Oh, I see. Well, one last question I suppose I have is if there's any abilities I can draw from other classes that might help with the Conjurer class? For example DoT abilities?
Oh, I see. Well, one last question I suppose I have is if there's any abilities I can draw from other classes that might help with the Conjurer class? For example DoT abilities?

someone alrdy told you, level a thaumathurg to lvl 6, you'l lget thunder then, another dot, which you can use on the conjurer.
Other then that, no there are no other damage spells to get crossclass wise, at least, not useful.
Brut

Thunder from THM (level 6) is the only DoT ability you can pull as a WHM.
I'd say the abilities that look most useful to have are;
Eye for an Eye (ACN level 34), 20% chance that when barrier is struck, the striker will deal 10% less damage for 20 seconds.
Surecast (THM level 8), Next spell is cast without interruption.
Swiftcast (THM level 26), Next spell is cast immediately. This is probably the most useful.
The rest of the available spells are pretty meh. You get a wider variety of spells to choose from before you become a WHM but as that's only up to level 30 it's not really something to level other classes for.
Thanks!![]()
And of course, once you get the 45 Job quest done as a WHM you get holy (large Area of Effect damage and stun) uses a ton of MP though lol but it has its uses.


So, I'd like to address how to deal damage as a Conjurer. True, we lack a large variety of damage spells, but the truth is you don't need them. First things first, DoT spells are your friends, due to how efficient they are.
Going off the numbers, Aero does 50 potency in direct damage, plus 25 potency per tic for 18 seconds. Each tic is 3 seconds long, so the DoT effect hits 6 times. This means a total of 200 potency, albeit over 18 seconds.
Stone deals 140 potency in direct damage. There's no DoT, though it does inflict Heavy which is useful for kiting situations.
In addition, Thunder deals 30 potency in direct damage, then 40 per tic for 12 seconds, a grand total of 150 potency.
MP is a little harder to work with, as your level is a factor in the cost, but stone is just slightly cheaper than Aero... but not by much. As you can see, Aero does roughly 4/3 more damage, but only if the buff runs its full duration. So, the idea is to apply Aero (and thunder if you have it) whenever it wears off, and otherwise pelt the monster with Stone. One very important piece of advice though, concerning Cleric's stance (and another reason why DoTs rule): When you inflict a DoT, the recurring damage is based on your stats at the time that you applied it. This means you can use Cleric's Stance, cast Aero, then remove it and go back to healing, and the damage for those full 18 seconds will act as if you had Cleric's Stance up the whole time. This also works with the Raging Strikes ability from Archer, and potions of mind (which convert to intelligence while cleric's stance is up). Simply put, DoT spells do the most damage for the amount of time spent casting them, and once you get into dungeon parties you'll find you often only have a few seconds of free time to throw out a few spells between heals, so make them count! Also, once you get Regen and Medica II, the same rules apply: You can pop Divine Seal or use a Potion of Mind to beef up your healing before throwing those up.
With DoT spells, if I were to cast Areo, then cast it a second time before the 18 seconds were up, would the effects lap or repeat?


It would refresh the duration back up to 18 seconds, EXCEPT if the previous cast was more potent. For example, if you cast Aero with Cleric's Stance up, and then 5 seconds later cast Aero without Cleric's Stance, Aero will only inflict the 50 potency direct damage, and will NOT inflict the DoT.
That said, multiple uses of Aero from DIFFERENT conjurers will stack.





CNJ also can use ACN's Runic right off the bat, due to Runic being ACN's level 1 spell - it's effectively the ACN equivalent of Stone. And as ACN is one of the two classes WHM can cross-class, it can use it as well. CNJ and WHM can also use Physick, but that is identical to Cure in every way, so it's basically the same as equipping Cure twice, and not worth the ability slot.


Unfortunately, Ruin is exactly like Stone in every way, EXCEPT it's half as strong. There is no reason to ever use it as a conjurer :/
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