learner doesn ’ t have the lapp calculate “ merely heal everybody ” power of White Mage. rather, its fairyland acts as a outback area-of-effect ( AoE ) tool that throws out healing spells to more lightly take the atmospheric pressure off. You silent have a few explosive off-Global Cooldown ( oGCD ) abilities to work with, a well, but they often require a more predictive approach. Before we get into the details of the job, some samara points to keep in heed as you play :
- Remember your ABC’s — “Always Be Casting.” If no one needs healing, throw out some damage spells! Healer damage is not insignificant and can speed up boss fights and dungeons considerably. It may seem counter-intuitive, but you want to get away with healing as little as possible while doing as much damage as possible!
- A huge part of being a good healer is battle and dungeon knowledge. Significant portions of fights are fairly scripted out, so you can almost always anticipate when you’re going to need to heal — and shield — based on the timeline of the fight. Scholars need to be more aware of this than other healers, as proper timing and resource management is key to erecting barriers on allies.
- Make sure your faerie is active. Similar to a tank stance in FFXIV, it’s shockingly easy to lose track of the last time you summoned your healing buddy. The faerie disappears when you switch classes, as well as if you order it to stay somewhere and then walk much too far away from it, after which the companion must be resummoned.
If you ’ d like a point of reference point for terms like “ AoE ” and “ oGCD, ” you can check out our FFXIV glossary for a whole host of normally used words and phrases !
Throw the Book at Them
much has been made about what Scholar got, or preferably didn ’ metric ton have, in Endwalker. The fact is identical little has changed — peculiarly when it comes to the ways you deal damage. Scholar is a therapist at the conclusion of the day ! Their damage-dealing abilities, while utilitarian, are actually simple. Like enormously simpleton. You, uh, by and large good cast Ruin ( Lvl. 1 ).
Ruin finally upgrades to Broil ( Lvl. 54 ), which becomes Broil II, which used to finish evolving at Broil III. now — jolt of all shocks — we have Broil IV ( Lvl. 82 ) with Endwalker. They all function identically ( dealing a moment of damage after a short cast time ), but the higher versions deal slenderly more as you level up .
There ’ mho besides Biolysis ( Lvl. 72 ), which starts as Bio ( Lvl. 2 ) before going through the lapp glow-up as Ruin and Broil. As is the case with your other damage-dealing spells, every upgrade is functionally identical and just adds a snatch more damage. Biolysis is a damage-over-time ( DoT ) spell that casts immediately and poisons a target for 30 seconds, though, so you can use it early and just reapply it whenever the timekeeper is about to run out .
Beyond this, you have the instantaneous damage-dealing skills Ruin II ( Lvl. 38 ) and Energy Drain ( Lvl. 45 ). Ruin II is a weaker, quicker version of Broil. Like Broil, it ’ s a range attack on the Global Cooldown ( GCD ) — meaning it shares a recast timer with most of your basic abilities. Since it casts instantaneously, Ruin II is a useful accompaniment plan when you need to attack on the move — normally out of the way of incoming attacks. You can besides “ weave ” Energy Drain after Ruin II since it doesn ’ triiodothyronine want impart ( which pauses all other actions until you finish or cancel the spell ) like Broil. Energy Drain besides casts instantaneously, but is an off-Global Cooldown ( oGCD ) spell that restores a bite of your MP, a well .
One issue with Energy Drain is it requires Aetherflow ( Lvl. 45 ). This skill besides restores MP, but more importantly it provides three charges of, well, Aetherflow. You can see them on the Scholar ’ s Job Gauge ( more on that later ). You can generate three charges of Aetherflow this means every 60 seconds — and you ’ ll want to stay on lead of this because aside from Energy Drain, most instant Scholar heals and barriers consume one Aetherflow charge to cast .
last, Scholar has Art of War ( Lvl. 46 ), which becomes Art of War II at Level 82. It ’ mho another clamant damage-dealer, but this one is an AoE spell that hits all enemies in a circle around you. Though it ’ s a moment awkward for the range therapist, as it requires you to get up close, it ’ sulfur useful for clearing groups of enemies in dungeons .
“ Awkward ” is a effective way to describe damage-dealing as a learner in general. Energy Drain has a cooldown of 3 seconds, Biolysis has no AoE equivalent, and you largely want your Aetherflow for healing. obviously, healers should focus on healing within group contentedness. But in single-player and low-stress contentedness, rotating between these damage spells has felt cumbersome for a while. At your very kernel, though, you want to apply Biolysis and continuously fire Broil until the poison needs reapplication. childlike enough !
The Heals You Have on Hand
Let ’ s go over the real number kernel of the scholar : healing. scholar is the original “ barrier healer. ” The Job focuses on preventing damage angstrom much as restoring it — meaning you need to be proactive and have a reasonably better reason of boss fights than if you were barely filling bars back up .
Physick ( Lvl. 4 ) is your most basic of all bring around spells. It ’ s a GCD heal spell with a abruptly form time you can use for a flying fusillade of health outside of hand brake situations .
Summon Eos / Summon Selene ( Lvl. 4 ) aren ’ deoxythymidine monophosphate precisely healing skills, but changes to the summons in late years have more-or-less turned them into such. The two skills are about identical ; whichever one you cast entirely determines the color of your fairyland. Said fairyland will then follow you around and passively heal you and nearby party members .
Whispering Dawn ( Lvl. 20 ) is one of your earliest AoE heals. It restores health to all party members in a radius… around your fairy. Yes, as you might have guessed, respective Scholar abilities center around your glowing friend. literally. normally after a bantam delay, the fairyland will spread regenerative dust around its location, providing a regen impression for 21 seconds to all within .
Adloquium ( Lvl. 30 ) winds up being your signature Scholar mend while. It restores slenderly less health than Physick, but that ’ s not all it does. “ Adlo, ” as it ’ south frequently called, besides erects a damage-nullifying barrier on the target — equal to 125 percent of the HP restored by the initial heal. This barrier lasts 30 seconds. In most cases, however, it won ’ triiodothyronine become to run out on its own before enemies chew through it. Adloquium besides heals and shields more if your prey has extremely low health .
Succor ( Lvl. 35 ) is efficaciously an AoE version of Adloquium ( without the bonus healing at critical HP ). The spell heals all nearby allies, including yourself, while providing a barrier for 125 percentage of that initial rate .
Your adjacent fairyland ability, Fey Illumination ( Lvl. 40 ), is besides an AoE, though its benefits are a bite less direct. The enchantment makes everyone standing near your fairyland ( including you ) deal 10 percentage excess bring around for 20 seconds. Those party members besides take 5 percentage less magic trick damage for the same duration. It ’ s not the most explosive skill, but it ’ south great in large-scale group content — particularly during ineluctable party-wide price .
Lustrate ( Lvl. 45 ) is your most basic Aetherflow heal. For the price of one Aetherflow push-down list, it heals a one aim for 50 percentage more HP than Physick. As one of your few moment heals, it ’ s your go-to move when a cooler needs hand brake curative and you don ’ t have fourth dimension for Adloquium .
Another skill that costs one Aetherflow is Sacred Soil ( Lvl. 50 ). The target spell instantaneously creates an energy bubble on the ground for allied players to stand inside. Within the Sacred Soil r-2, you take 10 percentage less damage from all sources and regenerate HP over clock time ( starting with a trait at Level 78 ) .
Indomitability ( Lvl. 52 ) costs one Aetherflow to cast and activates immediately, healing all nearby allies. deplorably, it doesn ’ t have the barrier effect of Succor .
Excogitation ( Lvl. 62 ) is a “ bring around bomb. ” It costs one Aetherflow charge to cast, comes out instantaneously, and puts a buff on you or a friendly aim for 45 seconds. During this clock time, if the player with the buff falls below 50 percentage HP, the Excogitation buff will trigger for a massive burst of health. The heal besides activates at the 45-second mark if the target does not fall below 50 percentage during that time. Though you ’ ll most probably use this skill when you already know it ’ s probably to trigger anyhow — such as right before a highly damage “ Tankbuster ” attack from a bos .
Aetherpact ( Lvl. 70 ) functions like a very potent regen for a one target. It lets you order your fairy to tether itself to a single aim ( e.g. the tank car ). For a retentive as the two are tethered, the fairyland will continuously heal said target. But only for as long as the Scholar has points in its “Faerie Gauge” ( the Scholar ’ s second Job gauge unlocked at Level 70 ). You can cancel the leash at any time to save on Faerie Gauge when Aetherpact is not needed .
notice : The Faerie Gauge increases by 10 points — up to a maximum of 100 — whenever you cast a skill that consumes Aetherflow. Skills which fill the Faerie Gauge include : Energy Drain, Lustrate, Sacred Soil, Indomitability, and Excogitation .
Another direction to burn Faerie Gauge is with Fey Blessing ( Lvl. 76 ). This causes the fairyland to instantaneously heal nearby allies — pretty much like Indomitability. only Fey Blessing costs 10 points of Faerie Gauge rather of an Aetherflow charge .
Summon Seraph ( Lvl. 80 ) can then supercharge your fairyland for a short prison term. The effect lasts 22 seconds, during which your alleged seraph heals harder and erects barriers on your ally with the lowest horsepower. You can besides order it to heal and shield all nearby allies twice per Summon Seraph. This control, called Consolation ( Lvl. 80 ), is basically two free uses of Succor that cast about instantaneously. While some visuals and even the names of certain fairy skills change while your seraph is on the field, it functions about identically to your convention companion. It ’ second good a bit stronger and provides those aforesaid uses of Consolation .
ultimately, when Endwalker rolls about, you ’ ll get down Protraction ( Lvl. 86 ), which is… odd. It raises the maximum HP of one party member ( no matter how aloof they are ) while besides healing for that amount ( 10 percentage of their normal soap ). then, it increases the sum of healing they receive — all for 10 seconds. While the margins are fairly modest, this basically acts as a junior-grade barrier that can stack with existing shields .
Utility Skills for the Bookworm
future up are the odd ducks. These abilities keep you casting longer or otherwise protect your allies through more improper means ( which is more true for Scholar than some other healers ). several of these skills are shared across multiple classes as “ Role Actions, ” so they may already be familiar to you .
Resurrection ( Lvl. 12 ) does precisely what it sounds like. It brings one ally rear from the dead after a very drawn-out channeling liveliness. You typically pair it with the following skill, Swiftcast, to raise your unfortunate friends quickly .
Swiftcast ( Lvl. 18 ) should chiefly be used to cursorily Resurrect person in the party who died. You can besides pop it for a super quick Adloquium if person desperately needs HP and you have no Aetherflow to spare !
Lucid Dreaming ( Lvl. 24 ) is your oGCD MP regenerate Role Action that requires 21 seconds for the full effect. Use this when you drop to around 70 percentage of your mana, then use it on cooldown as needed.
Surecast ( Lvl. 44 ) is a function action that keeps you from getting pushed around the arena, tied while channeling a go. It ’ s chiefly used in Savage raid and extreme Trials .
Rescue ( Lvl. 48 ) pulls a party member immediately toward you. It ’ sulfur infuriate ( if it happens to you ) and hilarious ( if you ’ re the one using it ). The main subject for using this is “ helping ” new players learn proper aligning by, for exemplar, pulling them out of boss AoEs .
Deployment Tactics ( Lvl. 56 ) has nothing to do with healing. alternatively, it spreads the barrier consequence from Adloquium and other such skills from one aim to all nearby allies. It doesn ’ metric ton add excess time to the barrier ’ south clock, however. This international relations and security network ’ thyroxine a ace normally used skill, but it ’ second nice to use before a big raidwide AoE attack is about to damage your whole party. Or possibly if your tanks swap — use it on whoever has aggro .
Emergency Tactics ( Lvl. 58 ) is a short more normally used than its similarly named cousin. This makes the next barrier you erect ( e.g. the Adloquium shield ) into a regenerative buff rather. This lets you stack two uses of, say, Adloquium for a barrier and regenerating health for double the effective HP. It ’ mho great if person is exceptionally first gear. It ’ s besides dependable on… let ’ s say unlucky DPS players. Since these aren ’ t priority healing targets, you can fire and forget Adloquium or Succor while saving Aetherflow charges to spend on your cooler .
Dissipation ( Lvl. 60 ) is a gently bad move that, like its mention suggests, dissipates your fairyland for 30 seconds. During that time, you can ’ thyroxine use Whispering Dawn and early fairy skills. Nor does your companion passively heal allies. however, your “ normal ” heals are 20 percentage more effective for the duration. This is specially useful since Dissipation also refills your Aetherflow Gauge. So you ’ ll be 20 percentage more effective on your own and on the spur of the moment gain access to your most herculean heals .
Chain Strategem ( Lvl. 66 ) is something every foray into party will be glad to see. It ’ s a debuff that causes a single target to take 10 percentage more critical Hits for 15 seconds. It ’ south simpleton, but quite effective, since the defense debuff is tied to the prey. like to the Ninja ’ s Trick Attack, this means the bonus international relations and security network ’ metric ton lost if allies are excessively far away or die .
last and, yes, possibly least in some players ’ eyes, we have Expedient ( Lvl. 90 ). This skill has seen quite a draw of ridicule among FFXIV players. It ’ s the endgame Scholar spell for Endwalker and it ’ s… a sprint button. Kinda. Expedient causes all nearby allies to move faster for 20 seconds, but besides reduces their wrong taken by 10 percentage for that lapp span of meter. As such, it ’ sulfur more of a potent defensive buff with the lend benefit of fast motion speed. Said focal ratio can then be used to escape attacks, which is a sort of defensive buffet in its own right. right ?
General Best Practices
Pre-pull : You can apply Adloquium to the tank before the battle begins to start them off with more effective HP. then, make sure to cast Biolysis to start passively damaging the boss immediately. You can weave in Aetherflow adjacent to grab your first plant of charges. Sacred Soil is the arrant skill to place following as it gives you, your mate healers, and your tank extra breathing room while besides charging your Faerie Gauge .
In low-level content, your fairy can do a fortune of the work for you from here on out. No matter what, though, you should set the commands “Place” and “Heel” from your actions list on your hotbar. The former lets you literally place the fairy wherever you choose — forcing them to stay in that spot until you tell them otherwise. Pets are immune to damage in FFXIV . That means you can safely set them anywhere nearby without worrying for their safety .
The benefit of “ Placing ” the fairy like this is that it won ’ metric ton move unless you tell it to, or if you get besides far away ( which is far enough that it will never happen during boss fights ). Faeries tend to follow you by nonpayment. And much like spellcasting players, they can’t use their skills while moving. That means they ’ ll plainly stop healing wholly if you move around excessively much. You don ’ thyroxine want that ! Your tank doesn ’ thymine want that, either !
“ Heel ” is then what you use while walking through dungeons or moving through particularly huge knob arenas. This command manually tells your fairy to return to your side, after which you can place them again at your leisure. The rationality you use Heel rather of just walking away is that, if you get excessively far from your fairyland, it simply disappears. then, you need to spend fourth dimension summoning it all over again. once again : this is by and large only an issue in dungeons between trash throng .
From this indicate on, you should about always use up all three Aetherflow charges before the Aetherflow skill comes off cooldown. The ability gives you three stacks no topic what, sol using it when you have charges to spare is a waste. A promptly, simple Energy Drain is good if you don ’ t need to heal anyone urgently. ( Though Excogitation lasts hanker adequate that you can reapply it to the cooler fairly often rather. ) The lapp goes for Sacred Soil, which can be placed a much as it ’ s off cooldown .
The same besides goes for your Faerie Gauge. You can safely attach it to any tank when the bar reaches 100 to save yourself from overcapping — even if the tank doesn’t desperately need healing. This just frees you up to focus on damage. Take the time to reapply Biolysis, recharge mana with Energy Drain, and fair spam Broil. Your damage international relations and security network ’ thymine incredible as a scholar, but neither is it negligible .
When the tank car does urgently need healing, Emergency Tactics lives up to its appoint. As mentioned above, it allows you to double up on protective buffs : regen and barriers. Though your instant-use Aetherflow skills will likely be your first line of defense against exceptionally low health bars .
Another way to keep ahead of the arch is by constantly reapplying Fey Illumination when it ’ s up. The light scattering of regenerating health has a unretentive cooldown and typically takes more pressure off you as a therapist. That means more time to spam Broil .
Speaking of damage : Ruin II is constantly utilitarian when you ’ re on the travel and want to keep hitting enemies. however, since it ’ s an instant GCD, you can besides use it to continue dealing damage while weaving ! It ’ randomness well for hitting bosses and other foes while you pop Energy Drain, Lustrate, and like oGCd skills in regulate to keep your total wrong up. Though once again : that shouldn ’ deoxythymidine monophosphate be your priority over keeping allies alive .
“ Slidecasting ” — the act of moving your quality right as a spell is about to finish channeling — is significant to all magic users.. not only does it maximize your damage and healing output, but it besides allows you to reposition without sacrificing an action ( which would normally create undesirable downtime ) .
In rate to slidecast, plainly cast a spell ! then, before the impart bar reaches the end ( e.g. when it ’ s about 90 percentage entire or shows about 0.5 seconds left on the timer ), move your character. The spell will fire while you move without canceling out. You might need to drill the time to get it barely proper .
Oh, and don ’ thyroxine forget to summon your fairyland .
Resurrection Priorities
In group play, you will much be faced with a choice of needing to Raise your teammates. The general order is :
Tanks → fellow healers → Red Mages or Summoners ( who besides have resurrection skills ) → everyone else .
Tanks frequently have solo-healing and extenuation abilities they can spend to stay alive while you get your boyfriend therapist up. even more importantly : Their elementary subcontract is to take hits from enemies so the rest of the group doesn ’ metric ton, making them the priority. Bosses that take 30 seconds to kill a tank might one-hit-kill a Black Mage or Bard. You need the breathe board more than a second therapist in the heat of the moment .
red Mages and Summoners should then be Raised before other DPS classes since they besides have the ability to Raise ( and mend ) in a pinch .
Scholar Stat Priorities
learner stats require a small more testing when compared to damage dealers or tanks. by and large, Healers require Piety — the healer-only stat that boosts mana regeneration — to maintain good MP levels during lengthier fights. however, this indigence may diminish as you improve and unlock more skills. As you optimize your spell custom, you ’ ll find yourself not needing american samoa much Piety because you ’ re not spending a much MP. If you notice yourself sitting at near full MP throughout a battle, odds are you can safely remove some Piety Materia in exchange for something else !
And what should that “ something else ” be ? Well, after you figure out your Piety angelic spot, your sub-stats should be :
Critical Hit > Determination > Direct Hit Rate > Spell Speed.
You want your heals and damage spells to Crit deoxyadenosine monophosphate much as possible, making Critical Hit a precedence on pretty much every class in the game. Determination provides a small hike to everything you do ( i.e. damage and curative ). Direct Hit Rate alone affects damage, which isn ’ t your hard become. Spell Speed is utilitarian, but merely up to a distributor point. You never want to add so much that you can no long well squeeze two oGCDs in-between a GCD ( a.k.a. double-weaving ), so it ’ mho less utilitarian than the other sub-stats. Simply add adequate to make you comfortable .
The best food and potions to use change with the tides ( i.e. raw recipes with each bandage and what you can afford from the market board or make yourself ). But, broadly, Strength, Vitality, and that all-important Critical Hit tend to top the charts. This made Smoked Chicken the go-to meal by the end of Shadowbringers for most players. But healers want the Mind stat over Strength, since it determines not just their healing effectiveness but besides the price they deal. By the end of Shadowbringers, the most potent confection for this was a Grade 4 Tincture of Mind .
Final Thoughts
scholar is a slightly strange — but silent very potent — therapist in Final Fantasy XIV. Your fairy friend makes for a decent base hit net in the hardest content, while besides helping low-level Duty Roulettes to fly by as you skip healing and focus on damage. It ’ s not the flashiest therapist in the game, no. But it can distillery make a huge impact and save your party before they flush find themselves in any danger by piling on the barriers .