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Armoury System - Arcanist

Arcanist is the quintessential pet job currently in the game, well, when I say job I mean class, but you get what I mean I’m sure. Being that there currently exists no other class or job in the game that has a pet, ACN filled that roll at the launch of 2.0 over a year ago to date. This was what the devs thought the game was missing the most, being that it already had two melee DPS, one ranged, one magic, one healer, and two tanks. With the addition of ACN we were given the first ever split Class and Job grouping, wherein two distinctly different Jobs came from the same Class. Both are pet related and both dramatically help to balance out the roster. Summoner (SMN) provides us with a pet job magical DPS rounding out our Nukers to 2. Scholar (SCH) gives us another Healer in the form of a pet job, giving us 2 Healers. So now we have 2 Tanks, 2 Healers, 2 Nukers, 2 Melee and 1 Ranged Physical DPS. This provides the overall game with a healthier balance of Jobs and classes, and with the recent Ninja (NIN) Job release we’re looking at a slight inflation of the Melee DPS side, giving them three Jobs now. With the incoming Heavensward we’ll be getting three new Jobs, a Tank, a Healer and some type of DPS, very likely a ranged physical of some sort that’ll help tip the scales back into balance. Not that it’s a bad thing to have more melee DPS, the DPS category is 4/8 slots in any given party and therefore is important to have choice. Up until now you had to have a MNK, BRD, DRG and a mage of some sort to be sure you didn’t overlap on DPS and cause the LB accumulation nerf.

By progressing to the point that there is a relative balance between all types of jobs we get the option for choice, which we really didn’t have before. We still need more mages and at least one more ranged physical DPS in order to truly give us options, but now upcoming in Heavensward we have the chance for Tanks to choose which job they’d want to play, instead of one *having* to be a PLD and the other being required to be a WAR unless you’ve got issues such as the mob or event in play dishes out mainly magical damage in which case PLD is pretty useless as their additional manner of mitigation is purely from a physical standpoint. However, the direction in which the game is headed is an overall positive one and ACN really was the first to set us along that path.

As a pet class ACN is capable of being both a DPS and a Healer, though they’re mainly classified as a DPS because that’s where their main value lies. This results in a relatively unfair difference when you’re trying to queue for a dungeon but you can’t as a healer while you’re an ACN despite having native heals like a CNJ would. In such an event there’s not much you can do except to pre-make a group that is 4/4 and go in with the setup you choose. ACN as a class is more than capable enough of doing a good job at Healing, not quite on par with CNJ unless they also have all the CNJ unlocks like stoneskin and the like, but even still they’re going to be lacking compared to a CNJ which is what you might consider the “True” healer of FFXIV if only because the class starts out as a healer and the job simply expands upon that. Much in the same way as every other class in the game currently works. This is likely a throwback to version 1.0 where there were nothing but classes and only much later were jobs added. In 3.0, or Heavensward as you might call it, it looks like they’re doing away entirely with classes (as it’s just added coding and doesn’t seem at all necessary) and giving jobs out initially at level one and letting players go from there as seems best honestly.

ACN gets access to a caster pet, and a tank pet, while SCH gets access to two variations of a healer pet, one with more healing power (Eos) and another with buff spells (Selene) while SMN gets the most pets of all, which really are just (so far) variations on the original carbuncle pets. Ifrit is the melee pet, Garuda replaces Emerald Carbuncle as the caster, Titan replaces Topaz Carbuncle as the tank, so in truth SMN really just gets Ifrit as the additional pet. So far the newer avatars / primals of Ramuh, Shiva and Leviathan have not been added, though we’ve been told that it’s very likely we’ll get at least Ramuh at some point in the future. Though nobody knows for certain when that will be and that’s always been a relative issue with SMNs in FFXI, not getting the primals that have been released, as SMNs clamor for more pets even though the ones they have seem perfectly fine.

A forewarning, the MP values are base MP values, in FFXIV all MP values are increased per level based on a specific algorithm and therefore the amount may change but the proportion will not, so please keep this in mind. Also keep in mind that a Level 50 ACN is not going to be casting Ruin for only 3 MP, it’s more than that as it will be more for every level you gain on ACN after the base MP of the spell is given.

Ruin

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  • Type: Spell
  • Level Acquired: Level 1
  • Description: Deals unaspected damage with a potency of 80.
  • Additional Effect: N/A
  • Casting Time: GCD
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 3 MP
  • Combo Bonus: N/A
  • Notes: Ruin is your general DPS spell, nothing special, it takes whatever your GCD is to cast, starting at the base 2.5 seconds and moving down from there depending on your spell speed and so on. It deals a very pathetic 80 potency, again not that surprising since ACN like SMN is mostly based on DOT abilities for damage rather than straight up high potency damage, so this fits well as a gap filler rather than anything else. Ruin is the cheapest spell they have for damage and as such it makes a relatively decent filler between the rotations that you’re doing when you’re waiting for whatever reason, as there’s no real reason to just clip a DOT entirely for the sake of doing something. In this case you’ll want to cast ruin until some timer is up or your DOTs are ready to be refreshed, whatever the case may be.

Ruin however is useful if not just for the lower MP cost because it can help to deal a bit of extra damage regardless of your overall increase in spell speed. Furthermore, you don’t need to worry about the general problems of using Ruin II, which may seem better but is much more MP hungry which causes some issues with MP efficiency in longer fights or those with burst where you need to put out as much damage as fast as you can. In those situations Ruin II is going to give you more damage per second (DPS) but at a higher MP cost and eventually you’ll run out of MP much faster. This is because Ruin II doesn’t have the casting time that Ruin does, giving it an instant cast, allowing you, like a few of your DOTs to be cast on the move without worrying about having to stop and stand still to cast like a BLM would have to. This is one of the primary benefits of an ACN in general and by extension a SCH and SMN as well. However this convenience comes at a relatively steep price and cannot be sustained for long periods of time and therefore should only be used in times of DPS checks and close calls.

Bio

  • Type: Spell
  • Level Acquired: Level 2
  • Description: Deals unaspected damage over time with a potency of 40.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 18s
  • Recast Time: GCD
  • Cost: 4 MP
  • Combo Bonus: N/A
  • Notes: The first, most important thing to know about Bio is that because it doesn’t have any potency upfront it cannot miss. This means that any spell in the game that has no initial damage is going to hit regardless, unless the opponent is invincible or otherwise has some sort of stoneskin as stoneskin prevents a DOT from sticking if the initial damage doesn’t break through. The same is true for Bio despite its lack of initial damage. Whichever way you use it, it’s good to know that even as a SCH or a Healer without any major accuracy, you can stick Bio for a good potency of 40 over the course of 18 seconds. This is a really high and potent DOT for such an early spell and it makes it that much more clear just how ACN is meant to be a DOT class.

An average of 6 ticks will occur over the 40 potency giving you a total potency of a whopping 240 assuming zero buffs of any sort. This is a fairly potent and powerful spell and considering that it cannot miss is not to be overstated in its usefulness to any who can throw it out. This spell is ridiculously powerful and makes up in spades for the loss of potency on Ruin as well as fitting in perfectly with how ACN is supposed to be a more DOT oriented class. This also helps with Enmity issues and in general as a SMN or ACN you’re going to be okay on Enmity no matter what you do unless your Tank(s) are terrible somehow. Additionally this helps you because the slower accumulation of damage means your Tank(s) have the time to easily garner more enmity than the DOTs are pumping out damage. Pushing out a Flare like style damage burst in a single shot early in the fight can be tricky or difficult for any tank to really grasp and take hold of the mob, especially if they’re under geared, new to the fight, or in some way unsure of how to act. There’s also the relatively obvious issue of a Tank just not being that good at their job yet and therefore needing more leeway than they would normally receive.

Bio is going to be in your main rotation but because it’s an instant cast it is NOT going to be the first thing you throw out, this needs to be made clear early on because to begin with you’ll be likely tossing Bio first onto everything because it’ll net you a quick claim on most mobs when doing FATEs or otherwise hunting logs or something of the sort and it will start your DOT which, initially is what you generally want to do, starting your fights off with a DOT so the damage is accumulating in the beginning while you’re dishing out your normal combos. Except ACN doesn’t really have “normal” combos and it’s more a rotation of their own spells and DOTs until they need to be reapplied, that being said it’s still a rotation just not what you’d be used to. Whereas a normal job or class might need to refresh one or two DOTs from time to time and a buff, an ACN or SMN is going to be mainly just refreshing their DOTs the entire time in a cycle depending on when they wear off and you’re going to want the quickest casting but shorter duration buff like Bio to go after the slower casting spells. This is done mostly in an attempt to align the timers so you’re always doing something but also because you’re going to be unsure if you’ll need to move early on in the fight and it’s important to get your longer lasting DOTs out of the way so if you DO need to move, you have the freedom to do so and are able to freely move about and cast Bio rather than standing still and casting a spell like Miasma or Bio II both of which have actual casting times and require you to stand absolutely still while you do so or else mess up the cast and get it canceled.

Physick

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  • Type: Spell
  • Level Acquired: Level 4
  • Description: Restores target’s HP with a cure potency of 400.
  • Additional Effect: N/A
  • Casting Time: 2s
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 5 MP
  • Combo Bonus: N/A
  • Notes: Physick is your standard heal, it’s really the only heal ACN or SCH gets and this is because for a SCH the fairy adds additional heals which combine with Physick to be quite potent and strong. However, the main problem with this is that you’re looking at a fairly weak heal for a long time until you do acquire SCH. Physick on its own isn’t bad for the level but eventually as a CNJ / WHM is getting Cure II, an ACN is still stuck with Physick until they get a fairy from SCH job quest and then more heals from SCH such as adlo, though it’s not a stronger heal exactly, just a different one that will be explained on the SCH page.

That being said, Physick isn’t weak, it’s got the exact same stats that Cure has and it’s just as useful and you can swap Cure or Physick for each other and have absolutely no issues either way so you can rest assured there’s no real difference between the two. The only ‘problem’ is that there’s only one Physick while Cure gets Cure II and Cure III both of which improve the original spell in unique and varied ways. While Cure II increases the single target potency but increases the MP considerably out of proportion, Cure III further increases the MP out of sync and spreads Cure’s power to the surrounding people. Physick remains a single target, fast heal that a SCH is going to be spamming all day long alongside spamming Embrace (if they’re good and manually control their fairy as they should). This is going to result in general faster casts of heals than a WHM because a WHM is going to be sticking to Cure II whenever they get a Freecure proc *and* whenever the HP of a player drops to the point that a Cure II would be more beneficial than lower but faster heals. A SCH on the other hand is going to spam Physick and Embrace as much as they can which is going to be roughly the same healing potency as a cast of Cure II is but for drastically less MP since Embrace is a fairy skill and doesn’t take any MP from the fairy - as they don’t appear to have any, or they have infinite, either way they do not run out of MP, ever.

Summon

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  • Type: Spell
  • Level Acquired: Level 4
  • Description: Summons a healer type pet to fight by your side.
  • Additional Effect: N/A
  • Casting Time: 6s
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 20 MP
  • Combo Bonus: N/A
  • Notes: And here we get out first pet at Level 4. This is going to give us Emerald Carbuncle for our ACN pet, who is a caster type pet, who uses wind aspect spells mostly but will also come close and deal melee damage as well. Emerald Carbuncle is what you’ll be using for the vast majority of your time as ACN as he does the most damage and doesn’t tank or generate any extra enmity like the Topaz Carbuncle does. However, he’s weaker, cannot easily hold hate in the same vein, and also is generally more vulnerable causing Emerald Carbuncle to have a shorter lifespan if the target of a group of enemies. Topaz Carbuncle comes later with the skill Summon II, both of these skills get replaced on their respective Jobs. SMN becoming Ifrit and SCH becoming Eos, however the skill name remains the same.

Emerald Carbuncle is relatively strong and helps to bolster an already strong early showing of ACN by inflicting damaging abilities from far away, having the capacity to knockback and thus keep mobs away from the pet and master both, as well as inflicting DOT extensions at higher levels, much in the same vein that Garuda does with Contagion. In fact Garuda and Emerald Carbuncle relatively mirror each other with Garuda being stronger than Carbuncle for obvious reasons. There’s also the fact that pets have a native, and relatively powerful damage reduction from all sources. While this doesn’t make them immortal or anything of the sort it does provide them with the capability of being hit by high damaging AOEs and to easily survive whereas a player who has much more HP would have died quite a long time ago. It’s important to note that you should still place your pets in appropriate locations so they are not taking *additional* damage than is necessary but if they *are* hit you needn’t worry as much as if it was another player getting hit. They seem to have anywhere between 35-50% damage reduction which helps them out quite a bit, particularly when they’re the focus of a mob’s ire or during AOE heavy events that you simply cannot avoid or don’t have the time to constantly micromanage your pet and move them around the arena every few seconds.

Aetherflow

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  • Type: Ability
  • Level Acquired: Level 6
  • Description: Restores 20% of max MP.
  • Additional Effect: Grants varying amounts of Aetherflow, from I stack to III. (Requires Aetherdam Traits)
  • Casting Time: Instant
  • Duration: Infinite
  • Recast Time: 60s (1 Minute)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Aetherflow is your version of Refresh. It’s the main reason SMN and SCH are so MP efficient, they aren’t *truly* MP efficient, they’re just very good at recovering that MP. I mean, look at that ridiculousness. You get 20% of your MP back every minute and that’s on top of their generally non MP spending spells unlike CNJ who seems to bleed MP from every orifice the more they try to do. This is in large part due to pets who give essentially “free” damage and “free” healing because they have no MP or TP of any sort but are limited by a strict GCD that they have independently from the master meaning they cannot cast any faster after a fashion. The best way you can go about doing this is basically to use it on cool down whenever it’s available so that you always are getting a fifth of your MP back each and every time. The additional benefit is later on you get Aetherflow stacks, up to three. Each stack confers a unique access to a spell and eventually you get access to Energy Drain which transfers a portion of the damage done into MP recovery for you, which is yet another way for a SCH, SMN or ACN to restore their MP. This is largely why ACN and their jobs don’t run out of MP very easily, they can but it’s nothing like other jobs out there that have issue with TP or MP.

WHM on the other hand only has Shroud of Saints which is a pretty weak and fairly pathetic sort of refresh, it’s also only available every two minutes instead of Aetherflow’s single minute cool down. So to make it equal, Aetherflow restores 40% of MP to a SCH compared to the Refresh potency of 80 to a WHM which doesn’t quite restore as much. Additionally the MP is restored *immediately* while Refresh takes time to restore it a bit at time. Which is odd considering that WHM would be more in need of that fast, high amount of MP restored immediately compared to the more gradual approach that SCH takes in which it’s not really helping that much. SCH on the other hand has lower MP requirements and demands for most of their spells and as such can more easily whether the gradual MP restoration, except they don’t have to nor do they get any sort of refresh of that nature.

That being said, the use of Aetherflow is central to most of your mechanics as either SMN or SCH as it opens you up to powerful abilities or spells that you don’t normally have access to, all of which can easily change the tide of battle from poor to favorable. Use them as much as you can and if your Aetherflow is coming up and you have a stack or two and nothing to spend them on, use Energy Drain to get some MP back and then pop Aetherflow again as it comes off cool down so you can get the most out of the MP recovery ability and keep Aetherflow on cool down. That last part is absolutely crucial, Aetherflow should *always* be on cool down. It’s not an ability to save as it doesn’t have a timer for its stacks and allows them to stay pretty much as long as you want. Generally if you’re not using anything too heavy you’ll have stacks left over by the time Aetherflow is ready to come up again, don’t waste them ever. You should always be using your Aetherflow stacks for something if you can, and if you can’t then use it for Energy Drain, better some additional MP than wasting a stack or worse, waiting a very long time in order to use the stack and letting your Aetherflow stay off cool down for an extended period of time. There may be *some* situations which arise that are best suited for something like that, but not many and you should always be sure that the situation truly calls for it when it does.

Aetherdam

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  • Type: Trait
  • Level Acquired: Level 8
  • Description: Allows the stacking of one Aetherflow.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Aetherdam is nothing more than saying you get a stack of Aetherflow whenever you use the skill. This gives you between one and three stacks, depending on your level and how many Aetherdam traits you have unlocked. Aetherflow stacks give you access to powerful magicks and skills that you wouldn’t normally be able to use, like SMN’s Fester, and SCH’s Lustrate.

Energy Drain

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  • Type: Ability
  • Level Acquired: Level 8
  • Description: Deals unaspected damage with a potency of 150.
  • Additional Effect: Absorbs 50% of the damage dealt as HP and restores MP. Only available when under the effect of Aetherflow. Expends one instance of Aetherflow.
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 3s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: While not very strong on its own Energy Drain does give a decent chunk of MP back. Later on when you get the Energy Siphon trait that’ll double your MP back, giving you 100% of the damage dealt as MP. Considering the recast is only 3 seconds this is the best ability to use when your Aetherflow is coming up from cool down and you want to burn your stacks fast but your other abilities are either on cool down or you have no use for them. In this case you’d use it to get MP back and you can easily get a few hundred MP in a quick cycle giving you an additional amount of MP on top of the already high refresh of the ability Aetherflow itself.

Miasma

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  • Type: Spell
  • Level Acquired: Level 10
  • Description: Deals unaspected damage with a potency of 20.
  • Additional Effect: Unaspected damage over time with a potency of 35. Inflicts Disease which reduces HP recovered by healing magic by 20% and inflicts Heavy +40% (Heavy effect not available in PvP)
  • Casting Time: GCD
  • Duration: 24s
  • Recast Time: GCD
  • Cost: 5 MP
  • Combo Bonus: N/A
  • Notes: Miasma, unlike Bio however *can* miss as it does have a base potency attached to it. However, like all DOTs unless the damage goes through and causes actual damage, and is not absorbed by the likes of stoneskin or some other shield, the DOT will not be applied and instead you’ll hit for a measly 20 potency. This is something to keep in mind in both PVP and in the open world when you see a mob cast stoneskin on itself.

Miasma is a longer cool down, applies a HP recovery through healing magic debuff and has a relatively strong heavy effect. All of which make it good for kiting and would make it good for PvP (and once upon a time it was incredible) except they removed the heavy effect, because it was seriously over powered and shouldn’t have been in the game at that point if we’re being honest. Miasma lasts for 24 seconds compared to Bio’s 18 seconds, a difference of 6 seconds or two ticks. This translates into a total damage of (again, as always assuming a tick every 3 seconds for a total of 8 ticks) 300 potency equivalent. Which, while weaker in terms of DOT is weaker than Bio, because of the extra ticks it’s actually 60 potency stronger than Bio is, resulting in a 240 vs 300 potency comparison between the two.

Miasma’s slow effect makes kiting a mob or group of mobs effortless for a SMN, their pet can consistently attack and deal damage while the other people can so very easily and simply deal with any number of adds so long as you can get a miasma on each of them, they’re simple to handle. Miasma itself should be your second cast in your DOT rotation, so you should at this level get into the habit of casting Miasma then Bio so you aren’t building up some muscle memory to the effect that you’ll be using Bio first even when you know you shouldn’t. With the longer timer it’ll be around 3 seconds until your Bio is up and that’ll help to even their timers out a little, having 3 seconds between them rather than 6 which is a lot harder to make up for.

Miasma is specifically an excellent tool for Turn 7 of Coil where you can practically stop a giant in their tracks because they’re already slow moving when they spawn but add in a miasma and they act like they’re bound for the full 24 seconds. It’s rather amazing and a lot of good strategies were built off the back of such a stacking of mechanics. Keep in mind that Storm’s Eye and Miasma also stack their healing magic debuffs so if you really have a mob or enemy that’s healing themselves more than you can deal damage (somehow) then having a WAR with you who can keep Storm’s Eye up, or now a NIN who can keep Dancing Edge up you’re golden as the reduction is twice as strong, at closer to half HP healed through healing moves and magic than before.

Virus

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  • Type: Ability
  • Level Acquired: Level 12
  • Description: Reduces target’s STR and DEX by 15%
  • Additional Effect: Grants target immunity to the same effect for 1 minute after effect ends.
  • Casting Time: Instant
  • Duration: 10s
  • Recast Time: 90s (1 Minute, 30 Seconds)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Virus, as mentioned over on WHM and CNJ pages is an exceptional skill that deserves great praise. Despite its weaknesses it is still an incredible tool for any ACN, SMN or SCH. Of course when Virus gets enhanced it’s far better for the latter group but all three get the enhancement and all three should use it regardless. This makes your group and most especially your tank take a great reduction of damage. However, due to the low duration it needs to be used smartly, mostly if possible when you’re able to use it just before a large attack is ready to hit your group or your tank(s). As this will reduce the most damage for that particular ability and therefore save the most MP and healing costs for your healers. A SMN can do this just as well as a SCH can and as such they’re both useful in that regard and a rotation of sorts should be used where possible if only because there is a thirty second window in which the ability is going to be off cool down and yet the virus immunity is going to be off. Otherwise, you used to just spam virus in a bit of a rotation, keeping the mob relatively debuffed for the largest moves without any real concern or issue with regards to immunity. The immunity was given in a patch during the first Coil turns in order to make it a bit harder for the party members to debuff a boss.

If you think about it, it does make good sense to do as they did. You’ve got Rage of Halone which reduces STR of a mob and you’ve got Storm’s Path which takes a pretty flat 10% off all damage, both magical and physical. Combine that with a Virus that has no real drawbacks aside from the cast time of all people included that can use it, which is usually around three, and you’ve got a strong stacking of debuffs that makes the boss quite a lot weaker than SE originally intended for. The more mages you have the stronger the ability is, especially if you’ve got an ACN based Job because they’ll have the Super Virus trait which gives them the same reductions but also extends it to include INT and MND for magical damage and healer type mobs which just further increases the utility. You could have a setup where you have 10 to 20 seconds of cool down between uses of Virus and then cycle the order around your various mages and pretty much keep Virus up at a good rate of anywhere between 20-30% depending on how many people you had in your group and what sort of delay between castings you were okay with. Ultimately, this was a good decision and it made things more skillful for the groups that were able to adapt and showed the groups that relied overly much on the mechanics of stacking debuffs. Most groups have now moved past this issue as two whole coil turns (about a full year) have passed since they were able to do such tactics.

Either way Virus is an important skill and it needs to be used appropriately which requires knowing the mechanics and pacing of the fight as well as how long you have between strong casts. As long as you keep the above guidelines, it’ll work well and even if you’re just DPSing throwing out a Virus when you can, especially if a Healer asks you to is a great idea and since it won’t bother your GCD and can be done off GCD entirely you don’t need to worry about it adversely impacting your DPS or your ability to continue with doing what you’re doing. You can even easily do it while you’re running since it’s an instant cast.

Enhanced Intelligence

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  • Type: Trait
  • Level Acquired: Level 14
  • Description: Increases INT by 2.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Never much to say for these, it makes you deal more damage if you’re a SMN or ACN, and if you’re a SCH with Cleric Stance it does nothing for you unless you, for some reason, wish to stay out of cleric stance and do a little DPSing. Which, considering that a SCH has the highest capability of dealing good damage in Cleric Stance *and* that their fairy can heal at full capacity while they’re in Cleric Stance there’s really absolutely no reason to not be in Cleric Stance as a SCH.

Summon II

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  • Type: Spell
  • Level Acquired: Level 15
  • Description: Summons a support type pet to fight at your side
  • Additional Effect: N/A
  • Casting Time: 6s
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 20 MP
  • Combo Bonus: N/A
  • Notes: This summons Topaz Carbuncle for ACN, which is a melee oriented Tank type pet. It has several actions which have attached enmity modifiers and it has good HP and defense compared to Emerald Carbuncle. What’s more important is that a Topaz Carbuncle can deal good damage and take hate, to the point that they’re more than viable as a replacement for a tank in early level dungeons and areas where you might not have a tank available. Instead of waiting for a long while you can just go in with three other people and your pet can tank. It might get a little harsh on the boss of the dungeon but other than that it should be easy enough!

Topaz Carbuncle is hardier, but he tends to do annoying AOE moves at inappropriate times. This causes some unnecessary adds and aggro when you’re soloing or trying not to rile up the surrounding mobs who may or may not be aggressive, either way an AOE from Topaz Carbuncle is definitely going to make them aggressive no matter how placidly they were sitting by before.

Enhanced Intelligence II

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  • Type: Trait
  • Level Acquired: Level 16
  • Description: Increases INT by 4.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Again, not much to say, yay free damage!

Sustain

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  • Type: Spell
  • Level Acquired: Level 18
  • Description: Sacrifices 10% of own maximum HP to continually restore 8% of a summon’s HP.
  • Additional Effect: N/A
  • Casting Time: 1s
  • Duration: 10s
  • Recast Time: GCD
  • Cost: 5 MP
  • Combo Bonus: N/A
  • Notes: Sustain is your basic heal for your pet, it has several ticks of 8% HP, restoring them quite heavily at the cost of a little HP and a little MP as well with a very short casting time, akin to Leeches or Esuna. The main benefit of this is that you don’t need to target your pet and heal them, which you can do but would take you extra time and more MP. Instead you can stay out of harm’s way and sacrifice a bit of your HP in order to restore some of your pet’s and with a Healer easily keeping you alive, if not having your natural regen rate of HP keeping up with the damage dealt by the spell, you’ll be able to stay safe and keep your pet healed as well.

This is less than useful in some higher endgame functions because of the lowering of your total HP which can cause a significant issue. This is mostly because healers and mages have the lowest HP in the game and are very vulnerable to high damage AOE attacks that these sorts of events are widely known for. If you happen to lower your HP when you’re expecting an AOE to go out it might lower it to the point that the AOE kills you, especially if it’s an exceptionally powerful one. Regardless of that however, it shouldn’t be used unless you are very well versed in the fight. This is an easy thing to get yourself killed with. While it won’t kill you or allow you to use it if your HP is too low, it will let you use it when you’re at say 20% HP and it’ll drop you to a tenth of your total HP and a single light AOE should be enough at that point to simply kill you off without any warning. This is, obviously very dangerous, regardless if you’re a SMN or a SCH and you should strive to avoid it, using it only when absolutely necessary and when you’re absolutely sure that you’re not going to get hit by an AOE. Your pet will be able to survive and if you really have to you can always resummons with a swiftcast.

Aetherdam II

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  • Type: Trait
  • Level Acquired: Level 20
  • Description: Allows the stacking of up to two Aetherflows
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Granting a total of two stacks, Aetherflow now gives you access to double the amount of special spells and abilities that you didn’t have before, hooray!

Maim and Mend

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  • Type: Trait
  • Level Acquired: Level 20
  • Description: Increases the base action damage and HP restoration by 10%
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Our first trait that has a significant impact on our performance. Maim and Mend increases your heals and damage by 10% equally, and while it’s obviously not as strong as its older brother Maim and Mend II, it is just as welcome. The increase damage and healing prowess allows you to more easily keep up with a WHM, and at the same time allows you to deal significantly more damage through your DOTs which, while small on their own are rather powerful when you add them up across their durations.

Resurrection

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  • Type: Spell
  • Level Acquired: Level 22
  • Description: Resurrects target to a weakened state. Cannot be used by ACN or SMN in PvP.
  • Additional Effect: N/A
  • Casting Time: 8s
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 30 MP
  • Combo Bonus: N/A
  • Notes: Raise for the pet job ACN, only SCH can use Resurrection in PvP because only Healers are capable of raising during PvP in order to help balance the whole affair. Which used to be quite imbalanced with SMN’s being able to swiftcast a raise on somebody and essentially have two raises at all times which make teams very hard to beat, sometimes almost impossible due to this specific issue. However that’s been fixed so that’s all well and behind us now. What’s important is that this is the ability to raise a KO’d ally. It is the same exact thing as a WHM has and as of this point at Level 22 you don’t have the capacity to raise during battle. You’ll get it later and it’ll dramatically increase your capacity. This also allows a SMN to be able to raise people which is incredibly useful.

Enhanced Pet Actions

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  • Type: Trait
  • Level Acquired: Level 24
  • Description: 20% chance of increasing spell speed by 20% when pet deals critical damage or restores critical HP.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: 8s
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: This is the primary mechanic by which all ACN and their associated jobs function. This allows a drastic increase in spell speed whenever a crit is dealt by the pet. Considering that Crit rate is already stellar for most things, this becomes SCH and SMNs main secondary stat hand in hand with DTR which also is very useful but doesn’t tie into any of the mechanics unfortunately. The whole thing is that for a SCH for instance, the shield of say Adlo is increased double over what the critical hit was for. Since a critical hit is 1.5x that means the adlo shield is now 3x what a typical shield would be! This is pretty massive when you’re fairly frequently casting adlo in a 2:1 rotation like a good SCH should. Additionally you should be aware that the spell speed increase is very useful for SMN too who can use it to cast their spells faster than before and of course they can spam Ruin if they were so included. The increase in Spell Speed directly means a faster casting speed *and* a faster recast rate lowering the GCD significantly.

This mechanic can mean significant increases to your DPS for short bursts and when it happens during one of those times you need that DPS you’ll be immensely thankful for it as it’ll easily help you to clear DPS checks along the way. The mechanic however cannot be forced, since it’s a chance of a chance. In reality, the average SCH or SMN is going to have somewhere in the realm of 18-20% crit rate, assuming 20% then it’s a 20% chance of a 20% chance which means it’s a 4% chance to occur at every cast. Which, obviously doesn’t seem like that much and in truth it really isn’t, but it’s also not quite that bad either, making it around 25 casts to get a proc. Of course knowing SE this is going to be more streaky and less random looking than once every 25 odd casts but you get the gist of it.

Bio II

  • Type: Spell
  • Level Acquired: Level 26
  • Description: Deals unaspected damage over time with a potency of 35
  • Additional Effect: N/A
  • Casting Time: GCD
  • Duration: 30s
  • Recast Time: GCD
  • Cost: 6 MP
  • Combo Bonus: N/A
  • Notes: Now, Bio and Bio II stack together which means that you get a 40 potency 18 second DOT which is 6 ticks for a total of 240 Potency and you also get a 35 potency 30 second DOT which is 10 ticks for 350 potency. Add in Miasma’s 300 Potency and you’ve got 240+300+350 potency for your DOTs giving you a total of 890 potency just for the DOTs. Pretty excessive, right? Except that’s your main way of making your enemies hurt and so obviously you need as much damage coming out of your DOTs as humanly possible, so be happy your DOTs are excessively weak like most other jobs might be, and that you have a plethora of them.

Being the longest lasting DOT, Bio II should be cast at the front of your rotation, followed by Miasma and Bio II which will give you the closest possible recast timers so that there’s more of a seamless flow between them. By keeping Bio II and Miasma at the front you also force the casting time DOT to go first when you can be relatively sure you can stand in one place initially. Even the most extreme and demanding events allow the first few moments to be largely static, so here you can start on your rotation without having to fret over if you’re going to need to be moving or not. Normally however, you’d cast Ruin II If you were moving or manually control your pet to deal damage, NOT cast Bio instead, unless you really don’t have the MP and you think you’ll be running for a sustained time.

Supervirus

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  • Type: Trait
  • Level Acquired: Level 28
  • Description: Adds 15% INT and MND enfeeblement to Virus.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Supervirus makes Virus all that much more potent as outlined above it gimps both magic casters and healers alike, which can be a pretty notable difference when you’re looking at a boss that has almost exclusive magic damage like Ramuh. However, due to the limited 10 second duration of Virus this feature is relatively gimped as well, it’s not that it is weak but more that the ability itself is only really useful for stronger abilities and spells that take some time to charge up so that the ACN, SMN or SCH has the time they need to be able to use it on said mob.

Bane

  • Type: Spell
  • Level Acquired: Level 30
  • Description: Spreads a target’s Bio, Bio II, and Miasma to up to three nearby enemies.
  • Additional Effect: 15% chance that Bio, Bio II, and Miasma duration resets if shorter than original effect duration. Only available when under the effect of Aetherflow.
  • Casting Time: Instant
  • Duration: Time remaining depends on the original duration of the DOTs and if the Additional Effect resets them.
  • Recast Time: 10s
  • Cost: Aetherflow Stack
  • Combo Bonus: N/A
  • Notes: Bane is one of those things that you dream of when you are starting out and having to do your DOT rotation on every single mob out there. It really gets tedious and tiresome. And no wonder, the more mobs there are the more tiresome it becomes as you have to rotate your cycle on each. The benefit is that usually these mobs die in one rotation which means you don’t have to babysit the timers like you’d fear. Although there are some adds out there that do require such attention and that’s going to make you have a bad day, especially if you don’t have a tank or group of tanks who can take those mobs and cluster them together so you can Bane them.

Bane by itself would be an incredibly useful skill, spreading Bio, Bio II and Miasma but it also comes with an additional chance to not only spread the DOTs to multiple targets but also a 1 out of 6 chance to be able to completely reset the DOTs on all mobs back to their original amount if the timed duration is less than the full duration and since it’ll take you at least a second to be able to use Bane after using your DOTs, this is going to practically always be the case in which you’ll get a chance at refreshing all of your DOTs on each of the mobs hit with Bane.

The only downside really is that Bane is a remarkably short range and doesn’t hit very many mobs, it’s up to a max of 3 mobs and while that doesn’t seem like a lot, keep in mind that it’s saving you a massive amount of time and up to 3 times the MP because, obviously, you’re not casting each of your DOTs on each mob that it hits. This means that for every 4 mobs that have a full range of DOTs, you’re only expending 25% of the MP because all you need to do is DOT up one mob and then Bane the rest onto the others.

In this way Bane is a little limited because you cannot control which targets get Baned onto this means if you DOT two out of 5 total targets, the three remaining that do not have any DOTs are not going to be guaranteed to get their DOTs applied through Bane. You have an equal chance of getting a DOT to any of those that are in range so unless you pull away one or two it doesn’t do much good. Another thing that should be mentioned is that any ability that does not deal damage initially is going to keep a sleeping target slept, so Bio, Bio II for example will not wake up a target that is sleeping because the only damage comes from the DOT damage, while a Miasma *will* wake the target due to the initial hit. This is incredibly important to know because Bane will NOT wake a sleeping target even though you’re transferring Miasma, Bio and Bio II together. Those DOTs which as we’ve already mentioned add up to a hefty amount of damage are going to be continually dealing damage to sleeping targets that aren’t waking. The same is true of Shadow Flare which also deals no initial damage. Combined you’re able to deal in the neighborhood of 1,000 potency over the course of the full duration *while a mob is still asleep*! If that doesn’t get your ears perked up I don’t know what will.

The downside is you need to be able to sleep said mobs and a WHM is a terrible sleeper at the best of times and completely forgets they have the spell the rest of the time. Additionally, it’s just not all that useful or practical to be able to sleep all the mobs, especially as a BLM who will be strongest when they’re using Fire II to AOE everything to death as fast and as hard as they can. The takeaway here is that when you can, and seeing as Sleep will land unresisted for 30 seconds, then 15 seconds then 7 seconds, you’ve got almost a full minute before the DR hits the point of full resist. This gives you almost two full cycles of DOTs, and at the risk of waking one mob up - which shouldn’t happen as you should re-DOT the mob the tank is currently waking and engaged with - you’re able to Bane the rest. This results in a massive amount of damage being dished out over almost a full minute and as a result your Tank is going to need to keep an eye out for them, because while it helps to have DOT style Enmity for most mobs, a group of mobs or those not targeted by the Tank can quickly sneak up on them, going from Yellow to Flashing Red in a few moments without them realizing very fast.

The above issue is much less a problem when you’re talking about a group of slept mobs because, by all rights, they should *stay* slept as nobody should be dealing AOE damage to wake them up. In that case a simple flash is enough to get Enmity back and a few more to keep ahead of the curve easily is more than simple enough for the most basic and starting tank to be able to do. What’s more, is that by the time you finally get around to the other mobs you’re looking at 50% or less HP on each of them, all for expending no additional time. Odds are if you’re sleeping the whole group you’re doing so because they’re too hard hitting or have annoying special moves that you’d prefer a slower, more gradual take down method than the usual fast and dirty “AOE all the things” method that most people put forth in a dungeon.

Though the chance for a Bane to reset is only 15% it’s a powerful tool, but it should be mentioned that it won’t work on a DOT that has been extended via Contagion. This makes it a little less useful for SMNs since they’re capable of extending their DOTs through Garuda and because of that the DOT can easily be above the default duration for the DOT and so it won’t be eligible for the reset of duration. Which is really a good thing because at worst it doesn’t lose any time with the way it’s currently set up, and at best you’re saving yourself from accidentally rewriting a DOT to a *lower* duration time than it currently was, ahead of schedule as it were. Taking a 45 second DOT to 30 seconds is a pretty extreme difference when you’re talking about 5 or so ticks.

Enhanced Intelligence III

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  • Type: Trait
  • Level Acquired: Level 32
  • Description: Increases INT by 6
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Another excellent addition to keep the damage from ACN and SMN up, and also our last one.

Eye for an Eye

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  • Type: Ability
  • Level Acquired: Level 34
  • Description: Erects a magicked barrier around a single party member or pet with a 20% chance that when barrier is struck, the striker will deal 10% less damage.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: (Barrier) 30s | (Debuff) 20s
  • Recast Time: 180s (3 Minutes)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Eye for an Eye is a great ability, focusing on reducing the damage the monster does instead of reducing the damage somebody takes is an interesting and different way to go about reduction of damage for the whole group without having to cast on multiple people. Of course Eye for an Eye is less than you might imagine because it has a proc rate on the “shield” that gets cast on a player being hit by the mob. This is problematic because it requires the target to be hit, and be hit repeatedly enough during the 30 second duration of the “barrier” so that the debuff has a chance to land. The barrier actually does nothing but impart the chance for the debuff to land which only lasts for 20 seconds, but seeing as there’s no immediate downside to casting Eye for an Eye as much as possible, setting up a rotation between the mages capable of casting Eye for an Eye is extremely ideal especially since any Job with an ACN background is going to get a 120 recast on Eye for an Eye compared to the default and sub classed version which has a 180 second cool down, a difference of a whopping minute. Considering that the buff can (but very rarely does) last for nearly 50 seconds if you’re *incredibly* lucky, you’re looking at two to three people to keep it up all the time if possible. Of course, this is rarely the case and generally it’ll only proc once during that 30 minute window.

However, you can have your mages keep an eye out and only cast Eye for an Eye when the timer for the debuff is running down below 10 seconds, giving them some time to cast Eye for an Eye and in doing so giving a solid chance for that debuff to kick in again. In truth I’d like to see the activation or proc rate of the debuff around the rate of 30-40% because 20% is one out of five hits and that’s just too m any for a 10% debuff that doesn’t last all that long anyways. It is the sort of thing you’d want to be able to have up before a strong hit but it is also something you literally cannot make happen all the time. You can some of the time and if you’re really lucky you can probably get it to happen multiple times in a single run but that’s all there is to it; luck. You can’t choose when the debuff will be applied, only how often you get the chance and to try and keep up the chance as much as possible to the rolling debuff will be reapplied as often as you can manage. Unless you have a SCH and something like two SMN you’re going to have a very hard time keeping this debuff up with anything approaching a 50% rate. As a result of this you’re going to be making it much harder on yourself to try and coordinate this, it’s not impossible and in truth it is not even all that hard but it does take extra time and for a SMN which you’ll need to keep the up time at a reasonable rate, they may not find it being that worthwhile to them. Or, more than likely they’ll just be terrible at doing that cycle while they’re trying to deal with the mechanics that pertain to them and their own DOTs and rotation. This is largely because the mechanics that affect a Tank are not always the same, usually not at all, as those that affect a DPS or any Job that is not a Tank. And so instead of doing what a Healer would do and watching what the boss does to a Tank, they’ll be watching for their own mechanics that they’ll need to be dodging or avoiding instead of waiting and watching for what’s going to happen to the tank and monitoring whether or not Eye for an Eye is going to fall off anytime soon.

The result of this is often just a Healer asking a DPS like SMN or BLM (though SMN has a minute less recast) to cast Eye for an Eye on somebody when they know they’re going to need it. Like, say for example when a group of adds that hit hard are going to be coming out and a Tank is about to go pick them up. When the WHM or SCH are busy elsewhere the SMN or BLM can easily lob an Eye for an Eye on the Tank(s) and keep them safe or at least buffed up to some degree with their spell without really having to coordinate or think very much on it. This results in an overall smoother raid run and helps prevent overloading your Healers which, let’s be honest, are already overloaded if they’re asking a DPS for assistance. They’d much rather prefer to deal with the problem themselves and let the rest of the DPS go back to doing what they should be focused on; avoiding mechanics that will hurt or kill them, and dealing the most damage possible.

Energy Siphon

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  • Type: Ability
  • Level Acquired: Level 36
  • Description: Doubles the amount of MP restored by Energy Drain.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Here we get to one of the better upgrades as it directly results in a higher MP pool and overall higher MP amount at any given time. This makes it so instead of the normal 50% of damage as MP back you get 100% of the damage back as MP effectively making this a sort of MP steal ability that takes as much as you damage the mob into MP. On a SCH this isn’t overly strong unless they’re in Cleric Stance but on a SMN for example it can return several hundred MP in one shot and then increase further from there as you are able to quickly chain together multiple Energy Drains. This is an effective strategy for getting rid of Aetherflow stacks when you’re nearing the recast on Aetherflow in general but have nothing to use the stacks on or really need the MP back. Either way you’re about to infuse yourself with another 20% MP back and furthermore you have Energy Drain giving you a big chunk of MP back with each cast which is only three seconds delay between which is barely more than your normal GCD and should be able to be spammed reliably. By using your Aetherflow stacks for Energy Drain when you have 10 seconds or so left on Aetherflow, you’ll be able to pop a maximum of three Energy Drains and still have nearly a second left until Aetherflow comes off cool down, aligning the time perfectly with the recast.

Though the damage isn’t much at only 150 potency, it’s essentially “free” damage that you’d otherwise waste by not using an aetherflow stack and so it’s really not all that bad. However, the damage can add up over time when you’re able to use an off the GCD ability that deals the same damage as a starting combo attack for any physical DPS, so again, not something to simply discount either. Especially when you’re running an Aetherflow stack every 60 seconds, I imagine it’s pretty easy to be able rack up the damage by using Energy Drain alongside things like Bane and Fester (if you’re SMN) and be able to deal great amounts of damage without really worrying about expending MP.

Ruin II

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  • Type: Spell
  • Level Acquired: Level 38
  • Description: Deals unaspected damage with a potency of 80
  • Additional Effect: Blind
  • Casting Time: Instant
  • Duration: 10s
  • Recast Time: GCD
  • Cost: 5 MP
  • Combo Bonus: N/A
  • Notes: Same potency as you’d have with Ruin but without the casting time! New and improved! Except the MP cost is quite a bit higher than Ruin which is going to eat into your MP quite speedily with the faster casting time. The problem though is that it’s just so TEMPTING to use! It’s a great fast casting skill that doesn’t have any real downsides aside from the higher than average MP cost and though that’s a lot higher than a SMN or SCH would want it to be, it could be a lot worse.

The main draw of using Ruin II is that you’re able to use it when you’re moving or otherwise short on time and don’t have the capacity or care to be able to stand in one place and begin casting and wait for it to finish. The drawback is obvious, you expend more MP to be able to quickly cast it, but your DPS improves as a result of not having that pesky cast time which lengthens the amount of Ruins you can do in a given time frame. In the end however the MP management can be so severely thrown out of whack that you end up requiring to rest or need a Ballad from the part to be able to keep you going and that’s never going to be something you’d prefer if you have to choose. That’s because, while your DPS might not specifically drop, the BRD’s is going to drop by 20% for singing that song for you, and likely before the other mages require or want a song from the same BRD.

This means that you’ll either have to wait for the Ballad, which means you run the risk of running out of MP in the period between now and then, or your BRD will accommodate you at the risk of not being able to have a full length Ballad up for the rest of your group which could be more dangerous. And if they’re a good BRD they’ll let you suffer because not only is it your own fault for the circumstance you’re in, but it’s going to cause trouble for your group if they can’t have a Ballad up for the healers who are keeping your tanks alive. If the tanks die, the healers die, if the healers and tanks die, everybody else dies. So the BRD has to place the priority on the healers and tanks as they should, and not on a single DPS who cannot control their MP well enough, even on a Job that has a huge benefit like Aetherflow to keep their MP up consistently.

Aetherdam III

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  • Type: Trait
  • Level Acquired: Level 40
  • Description: Allows the stacking of up to three Aetherflows
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: The last stack of Aetherflows, given how this trait is doled out it’s fairly reasonable to expect an Aetherdam IV when Heavensward is out and we get 10 more levels for a total cap of 60. As with the previous ones, Aetherdam III represents the amount of Aetherflow stacks you get, giving you 3 uses of unique and specialized abilities or spells every 60 seconds. A pretty good trade off really when most of the abilities are on a 10 second or so cool down meaning you’re going to have to wait 30 seconds if you’re trying to use the same thing again time after time.

Maim and Mend II

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  • Type: Trait
  • Level Acquired: Level 40
  • Description: Increases base action damage and HP restoration by 30%
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Finally we get Maim and Mend II which dramatically increases the damage dealt and hp cured by both respective jobs and the originating class. Not much else to say about this, the trait is simply awesome but in reality it keeps in line with just about every other DPS out there in the game that has some sort of relatively passive or active boost to significantly enhance their damage. DRG has Heavy Thrust, WAR has Maim, NIN has their two poisons, and so on.

Rouse

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  • Type: Trait
  • Level Acquired: Level 42
  • Description: Increases spell-based HP restoration and damage dealt by pet by 40%. While roused, pet will be immune to stun, sleep, bind, heavy, paralysis, and disease.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 20s
  • Recast Time: 90s (1 Minute, 30 Seconds)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Rouse is like a mini crit in a can. Increasing damage and HP restored by 40% is just 10% shy of what a crit would be and additionally Rouse itself can crit, leading to a 100 + 40% + 50% pairing which gives you a total increase over your base 100% and turning it into a whopping 210%. Pretty dramatic if you ask me.

This ability should be used on cool down as you need it, or held for specific areas that will need that burst of DPS, or otherwise need that huge increase to healing. The problem with the latter though is that Eos isn’t all that great at AOE healing. She has a regen AOE but not a big heal and her Embraces aren’t all that powerful either. Rouse will help her to be stronger and really it’s probably just best to use it on cool down as well unless you know for some reason that you’ll need that extra bit of healing power for a specific area.

Of course if you’re a SMN it should be saved for a DPS check but otherwise used on cool down whenever and wherever possible, preferably when other buffs are up as well to coincide for stronger damage. For example if you know several of your avatar / pet’s abilities are on cool down you don’t want to use rouse when they won’t be able to use anything for several seconds. That’s just wasting the duration of it. And though the duration is rather long at 20 seconds, the cool down is equally decent in length at 90 seconds. It doesn’t seem like any sort of coincidence that this ability works very well to slot itself between two Aetherflows, almost directly in the middle in fact.

Enhanced Eye for an Eye

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  • Type: Trait
  • Level Acquired: Level 44
  • Description: Shortens Eye for an Eye recast time to 120 seconds.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: This is the ability that sets the ACN jobs from the rest of them in FFXIV. Mainly, the issue wherein they have a full minute longer on their recast than the ACN types do. This makes a pretty significant difference as the duration of Eye for an Eye is 30 seconds for the shield, which as we’ve established isn’t much of a shield but more of a “chance for a proc” which is what you want, though a 10% less damage taken shield would of course be better. Except SCH has that in the form of Sacred Soil so they wouldn’t add a skill that is so redundant. Furthermore, the debuff only lasts 20 seconds and can be rewritten every time the proc occurs even if it’s the same mob hitting the same person with the shield on them. This means, at maximum you’re going to get a 50 second Eye for an Eye debuff on the mob. This is of course incredibly rare and likewise you’ll have the chance of (aside from getting absolutely zero procs and nothing from it) only 20 seconds of time from the ability. With a full 180 second recast for BLM or WHM, the capacity to cycle Eye for an Eye and try to keep it up as much as possible is quite impossible without the significant aid of a SMN or SCH.

Not only do they increase the utility but they also help by having another type of DPS that isn’t going to involve stacking but will provide 2 cool downs of 120 seconds at the same time as not limiting the Limit Break meter by stacking a particular job or class. In this sense you’re getting a significant bonus and it’s best to use it whenever you’re capable.

Miasma II

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  • Type: Spell
  • Level Acquired: Level 46
  • Description: Deals unaspected damage with a potency of 20 to all nearby enemies.
  • Additional Effect: Unaspected damage over time with a potency of 10 | Inflicts Disease which reduces HP recovered by healing magic by 20% and inflicts Heavy +40%. (Heavy effect not available in PvP)
  • Casting Time: Instant
  • Duration: 15s (For Both)
  • Recast Time: GCD
  • Cost: 7 MP
  • Combo Bonus: N/A
  • Notes: Miasma and Miasma II do not stack, not like Bio and Bio II do, such is evidenced by the action text that shows it inflicts the same sort of debuff as Miasma does. However Miasma II is dramatically weaker, at only 50 potency DOT. Overall you are really better off casting Ruin since you’ll deal 80 potency for about the same damage, and using Miasma instead of Miasma II.

However, because it does do a small AOE centered around yourself you’re able to use it as a “get out” card, inflicting heavy onto multiple targets and running away at the same time. In fact, to make Miasma II worthwhile to do with regards to total damage potency and everything, you’re going to be looking at needing *at least* 6 mobs, giving it a total potency for a single cast of 300 or more, which honestly can be pretty hard to do. For one, as a SMN or SCH you do not really want to be in the thick of things because of all the AOEs and the like going off, and at the same time you don’t really have an easy time spreading that Miasma II around because the radius around you is only 5 yalms, an incredibly short distance.

And yet, it still retains some utility for times when you’re capable of slipping into a pack of tanked mobs and letting loose a Miasma II on multiple mobs at once, over 6 of them being hit. Of course you could also not run into the group and use Bane to transfer Bio, Bio II and Miasma to various targets, but you can do the same with just Bio and Bio II at the same time. There’s also the escape functionality which is I believe its prime utility. Because you can so easily hit multiple mobs that just happened to gang up on you, you can pretty easily tag them all with Miasma II and get out of the way without having to worry about them catching up to you quickly. Of course the downside is that the slowdown of their movement only lasts 15 seconds so you better be quick in getting out of their range so they reset and de-aggro.

Enhanced Rouse

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  • Type: Trait
  • Level Acquired: Level 48
  • Description: Shortens Rouse recast time to 60 seconds.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Enhanced Rouse is one of those gifts that keeps on giving. Reducing the recast 30 whole seconds is a massive DPS and healing improvement as it can easily be used once a minute for no real detriment and at a continued boost of damage every 30 seconds. It’s like a version of Berserk without the crappy Pacification at the end. In total it’s going to increase your use of Rouse by at least 30% and more than likely will boost your damage anywhere from 10-15% more as a result of it. From this you’re going to be able to use Rouse more frequently without worrying about the recast quite so much. As you’re able to more easily and quickly keep Rouse up and around you’re not going to be concerned about using it on cool down as much because it’ll be up that much faster than it was before. This is quite a game changer for ACN and their associated jobs because instead of holding onto Rouse for when you need it, for fear that the 90 second cool down was too long and you might find yourself in trouble, now you’re able to essentially use it on cool down, every time it’s up for maximum damage and utility.

Shadow Flare

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  • Type: Spell
  • Level Acquired: Level 50
  • Description: Envelopes a designated area in a veil of magicked shadows, dealing damage with a potency of 25 to any enemies who enter.
  • Additional Effect: Slow +5%
  • Casting Time: 3s
  • Duration: 30s
  • Recast Time: GCD
  • Cost: 8 MP
  • Combo Bonus: N/A
  • Notes: Shadow Flare is like Flaming Arrow in a sense, it’s a ground target AOE that you select and it stays in place for 30 seconds. Anything that walks into it is damaged at a rate of 25 potency every 3 seconds (server ticks) leading to the total amount of damage being on average 250 potency. While also giving a bonus of a 5% slow, seeing as any SCH or SMN should be able to keep Shadow Flare up 100% this is a nice addition to our already over 800 potency round of DOTs that a SMN, SCH or ACN is going to be using at their disposal.

Shadow Flare by itself is useful, but not entirely worth the obscene 3 second casting time associated with it. Because of this you often won’t see a SMN using it unless they have a Swiftcast up to throw it up. The loss of DPS for the extended casting time plus the normal recast rate for your general spells is just too long for most and they won’t bother unless they’ve got a Swiftcast available to make the time less and thus keep their DPS or heals up to par. A SCH on the other hand won’t be able to use it because they’ll generally save their Swiftcast for something else, like a Raise or Stoneskin and in the event that they have nothing they’re usually not going to waste 3 seconds to deal 250 potency when they could be keeping the tanks alive and thus keeping the party in play. To be honest, being the last ability that an ACN gets access to, this ability is pretty weak compared to what most classes get.

Pet Actions (Arcanist)

Below you’ll find the generic pet actions that ACN gets access to, most of them carry over (particularly the basic ones like Stay, Place, Heel, Obey, etc.) to SMN and SCH in some form or another. These actions are given at set levels to the ACN in order to let them use their pet in specific ways. Much like an ACN is going to get their own spells, traits and abilities a pet is going to get their own range of spells and abilities (but no traits as of yet) as the ACN levels up. Additionally, as the ACN levels the pet is going to level too, but to do so is going to require the ACN to de-summon and then re-summon their pet in order to get the updated stats aligned with their master’s. This is because a pet is based off the master’s stats, the higher MND a master has the more Eos or Selene will heal, the more INT or other stats such as that that a SMN has the more damage Ifrit, Titan or Garuda are going to deal respectively. It was, therefore a trend that SMN and SCH’s would try to drink an INT or MND potion respectively to increase the attached damage or heals of their pets. It turns out that it didn’t really work but gear and food did. Still, as you level it’s good to keep in mind that your pet is going to need to be summoned again in order to take advantage of all your new stats, and be sure to properly allocate your stat points as you level up as well, in order to allow your pet to take advantage of that. Doing it after your pet is summoned as we’ve discussed, will do nothing for them.

Place

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  • Type: Pet Action
  • Level Acquired: Level 4
  • Description: Order pet to move to a specific location.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Place is pretty obvious what it does, it simply allows you to set a designation on the ground where your pet will go and stay put. A very useful thing when you’re looking to have your pet close by but not within an AOE range, or you simply want your pet out of the way of any particular AOE but you know how long they can be away before they’re out of range so they cannot attack. This is also useful when you’re doing something else. For example take Turn 5 of the first coil turns. This would allow you to place your pet as the dive bombs were going off to keep your pet constantly out of harm’s way, as you ran you could Place your pet anywhere along the way to keep them from getting hit. Two dive bombs on average would kill any pet and healing them is a significant waste of resources, especially with a DPS check, Tank check, and Healer check coming up as soon as Dive Bombs ended.

Heel

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  • Type: Pet Action
  • Level Acquired: Level 4
  • Description: Order pet to follow behind you
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Heel makes your pet follow behind you, moving wherever you do. This is useful if you have placed them somewhere and don’t really want or need to place them anywhere else again. Instead you’d just hit Heel and they’ll come straight to you, following you around as you move until you tell them to stand in place again or you yourself stand in one place again and stop moving.

Gust

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  • Type: Pet Action (Emerald Carbuncle)
  • Level Acquired: Level 4
  • Description: Deals wind damage with a potency of 90
  • Additional Effect: N/A
  • Casting Time: 1s
  • Duration: N/A
  • Recast Time: 3s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Gust is a decent, low damage but also low level magical wind attack from Emeral Carbuncle. It provides a ranged attack (like all magic) onto a specific target. Usually Emerald Carbuncle is going to use this at their own discretion, and as with most of their other spells and abilities has a separate but longer cool down than your own GCD is and are not influenced by the reduction of your GCD either. Meaning that the 3 second wait between using Gust once and Gust twice is going to be 3 seconds regardless if you have on 100 spell speed or 0 when you summon them. This is just a way that SE keeps the pets balanced because it’d be remarkably easy to “game” the system by equipping pieces with a lot of spell speed in order to speed up the recast between spells, making the pet deal more damage than they were originally designed for and throwing things out of sync with the rest of the game as a result.

Sic

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  • Type: Pet Action
  • Level Acquired: Level 4
  • Description: Order pet to attack
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Sic is a pretty common thing, it orders the pet to attack at their own desire. Using Sic is only going to make your pet auto attack if that’s what they’re capable of (Eos and Selene are not). However unless you specify what abilities for them to use, they’ll use their own AI to decide what they’re going to do and how. Until SE gives a Gambit style system to their pet classes there isn’t much else between complete control and general AI control. You can try to influence a little bit but the effect of doing so is rather limited in the grand scheme of things honestly. While Eos or Selene will not auto attack they’ll still auto cure, using Embrace on the person with below 70% HP regardless of what the SCH says or tells it to do, even if the fairy is in Obey mode where it’s not supposed to do anything at all but what it’s told. This however is more of a suggestion it seems than anything else.

Steady

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  • Type: Pet Action
  • Level Acquired: Level 4
  • Description: Order pet to refrain from attacking until ordered to do so
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Steady stops a pet from attacking and keeping it in one place for the entirety of the duration. This is usually useful if you want a pet to not attack or pull hate for anything in the beginning of a fight or dungeon or even a general group up. Whatever the case is, you want to make sure as much as humanly possible that you’re going to be capable of keeping your pet out of harm’s way. Generally speaking you don’t need to worry too much about your pet stealing hate unless it decides to do a regen or AOE cure of some sort just before the pull as the initial aggro ticks of regen are going to give it a massive amount of enmity moreso than any Tank could handle in the first few seconds of battle. As most mobs and bosses have an AOE attack for their normal attack (in order to keep people from standing beside or around the Tanks I presume) this is likely going to kill the pet owner *and* anybody around them and so it’s best to avoid it at all costs.

Stay

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  • Type: Pet Action
  • Level Acquired: Level 4
  • Description: Order pet to remain where it is.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Stay just makes the pet stay where it is, this is equivalent to Place except you don’t tell it where to go, you simply let it follow you or move to wherever it’s moving and if you then decide at some point that it would be best if it stayed at that position you trigger Stay. Such that you want it to move to the other side of the arena, then you realize it would be better if it stopped halfway through, instead of using Place again and having to use your mouse to decide where it goes and taking time and attention from the battle you can simply hit Stay where you would prefer it to stop. This is a time saver because it’s a lot easier to hit a further, relatively general direction and then hit stay when it arrives in a general location between where you are and where the Place location is.

Guard

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  • Type: Pet Action
  • Level Acquired: Level 4
  • Description: Order pet to refrain from attacking until you attack or are attacked
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Guard is a typical sort of default mode for most pets. You’ll notice that a pet won’t do anything less you specifically attack something or you yourself are attacked. This is evidenced by when you have a pet summoned but instead of following you the whole way you end up getting attacked by something en route to your location. Suddenly your pet is gone and then it de-summons or dies to an enemy you never really saw. This is because your pet sees that you were attacked and goes off to attack the mob that did it. This makes it really easy to get by aggro that would normally annoy or hassle you, and could inflict a heavy debuff from the amount of damage they dealt. Additionally if you’re on a mount they could hobble the mount making it that much slower.

Instead with a pet out they’ll take care of the problem but generally unless you call it back they’ll stay where they are, fighting the mob until one of three things happens: Either you call it back and it leaves the mob alone and resumes following you, it dies to the mob or group of mobs, or thirdly it gets so far away from you that it de-summons at near or full HP based on being too far away from you. This prevents summons and pets wandering around the wilds of Eorzea looking for their master, and I’m sure it helps to lighten the load on the server by simply de-summoning the pet. Of course, there’s likely some sort of in game lore about it, but I have yet to find it.

Obey

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  • Type: Pet Action
  • Level Acquired: Level 4
  • Description: Order pet to attack, but refrain from using certain actions until ordered to do so
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Obey was more recently added and fixed as of 2.1-ish. This means that before Obey didn’t really exist in the capacity it does now. It didn’t work or even wasn’t in the game in the same fashion. Whatever the means, Obey is in the game now and that’s what matters. It effectively limits your pet to doing only what you tell it to do aside from auto healing or auto attacking. Such that Garuda will still throw out an auto attack wind spell, which is her default attack, Ifrit will still swipe and Titan will still punch but they won’t use anything else, just as Eos or Selene will still cast Embrace but they won’t use Fey Light or anything of the sort. This makes it a lot easier for a SMN or SCH to micro manage their pet, giving them the highest efficiency possible. Now, while it would be easier to just leave the pet on auto, that doesn’t help and the pet will randomly seemingly cast spells and abilities when they aren’t really needed. This is because the pet uses a Gambit style system from FFXII which tells them at x condition, perform y. It’s a simple way of doing it and if the players had access to such a system with Gambits being customizable the players could optimize their pets per encounter and turn in coil giving them amazing AI capabilities tailored specifically to their party and their encounter which would lighten the load on SMN and especially SCH quite considerably.

However, that’s not the case and instead Obey simply makes it easy for you as a Healer or SMN to be able to tell your pet what moves you want it to use and when. Since you have a pet hot bar you’re capable of macroing and otherwise using the spells and skills as you see fit and only when you want them to go off. This prevents Garuda using say, Contagion to lengthen DOTs when the DOTs are nearly ready to fall off, instead of earlier on when they should be; or using Contagion on a nearly dead mob which won’t take any benefit from it. This removes issues such as the above and instead places those same issues squarely upon the player’s shoulders. Some people operate their pets far, far worse than any AI could, and others are really good with micro managing their skills and do an exceptional job of it. It really depends upon the person and what they prefer along with the fact that each person is capable of different aspects of control. One person might be better at micro managing their pet, but their actual rotation suffers because of it, and they might end up benefiting from letting the pet govern itself largely and find a larger increase to their overall DPS and functionality - such as being able to see a mechanic coming and dodge it instead of dying while trying to micro manage - which would be better than continuing to try and micro manage but lessening their overall DPS. The DPS gained from a proper rotation and optimal timing (mainly not dying due to being too bogged down with your pet) usually outweighs the benefits of having a pet doing exactly what you want, when you want it to.

Obey is pretty much the main position you’ll put your pet into, mostly because the way the AI handles what the pet should be doing is not quite as efficient as a player who knows what they’re doing and is willing and able to do it. Now the last two bits are remarkably important because while you may know what to do and how to do it, it may be too much of a strain on you to do it (while also dodging mechanics) and therefore may not be something you’re expressly interested in trying. That being said, Obey is still the highest chance for the best DPS you can muster, or HPS if you’re a SCH and therefore should be at least attempted, the only way to get better is to try something you suck at, remember that the sucking at something is the first step to being good at something and though it may cause initial issues, with enough work and practice you’ll get better and better to the point that you’ll wonder why you weren’t always using Obey and manual actions for your pet.

Away

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  • Type: Pet Action
  • Level Acquired: Level 4
  • Description: Order pet to leave the battlefield
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Away is, simply a de-summoning of your pet, it doesn’t make them flee from the battlefield or something like the sort, instead it makes them completely vanish and you’re left without any sort of pet at all. Nothing more nothing less.

Backdraft

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  • Type: Pet Action (Emerald Carbuncle)
  • Level Acquired: Level 4
  • Description: Deals wind damage with a potency of 80
  • Additional Effect: 15 yalm knock back
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 90s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: This is your typical damage spell except it comes with a nice little punch of knockback of 15 yalms, which is a decent enough distance that you could run as soon as the spell is cast and be able to outpace almost any monster in the game - though that’s not really a difficult thing to do as a mage at all due to Sprint not requiring anything but TP and a recast which is more than easily managed by any sort of mage. That being said, Backdraft still has its uses, such as giving a brief reprieve of attack by either your pet or yourself, the time it takes the mob to run back to you is time that you are not being attacked and as such is time that you have to continue to damage the mob in question without receiving damage to you or your pet.

However, Backdraft can also be supremely annoying, particularly when you are partying with other people, specifically the melee sort or any tank really. This is because they have to be up close and personal which is around 2 to 3 yalms in distance and yet you are pushing the mob away 15 yalms, more than five times the distance they need to be at in order to activate their usual combos. So in some settings, allowing your pet to use Backdraft is going to *lower the DPS of the group* rather than raise it since depending upon how many melee DPS you have, you are going to be neglecting to allow them to deal any normal damage until the mob meanders back to your group. This is both annoying to them as they have to wait, or try to chase the mob down, both of which result in loss of position and loss of DPS, while a tank has to try and keep enmity upon such a mob when they do not have easy access to their skills or abilities right then. The additional issue is that they also have limited ranged hate maneuvers, making it very hard for them to keep and secure hate at a range and as Backdraft is usually one of the very first mobs a pet will automatically do, this can obviously cause quite a bit of consternation on the part of your tank. This then can easily lead to people dying or tanking that should not be tanking and those people blaming the tank, or more than likely (since it seems most tanks in DF groups can do no wrong) the tank will start to complain and bemoan the horrible dps who is not giving them the time they need in order to secure hate. This is, in truth a relatively big issue in general with most DPS in the game and would be a very valid point on behalf of the tank because the DPS in question is essentially preventing them from ever being able to secure proper enmity on the mob because they can’t get close enough and any ranged enmity maneuvers are simply too costly to employ for any extended amount of time. Not to mention that they simply are not that effective compared to any close range combos that you could do as a WAR or PLD.

Gouge

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  • Type: Pet Action (Topaz Carbuncle)
  • Level Acquired: Level 15
  • Description: Delivers an attack with a potency of 70
  • Additional Effect: Increased Enmity
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 3s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: This is one of the first abilities a pet will get, rather Topaz Carbuncle will get which changes the action Backdraft into Gouge. As Topaz Carbuncle is a tank pet, the action that Backdraft incurs would be counter intuitive and therefore has been replaced with a proper tank action. One such as Gouge increases Enmity generated by the action itself, which like all tank moves applies an enmity modifier to the damage done. This as a brief recap multiples the enmity value of the damage done by a certain value. Normally enmity is derived purely from HP healed or damage dealt. In this case, it would be damage dealt and then multiplied by a number, likely 2 or 3 in this case to get the enmity that the ability acquires. This has not been tested much because the call or desire for SMN or ACN to tank is so low that it is relegated to jokes and fun runs where people intentionally screw around to enjoy themselves and let off some steam. It is a good practice to do, if only to make the game more enjoyable which can sometimes get pretty dull and boring and more than a little monotonous.

That being put aside for now, Gouge does decent damage at 70 potency and generates enough Enmity that without a tank in the part you are able to have the pet tank most any low level boss. In fact you do not really need a tank or tank like class for around twenty to thirty levels as the dungeons are more than easy enough on their own and a pet job like SMN or ACN is more than capable of using a tank style pet in order to see your group through from start to finish. Not to mention the ACN has a few unique skills and spells that only affect an avatar, or pet, in which case they become slightly more interesting to play as than most other classes in that regard. If you were to add up the additional actions from pets to what a SCH or SMN has, or even an ACN you come away with many, many more abilities and spells than what your usual job would be capable of producing. This can however, have the negative effect of making the job more confusing or difficult to play with so many buttons available. However, the Pet Action Bar is usually separate and easy to see for most people with the added benefit of not taking up a normal action bar, which several people are already full of despite the fact that each Job or Class is given a whole new ten bars with which they can play with and assign skills or spells or various sundries.

Shining Topaz

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  • Type: Pet Action (Topaz Carbuncle)
  • Level Acquired: Level 15
  • Description: Delivers an attack with a potency of 70 to all nearby enemies
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 15s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Another Tank pet move, this one is an AOE but does not increase enmity outright. It does, as do all actions that generate any sort of damage or healing but this has no modifier tied to it, which would have made it really useful. It would have therefore been closer to a Flash than any other spell or ability, but as it is this is a simple AOE ability with low damage, of course that damage is higher than what you would typically find of a pet in an MMO. Additionally the damage done is very easy to justify so long as you have two or more mobs in range the potency will be a minimum of double damage incurred, and it simply goes up multiplicatively from there because so far there’s no other ability that is strong and useful for Topaz Carbuncle to use, particularly not an AOE move.

The main drawback of Topaz Carbuncle is, as previously alluded to, its horrible AOE threat generation. I mean, the thing does not have much potency as it is with its enmity skills which puts it at a drastic disadvantage compared to the other classes and jobs in the game and the amount of damage they deal. If you look at it, it makes sense why a pet cannot tank as well as it should, provided that the jobs and classes in question are capable at their profession and sufficiently geared as well. This results in a relatively difficult manner of a tank pet to hold hate, when you look at the recast time of an ability such as Gouge you can see that the action is only repeatable every three seconds, providing a pretty long GCD in terms of enmity and tanking. Furthermore you can see that the potency is only 70, compared to the general Enmity potency of around 200 for tanks this is a pretty massive disparity. As if that was not enough you also have issues because even the ranged attacks from tanks are far more superior at 120 potency, almost a full double what carbuncle is capable of. Of course, the general ease of holding back hate from other players is something of an annoyance for some tanks who wish for a more difficult and challenging task, this is however the general issue with tanks in general and ironically does not affect tank pets at all. They could have upped the damage or enmity modifier but since enmity is, generally very easy to get, even a tank pet is likely to exceed beyond what a DPS is capable of generating with enough skills and abilities active to them at any set time.

This does change later on throughout the course of the game as DPS grow in strength and Item Level begins to play a massive factor, then it suddenly becomes utterly impossible for a pet tank to hold hate or stay alive as well as even a DPS in most cases. This often occurs around Level 30 or so and is a major turning point for most jobs as they get better gear and more importantly better skills, usually finishing one of the two or so combos they have, giving them a full range of skills that do not deplete their TP quite as fast (as 70, 60, 60 is less TP for three skills than 70, 60, 70). All of these factors come together to prevent a pet tank from being able to secure enmity on any mob, and especially on a group of them. Because of that, DPS end up dying and the runs begin to dramatically slow down without a proper tank and a proper healer and things start to go bad very quickly. Indeed, this is one of the major reasons the game begins to slow down in terms of leveling speed and dungeon running around the 30s. In fact, the major issue aside from this is that most classes begin to acquire some sort of AOE skill and since Topaz Carbuncle or Titan has very weak AOE enmity generation, the classes have to forego their stronger group damaging abilities for weaker single target ones. While they may be “stronger” in the sense their potency is higher, what matters most is the ability to be able to push harder against a full group. A single ability that deals 200 potency is not as much damage as an AOE ability that deals 75 potency to 5 different mobs, that’s a total potency of 375, and nearly double that of the other “stronger” ability.

Curl

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  • Type: Pet Action (Topaz Carbuncle)
  • Level Acquired: Level 20
  • Description: Decreases damage suffered by pet by 20%
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 20s
  • Recast Time: 120s (2 Minutes)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Curl is the pet equivalent of Inner Beast or Rampart. Rampart is a closer subject to the matter simply because it too is an ability and has a long cool down. While Inner Beast also has a relatively long cool down it is not nearly quite so long as to be even close in cool down as Rampart is. This is one of the issues of WAR vs PLD though we will not get into that here, as it is has already been rehashed a few times in other locations, review the main page of the FFXIV: ARR wiki page and you will quickly find the needed links.

Back on track, Curl is the ability that you want to use when you are tanking a boss, or somehow have managed to secure and keep enmity on a group of mobs that are hitting your poor yellow little rat, squirrel, thing. Curl gives you a pretty strong defensive boost coupled with the already strong damage reduction that is native to pets in FFXIV: ARR. Or, at the very least that are native to magical pets as we have not an actual job or class that can summon or command another pet that is not magical, like say a Beastmaster would be from other Final Fantasy games.

Downburst

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  • Type: Pet Action (Emerald Carbuncle)
  • Level Acquired: Level 20
  • Description: Deals wind damage with a potency of 80 to target and all enemies nearby it
  • Additional Effect: N/A
  • Casting Time: 3s
  • Duration: N/A
  • Recast Time: 30s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Back onto Emerald Carbuncle, Downburst is your go to skill for inflicting good AOE damage. This ability functions similarly to the Wide Volley from ARC and BRD, centering the AOE on a target rather than having the AOE centered or somehow tethered to the caster, in this case Emerald Carbuncle itself. In this way you are more easily able to target a group and allow the AOE to hit them all. As far as AOEs go, this really is not that bad! While 80 potency may not seem like a lot, with 5 or more enemies you will be inflicting a minimum of 400 potency which is far and away stronger than anything else you could be doing right now with your pet or even with all your skills available to you at Level 20. In this instance, Downburst becomes a very powerful skill. The only issue is that the recast time is unnecessarily long at 30 seconds with an equally unfair 3 second cast time. It is yet unknown at this point if the stats of Spell Speed and the like from a SMN, ACN or SCH is going to increase the cast speed and therefore reduce the downtime between skills and spells. As of this writing it is currently believed that they do *not* influence that, despite other stats influencing things like the damage dealt (INT) and the HP healed (MND) respectively.

Because the use is relatively rare at later levels you will want to make sure your pet is Roused before being able to use Downburst, and additionally you will want to try and make sure that you will be able to use it when there are as many mobs clustered up as possible. The more the merrier as they always say and the more mobs you hit with Downburst the more damage it will collectively do and besides giving you better “numbers” through which you can brag about if you are the type to do so, you can make sure to make that run cleaner and faster than if you just used it on cool down, or even worse, let the AI handle something like that. This is a very powerful case for the use of Obey and manual control as you can finely control which ability is used where and make sure that it is used to the utmost effectiveness. Of course at the same time this puts all the control and all the blame as well squarely on the operator (that is you) and so you will have to come to terms with making user error and mistakes that are caused by you and not the pet. So in a way it is also for adults and mature people to use as so many (far too many in my opinion) constantly use the lie or easy way out of “I am lagging so bad,” or something to the degree of, “My stupid pet AI glitched out, I swore I said obey!” when in fact they did nothing of the sort. Of course forgetting to set Obey and unintentionally making a mistake in your rotation where people question it are two different things entirely. Both however, should be fully owned up to.

Storm

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  • Type: Pet Action (Topaz Carbuncle)
  • Level Acquired: Level 40
  • Description: Delivers an attack with a potency of 60
  • Additional Effect: Stun
  • Casting Time: Instant
  • Duration: 2s
  • Recast Time: 40s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Storm is your general damaging attack with the addition of stun, as with most things that also stun they deal damage of a relatively low variety. Of course for a pet this may not seem like all that low of a damage compared to what a player would get out of their specific stun ability but the fact remains that the damage is less than it would be if it didn’t stun. Unfortunately with the horrible duration on Stun you’ll hit DR sooner than if a PLD or WAR was doing the stunning and this is going to cause issues with pet owners who have a pet out that can stun but the boss or encounter or whatever it is you are doing is also stunnable (and needs to be stunned at that!). This is going to cause deaths, wipes and other issues alongside that unless you Obey your pet and specifically make sure that they do nothing, nothing at all aside from precisely what you tell them to do. This is one of the main benefits of having a pet on Obey, that they cannot do anything that will screw up the run or inadvertently cause a wipe of any kind. If you end up using Storm it will be specifically because you have decided to use it and for no other reason. This is what we want as SMN and SCH. Without that level of control your pet is going to be interrupting at the wrong time and throwing mechanics out of whack from the get go and you will soon find yourself either being yelled at or being booted from the party.

That being said, this is a good ability still as it can and *does* stun which is invaluable even if you have other stunners. For instance, if you can stun something that nobody else is going to be able to stun you will instead be more than capable of stepping in as a sort of third string stunner. While this game does not requiring stunning to the degree FFXI did, there are still instances where stunning is absolutely integral to what the game is going to be asking of you and for those instances you will want to be sure that you have this ability ready to go when you are needed and not a moment earlier.

Shining Emerald

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  • Type: Pet Action (Emerald Carbuncle)
  • Level Acquired: Level 40
  • Description: Extends duration of damage over time effects cast by the master by 15 seconds
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 60s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Shining Emerald is a Carbuncle only Contagion basically, you get a similar ability with Garuda Egi later on as a SMN and they both do the same thing pretty much. That is, they extend the duration of DOTs currently on the mob that have been cast by you (the master) by 15 seconds. This means that if you have a duration of 40 seconds it will increase to 55 seconds, 30 seconds to 45 seconds, so on and so forth. At this point I am going to fully assume you are entirely capable of adding 15 to any number and figuring out the sum.

The point is, that this ability needs to be used wisely, you do not want to go using it on cool down, even though the cool down is only 60 seconds. Because you will not get the greatest use out of the skill and therefore are essentially wasting what was given to you. Instead you want to make sure you use it just after all your DOTs are applied, as many as humanly possible and then slap on Shining Emerald to extend them all by 15 seconds. The additional uptime and overall damage increase is going to seem minor but it is quite a lot more than you likely realize. This is mostly because, while you are not able to see the DPS increase quite as easily as say a direct increase to damage, you will be able to extend each and every one of the DOTs by a known quantity. This is absolutely huge in terms of overall DPS increase and your overall capability as you will no longer need to be casting your DOTs every thirty or so seconds. Instead every second or so round of DOTs is going to be increased by 15 seconds due to the cool down and the timers lining up with the use of Shining Emerald.

The reason, if it was not already clear and obvious that you wait to use Shining Emerald is that you get to increase all DOTs not just the ones that are available or on the mob at the time of your cool down. Waiting several seconds to reapply DOTs is well worth the effort when you are able to increase the duration of *all* DOTs simultaneously. This is why you wait because you get a huge boost to damage and DPS as well as duration during the time they are up. If you had waited you would have some DOTs with a very high duration and others with much shorter ones. This is why it is generally best to simply wait until you do your rotation of DOTs and then apply Shining Emerald after you finish one. In this sense every other DOT rotation should have the boost of Shining Emerald which is going to go a long way in increasing your DPS and overall utility. This is something very few people seem to think about because the mob or boss is not always available for DPS or for general attacking due to phase changes, mechanics or what have you. In this way you can lengthen the DOTs on the mob and know that they will last an additional 15 seconds so if there is a phase change or some mechanic that prevents you from attacking and therefore reapplying your DOTs you will be able to keep those DOTs up on the boss or mob(s) during a time you may not be able to otherwise.

Scholar

Scholar is one of two healers currently in the game and one of the best preventive healers in the game bar none, this is specifically because of their barrier and shield spells that prevent damage done to HP in the way that a Stoneskin is capable of doing except instead of basing the potency off the target’s HP it is based off the healing potency of the SCH. This makes it scale much better against targets that aren’t quite as HP rich as a tank might be. In this way a MNK with 5,000 HP is going to be shielded the same as a PLD with 7,000 HP. Additionally they get bonuses, specifically for Adloquium that doubles the shield bonus if there is a critical heal. Seeing as a critical heal is already 1.5x the normal heal, this puts that number doubled which makes it 3x a normal heal.

How a SCH works is largely by pairing spells like Adlo and Succor together with normal heals and Eos or Selene, their unique healing pets to be able to heal extremely well and all while sipping MP instead of guzzling it as a WHM might. This does not meant that they never run out of MP, but that they instead are incredibly MP efficient when compared to a WHM. Succor and Adlo both work by mirroring the HP potency of the spell into a shield that nullifies damage equal to the amount of HP healed. As HP healed is not dependent on whether or not a person has full HP this gives anybody a shield regardless of where their HP % is currently at, giving you the ability to shield somebody who is already at 100% HP *and* has Stoneskin on to boot. This is a key part of how SCH works and opting for Crit instead of Spell Speed is going to the general goal here of DTR and CRIT being the main secondary stats as opposed to WHM going for DTR and SPS.

SCH also has pets, which is obvious if you have been reading at all during the past few thousand words. SCH however has two variants of the same pet. Eos is your general healer with healing centric abilities and buffs and in general more healing power due to AOE regen and the buff that increases healing power. While Selene is capable of silencing a target (rarely will happen and is very bad to rely upon for obvious reasons) and buffing Spell Speed and Skill Speed to increase DPS of certain party members. However Selene is ONLY capable of using either or, you cannot buff both casters and melee, as most groups are generally melee heavy you will find yourself in need of the Skill Speed buff more often. However, this also speeds up TP loss and so it can be rather questionable if it is much of a buff at all then. Especially when Eos can allow more healing so that the SCH can put out some DPS without endangering anybody’s TP.

As with SMN and ACN both, SCH is required to use Obey on their pet because the fine tuned control of Eos or Selene is absolutely required for good play of the job. Obey allows you to macro or use Embrace on any target that you want, this means that when people are not dying and Eos is automatically (you cannot stop this unfortunately as it is similar to an Auto Attack) casting Embrace on the lower HP target, you will be able to couple Physick and Embrace together. When they are cast together on the same target you will find that the HP heal is equivalent to a Cure II which is quite an astounding difference! Eos and Selene both luckily do not have any sort of MP pool and never run out of MP either, granting further liberal use of Embrace without needing to worry about the consequences. Coupled with the additional lack of damage that either pet takes and you begin to see just how good having a pet can be when you’re healing.

For things like dungeons and other less severe encounters you will find that you can easily DPS and keep up DPS almost full time while your pet does all the healing for you. In many encounters you will find that you can even completely ignore your pet, letting their AI go as they wish to be able to heal people as the AI sees fit and 90% of the time you will have absolutely no loss of efficiency or functionality. Of course this is bad practice for your inevitable rise to raid level difficulty but the choice is yours and it is in fact a choice that you can do, so that is something at least to think about doing if you really want to.

Adloquium

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  • Type: Spell
  • Level Acquired: Level 30
  • Description: Restores target’s HP with a cure potency of 300.
  • Additional Effect: Erects a magicked barrier which nullifies damage equaling the amount of HP restored. When critical HP is restored, damage nullification is doubled.
  • Casting Time: 2s
  • Duration: 30s
  • Recast Time: GCD
  • Cost: 12 MP
  • Combo Bonus: N/A
  • Notes: Adlo is a relatively expensive spell later on and it becomes part of a good SCH’s rotation of 2:1 physicks to adlos. Two physicks then one adlo and then repeat that order unless you know a big hit or something bad is coming that you will want or need an adlo for specifically. Adlo is the generalized shorthand for the spell because typing out Adloquium every time is really quite difficult for people who know the spell and how to spell it properly and much more so for people who have absolutely no idea how to spell it as it is a very odd word if you look at how it is spelled. That being said adlo is an incredibly strong spell that allows SCH to mesh incredibly well with WHM. I say this because Adlo casts a 300 potency shield around the player it targets and furthermore if there is a critical hit with the heal it will cast a shield equivalent to 900 potency which is an absolutely staggering amount.

Let us visualize this for a second. If you cast Adlo and it heals say 1,000 HP then you will get a Shield from Adlo for 1,000 HP equivalent. Simple, right? Good. Now say you crit that heal. If nothing was changed and RNG did not exist and you consistently healed for 1,000 HP then you would do 1.5x your normal heal (which is how a crit works 1.5x or +50% take your pick). This becomes 1,500 HP healed and because of adlos unique additional effect your shield is doubled. So instead of a 1,500 HP shield which would be strong and fine as it is, you get instead a whopping, absolutely crazy 3,000 HP shield (double your critical HP heal) or 3x your normal heal if you want to make it simple to understand.

This is why Adlo and Critical Hit Rate are so damn important for a SCH and why people need to understand that a SCH needs to be using Adlo every third cure. Because Physick by itself is not terribly powerful but also because it is so very MP efficient you will be casting that the most, however in between two casts you will want to be casting adlo because it gives you a shield and when you include the shield you have a total of 600 healing potency give or take. This gives you the largest HP increase without worrying if you will overwrite Adlo by casting it too soon. Having two physicks between gives you the ability to make sure that you are not going to be overwriting your adlo shield and at the same time that you will not be expending so much MP by casting Adlo more than you need that you will end up bottoming out your MP and having nothing to spend halfway through the fight. Or that you will be needing ballad on a regular basis.

Succor

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  • Type: Spell
  • Level Acquired: Level 35
  • Description: Restores own HP and the HP of all nearby party members with a cure potency of 150.
  • Additional Effect: Erects a magicked barrier which nullifies damage equaling the amount of HP restored.
  • Casting Time: GCD
  • Duration: 30s
  • Recast Time: GCD
  • Cost: 15 MP
  • Combo Bonus: N/A
  • Notes: Succor is like an AOE version of Adlo, except that it lacks the awesome bonus of crit dealing double shield. Instead it is able to cast on every single person around you and it pairs well with Medica and Medica II giving you an additional shield on top of that that gives you the ability to buff a person’s HP beyond what they would normally have at even 100% giving you quite a large bonus. Succor is necessary and is going to be cast on pretty much any raid wide AOE that you would find. Working alongside a WHM you are able to make most people survive almost anything so long as their HP is nearly full because a Succor can be used alongside Medica and Medica II allowing those to heal to full or nearly to full and Succor can fill it the rest of the way if not entirely make it so that you are only going to be taking advantage of the additional HP from the shield. Either way, without a full AOE stoneskin which is impossible except out of battle (since patch 2.45) you will not be able to find any AOE version of casting a barrier on people outside of SCH’s Succor. There is of course Sacred Soil which should be used on top of this, but regardless, the protection from Succor alone is necessary alongside the additional healing of a WHM so that your group can survive the big raid wide damage going out in the given raid.

Succor aside from that isn’t all that useful unless you choose to cast it before battle when you know everybody is going to take a burst of AOE damage at some point early on. Otherwise it would be a waste of MP and a waste of time to do because the shield only lasts a short while, thirty seconds to be exact. And while that may seem like a good amount of time, there is not always a lot of AOE damage during the first thirty seconds and this is because enmity is rather difficult to secure during the first minute or two of any fight and the devs are kind enough to give tanks a bit of breathing room where that is concerned because AOE healing is an absolutely massive amount of enmity on the healers and there is really nothing that can be done about that without drastically changing the way the Enmity mechanics in the game work. So, to sum up: use Succor every chance you get when you know that an AOE is coming out, pair it up with an Adlo on the tank or anybody who is specifically low in HP. Keep in mind that you can cast this up to around 20 seconds BEFORE the AOE is going to go out and this gives you plenty of time to make sure that everybody is healthy and hail to be able to take up the damage without dying. Additionally Succoring so early allows you and your party members to be shielded against any stray damage that happens between then and the AOE and if somebody has their Succor shield fall off you just recast Succor or Adlo that person and everything is fine. A lot of people do not do this early on as they should and instead cut it incredibly close to the actual AOE going off and that is simply bad form. Eventually you will not be fast enough and people will die, always try to time things so that you are able to preemptively and proactively (as a SCH is generally best suited for) protect your party members from the incoming damage.

Leeches

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  • Type: Spell
  • Level Acquired: Level 40
  • Description: Removes a single detrimental effect from target.
  • Additional Effect: N/A
  • Casting Time: 1s
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 7 MP
  • Combo Bonus: N/A
  • Notes: Leeches is Esuna for SCH. There is really nothing special about the spell compared to WHM except that SCH gets it far later than a WHM does and that can be a problem when you are doing some level capped dungeons. However the extent to which it becomes a problem is really only limited to say Cutter’s Cry where you get an annoying DOT at the worm boss.

Aside from the issue of having Leeches at a higher level than WHM does, there is not any functional difference between the two spells. Both are nearly instant one second casts and both are relatively low MP as well that removes a single debuff on a target. There’s nothing too special about it or how to use it except when you obviously need to remove a debuff or DOT of some sort.

Sacred Soil

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  • Type: Ability
  • Level Acquired: Level 45
  • Description: Creates a designated area in which the party members will have damage taken reduced by 10%
  • Additional Effect: 20% chance that the next Succor will cost no MP. Only available when under the effect of Aetherflow.
  • Casting Time: Instant (Long Animation Delay)
  • Duration: 15s (For Both)
  • Recast Time: 30s
  • Cost: One Aetherflow Stack
  • Combo Bonus: N/A
  • Notes: Sacred Soil, is one of the best things for mitigating a large amount of damage. While it only lasts for fifteen seconds, as well as the additional chance to cast Succor free of MP cost, it is incredibly useful and should be used practically on cool down whenever you can because for that period of time you are generally going to mitigate more damage with a Sacred Soil than you would with using a Lustrate. Though this is entirely dependent I suppose on the type of tank you have and your general party setup. This is important to note because a Lustrate is a single Aetherflow stack as well and heals 25% of the target’s max HP. So for a WAR with 10,000 HP you’d heal 2,500 HP. If you are instead using Sacred Soil then you need to be sure that your tank is taking at least 25,000 HP damage during that 15 seconds. This is, in most cases, unlikely to happen because even a Death Sentence or Raven’s beak is going to not meet that amount of damage, even if both were 10k hits a piece - which would practically kill your tank anyways - but even then this would not equal the HP cure of a Lustrate and therefore you are generally going to be better of using Sacred Soil for something like large group AOE damage reduction similar to Succor and Medica use.

The problem with Sacred Soil is that it takes time to activate, the animation is quite long and it doesn’t take place until AFTER the icon on everybody’s buff bar is active, this can take some time and doesn’t show up as soon as the spell it cast. Another thing to note is that you have to target it as it is a ground target spell and that always takes a bit of extra time to properly position it so that you can hit everybody. All these things add up to a problematic use when you need to get it done and get it down quickly. Often times SCHs simply will not have Sacred Soil down in time for the AOE and that will lead to increased damage across the entire party. Sacred Soil needs to be pre cast, just like almost every other SCH major ability or spell. This means that you need to set down Sacred Soil BEFORE you know the attack is coming so that the buff is on everybody before the casting bar on whatever raid wide AOE is done. This is hard to do for people coming from WHM who learn to do things right up to the last minute because most things simply, “just work” whereas a SCH has some lag in their spells and abilities and needs to have them primed and ready before anything happens. This takes some foresight and furthermore takes a lot of proactive capability that a WHM generally lacks.

Lustrate

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  • Type: Ability
  • Level Acquired: Level 50
  • Description: Restore’s 25% of the target’s max HP. Only available under the effect of Aetherflow.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 1s
  • Cost: One Aetherflow Stack
  • Combo Bonus: N/A
  • Notes: Lustrate is your go-to heal that will give you the largest and fastest heals in the game that none can equal save Benediction, except it is quite a lot slower than Lustrate is and has the tendency to be so laggy that the player dies as a result of the lack of heals. Lustrate however can be cast as many times as you have Aetherflows and in only a second for recast you can quickly stack them up to save a dying player pretty easily.

Bar none, Lustrate is going to be your best healing ability for Aetherflows. Your use of Sacred Soil is going to be reserved for the AOE damage that you should mitigate for the whole party or at least several key members while your Lustrates are going to be used pretty exclusively on the tank in order to prevent using more MP than you need to which would be a waste when you can just drop a Lustrate and get a big heal without any MP cost to you. Lustrates are great when you are trying to stretch your MP as far as it can go and there are no AOE hits coming out or having come out any time that you need to worry about for Sacred Soil. When you don’t have any MP concerns or not so much that you should worry about having your Aetherflow stacks for Energy Drain then you are completely free to use Lustrate as liberally as possible so that you can keep your MP up and heal for incredible amounts of HP without having a long delay between casts. Not that your normal heals have a long delay, but the difference is pretty noticeable when you are constantly casting Physick and Adlo in sequence.

To sum up; whenever you are not casting Sacred Soil or will need to soon, and whenever you are not in need of using Energy Drain for MP, you should be using Lustrate to heal your party members, particularly your tank due to the HP efficiency of using Lustrate on them versus a normal curing spell. This makes your MP far more lasting than a WHM and it also allows you to continue to heal with Eos during the Lustrate casting as well so you have both working side by side. This gives you a great amount of curing power every minute when your Aetherflow ability comes up, not only granting you a large sum of MP on the activation of the ability but granting you three stacks of Aetherflow which gives you three uses of Lustrate for a total recovery of 75% HP of any one target if you so choose to cast solely on them.

Pet Actions (Scholar)

Being a Healer, SCH pet actions are obviously going to revolve around the practice of buffing and healing companions in the party, there are no direct damaging abilities and you should not have come to expect any either, no matter how most MMOs have changed (FFXIV included) towards a more hybrid role where every class or job is capable of dealing SOME sort of damage, even if it is weak and small. That being said, these actions are being gone over simply because they are as important to SCH as their own actions, without Eos or Selene SCH would be a very poor healer indeed, they do have some strong abilities but the fact remains that they lack the powerful healing spells of Cure II, Cure III, Medica and Medica II, even Regen is beyond them. This means that Eos, or Selene must need pick up the slack as it were. And this is precisely what service they perform. Eos and Selene both use Embrace, their “auto attack” as it were that cannot be guided when they need to cast it, but can be forced to cast all the same. I am aware that does not make a great deal of sense but that is the best way to explain it.

To break it down; Embrace is used as soon as any person in the party falls to 70% or lower HP. This causes Embrace to trigger on that person regardless of the SCH’s intentions or if they have Eos or Selene under Obey or not. This is just something that occurs and while it seems like it makes using Embrace as you wish impossible, it only causes minor inconvenience, usually because the person getting hurt is the one you will be healing *anyways* and so the AI matches up most commonly with what you want. However, at the same time Eos and Selene do not automatically recast Embrace as soon as the cool down is up, there is a delay for the AI to kick in that a player does not have. A player can therefore force them to cast Embrace on cool down by manually using the ability or tying it into a macro of some sort. Physick by itself is weak as Cure is for a WHM, which is not exactly “weak” per se but not nearly as strong as the more immediate action of Cure II which heals for a great deal more. SCH instead has Embrace and Physick and when added together equal the might of Cure II either in whole or in part but close enough that it should not matter. This may be seen as unfair since Eos nor Selene will never run out of MP and can perpetually cast Embrace so long as your SCH is able to keep them going.

This is why SCH uses Adloq alongside Physick, because they are not doing much besides Physick alongside Embrace. Together those are nearly the power of Cure II but for the same cost as Cure, this gets around the issues of having Freecure that 90% of WHMs will wait for in order to use Cure II and helps to make it possible for them to use Adloq when and where they want, usually at a 2 to 1 ratio of Physicks to Adlo. In this way both Jobs are capable and strong healers and are able to get their duties done with minimal fuss or issue. However, the problem arises that people tend to see the lack of MP for SCH and do not take advantage of it. Without casting Adlo every third spell where you might cast Physick instead you are actually healing less than you would otherwise and you are also failing to take advantage of the crit baiting you can do by constantly casting adlo every third spell. In doing this, even with a 15% Critical Hit Rate you’re going to get a critical adlo about a sixth of the time. That means out of 18 spells being cast one is going to be a crit Adlo and is going to absorb an absolutely monstrous amount of HP before letting your tank get dealt damage.

What is important is to know WHEN this occurs so you can monitor the situation carefully. Many SCHs will simply be stuck in their rotation and continue to use Adlo even after a crit when their rotation dictates it. Instead what you need to do is monitor the situation and if you come up on your next set for Adlo and the shield is still active, which by all rights it should be, then you will continue to cast Physick *until* the shield falls off and then you will cast Adlo and follow your normal rotation. This will not happen all that often but when it does it should be taken note of and you should realize it happening. If you do not you are likely to be making a waste of your MP by casting adlo when a shield is already in play and since it is a stronger shield should not be overwritten by a weaker one. If somehow instead the mechanics have changed allowing a weaker shield to overwrite a stronger one then you are doing yourself and your group a disservice by rendering the critical adlo effectively worthless because you just overwrote it when it should have lasted several more physicks unless the boss has managed to do some large hit attack that takes a huge chunk of HP.

Regardless, you should take care to watch for this event happening as it is something that helps to set apart the good SCHs from the great SCHs and it will definitely lead to more MP efficiency and an overall better health of your whole party, not just yourself. Remember that you are an integral part of your group just as a tank is and together you two roles are where most of the party is going to be pinned on. There are many DPS but few healers and tanks and they are the ones who have the most responsibility on their shoulders, a fault from them wipes raids far more often than those of the DPS. Keep in mind of this and you will be able to separate yourself from the generic SCHs that are barely capable of doing dungeons, much less raids.

Whispering Dawn

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  • Type: Pet Action (Eos)
  • Level Acquired: Level 4
  • Description: Gradually restores own HP and the HP of all nearby party members with a Cure Potency of 100.
  • Additional Effect: N/A
  • Casting Time: 2s
  • Duration: 21s
  • Recast Time: 60s (1 Minute)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: While a third as strong as Regen, (150 potency for Regen vs. 100 potency for Whispering Dawn) Whispering Dawn is the only Regenerative spell that a SCH gets access to. Not to mention that the only *other* AOE regen is Medica II which is only a 50 potency regen, half the strength of Whispering Dawn, however it does last longer by 3 ticks (9 seconds at 30 seconds vs 21 seconds of Whispering Dawn) the point however, is that Whispering Dawn is in a league of its own, squarely set between the powerful Regen and the lesser Medica II but still quite strong. While Regen does not last as long, Medica II is significantly weaker, and then we have Whispering Dawn which is right in the middle of each pretty much.

The awesome thing is that they all stack together. Of course, two Medica II’s would stack together as well but let us not split hairs at this point. Whispering Dawn stacks perfectly well with Regen and Medica II giving a combined Regen rate of 300 potency, the equivalent of an adlo’s heals or 75% of a Cure every tick, for as long as Regen lasts, as then the potency would halve after that spell wore off. Still, this is a powerful combination and it cannot be underestimated or underutilized. Their capacity to help your whole party recover HP from minor AOE or slight damage that was taken in error goes a long way towards helping your WHM and SCH party members from running out of MP. While gradual healing is usually not quite as preferred as strong heals right off the bat, it is powerful in and of itself.

Whispering Dawn should be coupled with Fey Illumination whenever possible as the additional 20% curing potency would increase its capacity further. Additionally Rouse coupled with Fey Illumination work incredibly well for a total curing power of about 1.68x (+68%) due to the way the game is multiplicative rather than additive as many others are. This means that you get a 8% boost over using Fey Illumination and Rouse on their own and therefore shy should always be used together whenever and however possible. This turns Whispering Dawn into a 168 Potency cure, equaling the potency of Regen and beating out the total HP gain because of its longer lasting duration. When proper utilized a SCH can get quite far indeed and though WHM has Divine Seal as well to boost their curing power they do not have the ability to do it to a moderately strong AOE regen, only to a stronger single target or a weaker AOE and with Whispering Dawn straddling the line between the two it is very important to take note of the additional regenerative powers of a properly buffed Whispering Dawn.

As it is so strong on its own it should ALWAYS be used in conjunction with Fey Illumination and Rouse together, as you cannot deal damage with either Eos or Selene you should never save rouse for anything other than inflicting greater heals than you previously though possible from them. At the same time, your ability to keep people alive is likely going to do more for the welfare of your entire team than if you were to increase spell speed or skill speed for a short while. However, that note on its own is pretty much invalid because Whispering Dawn is exclusively an Eos spell that Selene does not have access to. Keep in mind that Selene is more angled towards being able to buff a little, kind of like a BRD back in FFXI but not nearly as strong or as permanent either. However, the bonus here is that a SCH with Eos is going to always be the better healer because an AOE regen of 100 base potency is just too good to pass up when you are tackling difficult content or even content that you want to be more laid back about. You could easily (as the SCH) let Eos take more of the load of healing and spend more time DPSing than if you were to simply avoid it altogether and give yourself the use of Selene but spend more time healing than otherwise.

The problem with Selene and the above scenario though is that you won’t be able to quickly swoop in and save your group from some hazardous outcome that nobody was capable of foreseeing. An Eos SCH on the other hand can seamlessly switch between DPSing with Cleric Stance and letting Eos handle most of the lifting in terms of healing, and then as the need arises switch out of Cleric Stance and take up the healing mantle once more when things get hairy or out of hand. With Selene out however you could not switch so blithely and instead need to use a Swiftcast to desummon then resummons Eos in her stead. That time, the animations alone would cause such a significant drop in capability and strength of healing that were you needed right then for healing you would surely have already allowed your party to die.

Now, with Eos out and using Whispering Dawn instead, you are able to DPS and then with the simple switch off of Cleric Stance, go into full healing mode without much delay in between. And that is one of the greatest arguments in favor of using Eos to heal more while the SCH is capable of doing into Cleric Stance to spend some damage on the raid instead of sitting and working hard with Selene out to keep up to the healing that is needed to be covered.

Embrace

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  • Type: Pet Action (Eos)
  • Level Acquired: Level 4
  • Description: Restores target’s HP with a Cure Potency of 300.
  • Additional Effect: N/A
  • Casting Time: 2s
  • Duration: N/A
  • Recast Time: 3s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Embrace is your generic heal, it is also considered an “auto attack” by way of not being able to 100% directly control when and where the Embrace goes off. If any party member or yourself drops below 70% HP then Embrace will automatically start to be cast if it is available and off cool down regardless of where you might want it to go instead. Usually this means it will just go onto the same person you would have already cast it on but in the case of an AOE that hurts all your party members and your tank, but you want to focus on your tank your pet will not be able to distinguish that fact and instead will cast it on whomever it deems to be the worthier target. Sometimes this is as simple as who got below 70% first, which is usually not going to be a tank considering their large HP pool. However, even with this being an issue and Obey not always working with Embrace perfectly you can macro in Embrace with your Physick or Adlo and any number of other spells or abilities or just use it on its own to try and keep it on cool down as much as humanly possible. If it is on cool down then the AI cannot use it when it wants to and instead has to wait for it to come back. Yet if you are casting during that time you can direct the next Embrace and the one after that for an almost 90% efficacy rate of being able to manually place Embraces as you prefer.

Keep in mind that Embrace for Eos is the same as Embrace for Selene, there is no distinguishable difference between the two pets as they all have the same sort of strength behind their cure. Of course Selene lacks Whispering Dawn which makes it a less healer centric pet than Eos but their basic cure, their Embrace remains exactly equal between the two of them no matter what you use to judge them.

What is important to note is that if you combine both Physick’s potency of 400 and Embrace’s potency of 300 you get a combined potency of 700 compared to 650 for Cure II. And as Embrace costs zero MP to cast and is only limited by its constraints on timers with the pet, you never have to worry about spending more than the cost of Physick which is the same cost of Cure as you would as a WHM who wants to cast a Cure II. Instead as a SCH you would just cast Embrace and Physick on a target. This used to be nearly impossible because Obey was not a command that functioned in the same vein as it does today. Luckily this was adjusted so that good players could take hold of the pet the same way if a little less, as they do a job and effectively control as they needed. This however is the best method that players have come up with to date to control both the SCH pet and the SCH themselves. The easiest way of seeing this realized is to make a macro where Embrace is the first thing in that macro alongside using your spell. In this way, you can set a target for Embrace or just use it alongside your Adlo or Physick and therefore whichever target is the target of your Adlo or Physick is ALSO the target of your pet’s Embrace, healing them for a combined potency of 700 and at the same time not causing any additional concentration or concern. Almost every single Physick is going to hit with Embrace causing almost every SCH cure to be stronger by a very small margin compared to Cure II. Of course each cure is going to hit at a slightly different time and this may or may not be a good thing depending on your setup, your personal choices and general flow of battle. That aside however, the difference is going to be known quite quickly when you are constantly capable of dropping large heals at any target you choose.

As mentioned above this works with Eos or Selene no matter which although the macro will change as despite the pets both having the same sort of name, Embrace, they use it differently in the code of the game that necessitates the use of a separate macro so to speak. Such that you need to designate that your pet is either Eos or Selene when macroing Embrace so that the game understands who is supposed to be casting Embrace. I do not entirely understand why it is this way, but it is and there seems to be little we as players can do aside from bend to the whims of the games mechanics. In this sense you would simply add both the Eos and Selene Embrace macro line to any Physick or Adlo and that way no matter which pet you had out it would work seamlessly. This is the advantage of having a macro for this, but it is not really necessary if you are capable of using Embrace to cast on multiple targets at once. Such that you want to cast Physick on another player but still want your Embrace to go out on a tank, you cannot do this if you are trying to do it in a single macro. It simply will not work. Instead you push two buttons, one for Physick and the other that instructs your pet to use Embrace.

The Embrace you will use on your tank through a macro or whatever it is you choose, such as keeping it on the focus target which is likely to be your tank, either Main or Off Tank it matters little. As you do that you cast Physick on whomever you like and the tank will be kept getting heals while you are also healing somebody else. This division of labor is unique to a SCH and should be used to the fullest of its potential. The likes of a WHM, or really any other job aside from perhaps SMN is capable of this sort of division of labor. Except a Healer is really the only major job that can be said to constantly think “it sure would be nice to have more of me” compared to almost any other job or class out there. This is because a Healer’s attention is often split among various avenues and the ability to designate a cure on one target and yet remain curing the main target is without equal in its utility and desire. I can tell you that if a WHM were given the chance to split up their Cure II into two smaller Cures at the same MP cost as a Cure II but instead be able to dictate to where the cures went they would all agree to it in a heartbeat. Because having it already divided means you have the freedom, the option to use it as you see fit. Not having it divided means that you have no other recourse.

With the division you are able to routinely cast it double on one person for the same effect as if you had one strong heal compared to two equally strong heals that add up to the former. This gives you great freedom and sadly is a freedom very, very, VERY few SCHs seem to use. This is because it is altogether much easier to use a macro to bind them all together and act like a very normal WHM or a standard healer from any other game. Instead a SCH needs to think more outside the box as it were, pushing the boundaries of what their job is capable of and exceeding expectations of normal healers. SCH has the ability to heal multiple people at the same time without any loss of potency or capability towards the main tank or any of the other party members in the raid. This is simply something that no other job or class in the game has and might not have for a very long time yet.

The strength and utility of this capability simply cannot be said enough. You can cast on two people and heal them almost identically at the same time without expending additional time, effort, casting or MP. Nobody else has this and yet so few SCHs choose to use it. Why? Well the answer is pretty simple. They’re lazy. It is a lot harder to keep an eye on multiple targets than just one and it is an altogether easier affair to couple the macro together so you can cast both Physick and Embrace on a single target rather than splitting them up manually. Healers already have a lot of work to do, they have to heal people, keep them alive and push them to their max all while dealing with tons of raid mechanics and various things that they need to keep their eyes out for. Unfortunately throughout all this they have to keep not only themselves alive but the tanks who are constantly getting beaten on and are never without break in their bleeding as well as all the other party members, many of which are likely getting hit by AOEs and mechanics they decidedly should *not* be getting hit by. The point of the matter is that a healer in general has a lot on their plate and they like any sane person are looking for a way to lessen their load. Macroing these abilities together for a SCH is one such way to do that.

I however, suggest against this strongly as you cannot grow or become better if you hamstring yourself to macros that do the actions for you but prevent you from having finer control over your character and their pet which is intrinsically the definition of growing as player. The greater control you have the greater you can understand and learn, without that control you cannot understand where you can grow or where you can get better. This simple truth is what many SCHs fail to realize and continue to this day, over a year after FFXIV has come back as FFXIV: ARR to do even though it is a detriment to both their own personal skill and their job. In fact, this is so rare that I have personally yet to see more than one or two SCHs in the entirety of my experience since FFXIV came back as 2.0 do this and even many who did once do this no longer do. They have far too much to do already and do not feel that they should be expected to do more.

That belief is reasonable and I cannot say I would want people to expect me to do more than I already do either, except the difference between a SCH who does split their Embrace and Heals and one who does not is a night and day difference and it does not need to be needlessly complex or hard. All that needs to be done is a macro made for embrace, one that focuses on one of two things. Either a specific spot in the party, such as Party Slot 1 or 2 which is usually by default where the Tanks will go when the party list is sorted, or through the use of <ft> which stands for Focus Target.

If you Focus Target a player, regardless if they are a tank or not you can use the macro you made to cast Embrace on them regardless. With these two macros you should have everything covered you could ever want from a SCH healing standpoint. Macro 1 will always heal a specific slot, say it is Slot 1 for your Main Tank while Macro 2 is your Focus Target, whomever that may be. Now, at any time throughout the fight you can select a Focus Target and heal them. If it is a troublesome player who always gets hit, now you can target them and specifically heal them, or in the easier method you could simply make the Off Tank the Focus Target, and the Main Tank the Slot target, this way you can always keep heals up on either of them regardless of who is currently the main or off tank at the moment and it will not matter one bit to you.

At the same time you can cast Physick or Adlo on whomever you please while still casting Embrace on the tanks or whomever you choose to be your Slot number and Focus Target at the time. This is just two additional buttons that allow you to dictate where your Embrace is going and yet the increase in control is astronomical with only an increase of one macro over what you might already have at default, which is Embrace and Physick on your bar as a base set.

Silent Dusk

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  • Type: Pet Action (Selene)
  • Level Acquired: Level 15
  • Description: Silences target
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 1s
  • Recast Time: 40s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Embrace (Selene)

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  • Type: Pet Action (Selence)
  • Level Acquired: Level 15
  • Description: Restores target’s HP
  • Additional Effect: N/A
  • Casting Time: 2s
  • Duration: N/A
  • Recast Time: 3s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Fey Covenant

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  • Type: Pet Action (Eos)
  • Level Acquired: Level 20
  • Description: Increases Magic Defense of self and nearby party members by 20%
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 20s
  • Recast Time: 120s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Fey Glow

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  • Type: Pet Action (Selene)
  • Level Acquired: Level 20
  • Description: Increases spell speed of self and nearby party members by 30%. Cannot be used while Fey Light effect is active.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 30s
  • Recast Time: 60s (1 Minute)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Fey Light

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  • Type: Pet Action (Selene)
  • Level Acquired: Level 40
  • Description: Increases skill speed of self and nearby party members by 30%. Cannot use while Fey Glow effect is active.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 30s
  • Recast Time: 60s (1 Minute)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Fey Illumination

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  • Type: Pet Action (Eos)
  • Level Acquired: Level 40
  • Description: Increases cure magic potency of self and nearby party members by 20%
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 20s
  • Recast Time: 120s (2 Minutes)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Cross Class Skills (Scholar)

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  • Type:
  • Level Acquired: Level
  • Description:
  • Additional Effect:
  • Casting Time:
  • Duration:
  • Recast Time:
  • Cost:
  • Combo Bonus:
  • Notes:

Summoner

Summon III

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  • Type: Spell
  • Level Acquired: Level 30
  • Description: Summons an attacker type pet to fight by your side. (Ifrit)
  • Additional Effect: N/A
  • Casting Time: 6s
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 20 MP
  • Combo Bonus: N/A
  • Notes:

Fester

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  • Type: Ability
  • Level Acquired: Level 35
  • Description: Cause wounds inflicted by Bio, Bio II, and Miasma to fester, dealing damage with a potency of 100 for each effect. Can only be used when the original spells were cast by you, and when under the effect of Aetherflow.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 10s
  • Cost: One Aetherflow Stack
  • Combo Bonus: N/A
  • Notes:

Tri-disaster

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  • Type: Spell
  • Level Acquired: Level 40
  • Description: Deals unaspected damage with a potency of 30 to target and all targets nearby it.
  • Additional Effect: Bind
  • Casting Time: 3s
  • Duration: 20s (PvP 12s)
  • Recast Time: GCD
  • Cost: 10 MP
  • Combo Bonus: N/A
  • Notes:

Spur

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  • Type: Ability
  • Level Acquired: Level 45
  • Description: Increases pet’s physical and magical attack power by 40%
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 20s
  • Recast Time: 120s (2 Minutes)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Enkindle

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  • Type: Ability
  • Level Acquired: Level 50
  • Description: Commands pet to use its signature attack.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 300s (5 Minutes)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Pet Actions (Summoner)

Shockwave

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  • Type: Pet Action (Garuda)
  • Level Acquired: Level 4
  • Description: Deals wind damage with a potency of 90
  • Additional Effect: 15 yalm knock back
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 90s (1 Minute, 30 Seconds)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Wind Blade

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  • Type: Pet Action (Garuda)
  • Level Acquired: Level 4
  • Description: Deals wind damage with a potency of 100
  • Additional Effect: N/A
  • Casting Time: 1s
  • Duration: N/A
  • Recast Time: 3s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Mountain Buster

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  • Type: Pet Action (Titan)
  • Level Acquired: Level 15
  • Description: Delivers an attack with a potency of 70 to all nearby enemies.
  • Additional Effect: Increased Enmity
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 15s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Rock Buster

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  • Type: Pet Action (Titan)
  • Level Acquired: Level 15
  • Description: Delivers an attack with a potency of 85
  • Additional Effect: Increased Enmity
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 3s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Earthen Ward

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  • Type: Pet Action (Titan)
  • Level Acquired: Level 20
  • Description: Decreases damage suffered by pet by 20%.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 20s
  • Recast Time: 120s (2 Minutes)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Aerial Slash

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  • Type: Pet Action (Garuda)
  • Level Acquired: Level 20
  • Description: Deals wind damage with a potency of 90 to target and all enemies nearby it
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 30s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Radiant Shield

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  • Type: Pet Action (Ifrit)
  • Level Acquired: Level 30
  • Description: Delivers an attack with a potency of 50 every time physical damage is suffered
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 20s
  • Recast Time: 60s (1 Minute)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Crimson Cyclone

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  • Type: Pet Action (Ifrit)
  • Level Acquired: Level 30
  • Description: Delivers an attack with a potency of 105
  • Additional Effect: Stun
  • Casting Time: Instant
  • Duration: 2s
  • Recast Time:40s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Burning Strike

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  • Type: Pet Action (Ifrit)
  • Level Acquired: Level 30
  • Description: Delivers an attack with a potency of 120
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 3s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Flaming Crush

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  • Type: Pet Action (Ifrit)
  • Level Acquired: Level 40
  • Description: Delivers an attack with a potency of 105 to all nearby enemies
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 30s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Contagion

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  • Type: Pet Action (Garuda)
  • Level Acquired: Level 40
  • Description: Extends duration of damage over time effects already cast by the master by 15 seconds
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 60s (1 Minute)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Landslide

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  • Type: Pet Action (Titan)
  • Level Acquired: Level 40
  • Description: Delivers an attack with a potency of 70
  • Additional Effect: Stun
  • Casting Time: Instant
  • Duration: 2s
  • Recast Time:40s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Inferno

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  • Type: Pet Action (Ifrit)
  • Level Acquired: Level 50
  • Description: Deals fire damage with a potency of 200 to all enemies in a cone before it
  • Additional Effect: Fire damage over time with a potency of 20. Can only be used with Enkindle.
  • Casting Time: Instant
  • Duration: 15s
  • Recast Time: 300s (5 Minutes)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Earthen Fury

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  • Type: Pet Action (Titan)
  • Level Acquired: Level 50
  • Description: Deals earth damage with a potency of 200 to all nearby targets.
  • Additional Effect: Razed Earth damage over time (Similar to Shadow Flare without the Slow) Can only be used with Enkindle.
  • Casting Time: Instant
  • Duration: 15s
  • Recast Time: 300s (5 Minutes)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Aerial Blast

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  • Type: Pet Action (Garuda)
  • Level Acquired: Level 50
  • Description: Deals wind damage with a potency of 250 to target and all enemies nearby it
  • Additional Effect: Can only be used with Enkindle.
  • Casting Time: Instant
  • Duration: N/A
  • Recast Time: 300s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes:

Cross Class Skills (Summoner)

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  • Type:
  • Level Acquired: Level
  • Description:
  • Additional Effect:
  • Casting Time:
  • Duration:
  • Recast Time:
  • Cost:
  • Combo Bonus: N/A
  • Notes:

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Article By: Penguin Writer


Games | Role Playing Game


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