the blast but also heals allies and gives your team damage reduction. Fittingly, it is the Sage's level 90 and final spell.
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