Currency:USD $
Notifications
FFXIV Dawntrail: Conjurer/White Mage Level 1-100 Skills Guide

FFXIV Dawntrail: Conjurer/White Mage Level 1-100 Skills Guide

Full FFXIV White Mage skill guide covering all 100 levels through Dawntrail — Lily system, Afflatus Misery, opener, and rotation fundamentals.

Key Takeaways

  • White Mage starts as Conjurer (available from launch) and unlocks at Level 30 after completing the job quest; this guide covers all 100 levels through Dawntrail.
  • The core damage loop: maintain Dia (DoT), spam Glare III for single targets, and use Holy III for AoE trash pulls.
  • The Lily Gauge generates one Lily every 20 seconds; spend them on Afflatus Solace (single-target) or Afflatus Rapture (AoE) for free, MP-efficient heals that charge the Blood Lily.
  • Three spent Lilies bloom the Blood Lily, enabling Afflatus Misery — a 1,240-potency attack that belongs in every two-minute burst window under party buffs.
  • oGCDs — Benediction, Tetragrammaton, Assize, Asylum, Liturgy of the Bell — handle most heavy healing; GCD heals like Cure II are a fallback, not the primary rotation.
  • Dawntrail added Aetherial Shift (Lv 40 dash) and Glare IV (Lv 92 instant-cast AoE), giving White Mage genuine movement tools for the first time.
  • Potencies in early sections reflect base values for leveling; the Level 85 section lists upgrades from the Enhanced Healing Magic trait.

The full skill breakdown follows level by level — starting from Conjurer basics and building to the complete level-100 toolkit.

Your Conjurer-to-White Mage Journey

In the world of Final Fantasy XIV, becoming a proficient White Mage involves mastering an array of essential skills. This guide will focus on leveling your White Mage from 1 to 100, covering the core skills you will acquire and how to effectively use them. Our focus is on leveling, not optimization, as we lay a foundation for your journey. The expansions and their level caps break down as follows:

  1. A Realm Reborn: Level 50
  2. Heavensward: Level 60
  3. Stormblood: Level 70
  4. Shadowbringers: Level 80
  5. Endwalker: Level 90
  6. Dawntrail: Level 100

    Adding key skills like Sprint and Limit Break to your hotbars can greatly aid your gameplay. Consider customizing your skill layout to find what feels comfortable as your abilities evolve.

Those expansion milestones mark where the major skill unlocks land; the full detail on each ability starts in the sections below.

Official FFXIV White Mage character art in Dawntrail

With those level milestones as the roadmap, the sections below cover each skill in depth — from the first dungeon spells all the way to the level cap.

Key Skills and Their Uses

  • Stone (Level 1): This is your primary attack spell with a 1.5-second cast time and 140 potency. Its simplicity makes it a vital tool at all levels.
  • Cure (Level 2): A basic healing spell with 450 potency that emphasizes smart healing. Assess damage before casting to conserve MP, ensuring you're ready for significant injuries.
  • Aero (Level 4): A damage-over-time (DoT) spell with a potency of 50 on impact and 30 potency per tick for 30 seconds. Prioritize using it on multiple enemies for sustained damage while conserving resources.

Those three spells — Stone, Cure, and Aero — form the backbone of early White Mage play. The following table compares their base numbers for quick reference.

Core Skills at a Glance

Skill Level Cast Time MP Cost Potency Effect
Stone 1 1.5 sec 200 140 Basic damage skill
Cure 2 1.5 sec 400 450 Single-target healing
Aero 4 Instant 200 350 total Initial damage and 30s DoT
Medica 10 2 sec 900 300 Area of Effect (AoE) healing
Raise 12 8 sec 2400 N/A Revives a fallen player

With the starter kit covered, a few habits will carry you cleanly through the first 50 levels without burning MP or letting the party drop.

Tips for Efficient Play

  • Make use of Aero when facing multiple enemies or during boss fights to maximize damage output.
  • Medica comes in handy when substantial healing is needed for the whole party, particularly after raid-wide damage.
  • Raise is a critical skill for recovering from party deaths; use Swiftcast to cut down its cumbersome cast time when available.

As you progress through the levels, each skill should be adapted to the demands of both solo play and your party composition, always aiming for efficient use — keeping the party alive. Remember, adaptability is key to mastering the White Mage role effectively.

Important Skills and Abilities

  1. Level 20: Maim and Mend
    • At this level, White Mages receive a passive trait that boosts all damage and healing by 10%. Although the numbers might seem negligible at first, it lays a foundation for enhanced performance as you progress.
  2. Level 30: Cure II
    • This skill is learned through class quests and serves as an upgrade to the standard Cure spell. With a two-second cast time and a 1000 MP cost, Cure II provides a single-target heal with 700 potency. It is best used when efficient healing is required, as it allows you to conserve MP by reducing the number of casts needed.
  3. Level 30: Presence of Mind
    • This ability offers a significant reduction in cast and recast times, as well as auto-attack delay by 20% for 15 seconds. Effective for both offensive and defensive plays, it can help in swiftly bringing down enemies or quickly healing the party in high-stakes situations.
  4. Level 32: Freecure
    • Despite being part of the skillset, Freecure is considered impractical in most scenarios. It gives a 15% chance for your next Cure II to be free after casting Cure. However, due to the low chance and the effectiveness of Cure II, Freecure often offers more risk than reward.
  5. Level 35: Regen
    • Regen introduces a Heal over Time (HoT) effect with no cast time. It costs 400 MP and heals for 250 potency every three seconds over 18 seconds, for a total of 1500 potency. This ability excels in sustaining your allies' health during prolonged battles and optimizing MP economy.
  6. Level 40: Maim and Mend II
    • At this stage, the initial boost provided by Maim and Mend escalates, increasing all damage and healing by 30%. The impact becomes more noticeable, reinforcing your role as a healer and a crucial damage contributor.
  7. Level 40: Cure III
    • This AoE healing skill targets an ally and heals them and nearby party members within 10 yalms for 600 potency. While its high MP cost of 1500 must be managed, Cure III shines in situations where the team is grouped together, making it ideal for handling stack mechanics in more challenging content.
  8. Level 40: Aetherial Shift
    • The new addition of Aetherial Shift in Dawntrail enhances mobility. With a 60-second cooldown, it launches you 15 yalms in your facing direction, offering strategic movement opportunities to dodge AoEs or catch up with your tank.

Holy is the centrepiece of dungeon pulling; the habits below turn that raw tool into reliable party uptime.

Efficient Healing Practices

  • Prioritize using Cure II over Cure, as it provides higher heal potency and conserves MP by minimizing unnecessary casts.
  • Utilize Regen to manage consistent incoming damage and optimize your MP, allowing you to save intensive heals like Cure II for critical moments.
  • Mastering the timing of Aetherial Shift can greatly enhance your agility in battles, ensuring you maintain optimal positioning for both offense and defense.

Those three priorities work together; the comparison below shows how their cast time, cost, and effect stack up in practice.

Skill Utilization Comparison

Skill Cast Time MP Cost Potency/Effect Recommended Use
Cure II 2 sec 1000 700 Main single-target heal
Regen Instant 400 1200 (over time) Sustaining allies
Cure III 2 sec 1500 550 (AoE) When party is grouped
Presence of Mind None N/A Fast casting Quick offensive/defensive

By evaluating each skill's purpose and adapting their use to different scenarios, you can efficiently manage healing and damage duties as a White Mage, ensuring the survivability of your party while contributing to encounter success.

Mastering Holy: The Cornerstone of White Mage Strategy

Holy is an essential skill in the White Mage toolkit, offering both offensive and defensive capabilities. With an 8-yalm area of effect and a 1.5-second cast time, it costs 400 MP to hit all enemies within range with a 140 potency spell. One of its most significant benefits is the ability to stun enemies—provided they lack stun immunity, like many bosses do. The stun effect diminishes over successive uses, reducing from four to two seconds and then to one, before the enemy becomes immune after the third stun. Despite this, Holy is invaluable in dungeons, effectively mitigating damage by preventing enemy attacks. Properly utilizing Holy can mean seven seconds or more where enemies are unable to attack, reducing the need to heal the tank during this time.

Optimal Usage of Holy in Dungeons

  1. Pair with Aero and Regen: Activate Aero and Regen when running with the tank. After reaching the last pack of enemies, if the tank needs healing, top them up before focusing on spamming Holy.
  2. Stun Management: Use Holy to chain stuns, giving tanks a break from using their defensive cooldowns.
  3. Timing and Frequency: Learn how much you can spam Holy. At early levels, use it for groups of two or more enemies, and later for groups of three or more.
  4. Tank Coordination: Pay attention to tank cooldowns—especially invulnerability skills post-level 50—to avoid overlapping Holy stuns unnecessarily.

The level-50 kit gives a solid foundation; from 50 onward the toolkit grows significantly in both healing depth and damage contribution.

Advancements in White Mage Skills

As you progress through levels, additional skills become available, enhancing both your healing and damage output.

  1. Level 46: Aero Mastery and Aero II: This upgrade strengthens Aero, with the damage-over-time (DoT) now producing 50 potency per tick. Over its duration, this results in a total potency of 550.
  2. Level 48: Rescue: Rescue becomes available as a useful role action, allowing you to pull a party member to your location, which can be lifesaving in certain scenarios.
  3. Level 50: Medica II: This skill is a potent area heal, costing 1000 MP with a two-second cast time. It heals you and allies within a 20-yalm radius with 250 potency and applies a Regen effect, healing 150 potency per tick over 15 seconds.
  4. Level 50: Benediction: A powerful healing spell with a three-minute cooldown that fully restores a single target's HP. It’s best used strategically as an emergency heal or to complement tank invulnerability skills.

Rotation structure follows naturally from those healing priorities, giving White Mage a clear sequence for both single-target and trash-pull encounters.

Effective Use of Openers and Rotations

While healers usually focus on maintaining party health, contributing damage is essential and typically straightforward for White Mages.

  • Single-Target Rotation: Begin encounters with a pre-pull Stone as the tank approaches the boss. Maintain Aero and spam Stone while under Presence of Mind for boosted casting speed.
  • AoE Rotation: During trash pulls, confirm the tank's HP is stable before entering a cycle of Holy spam. Timing Presence of Mind during peak damage windows maximizes benefit from party buffs.

These strategies solidify the White Mage's role as a crucial party member capable of dynamically balancing healing with offensive output. Through efficient skill management, you become integral in ensuring the success of your team's dungeons and encounters.

Advanced Skill Management for White Mages

The White Mage's skill palette becomes more robust with access to unique abilities designed to enhance both healing efficiency and damage output. Understanding and optimizing these abilities is crucial for effective gameplay.

Managing the Lily Gauge

White Mages possess the ability to accumulate up to three Lilies, each generating over a 20-second timer. It's essential to utilize these Lilies efficiently to maximize healing output:

  1. Afflatus Solace Usage: Instead of relying on Cure II, prioritize using Afflatus Solace. This spell offers 700 potency like Cure II but at no MP cost, promoting resource conservation.
  2. Timing: With rapid Lily generation, it's common to save multiple Lilies before needing them for urgent heals. During long pulls through dungeons, Lilies become invaluable for sustained healing without MP concerns.

The Lily system handles burst healing efficiently; Asylum extends that coverage into sustained area-of-effect healing with different strategic timing.

Strategic Use of Asylum

At level 52, White Mages gain the ability Asylum, a potent healing tool with both strategic applications and challenges:

  • Setup: Target the area within 30 yalms and place the healing bubble. It automatically heals anyone within a 15 yalm radius for its 24-second duration, providing a total of 900 potency through its duration.
  • Combining with Other Heals: Pair Asylum with Regen for comprehensive healing. In situations involving raid-wide damage, Asylum often replaces Medica II due to its non-GCD nature.
  • Player Coordination: Communication is key as players must position themselves within the healing area to benefit fully. Educating party members on the importance of standing in Asylum can improve overall team efficiency.

With Asylum's strategic applications understood, the skills gained from level 54 to 60 expand the White Mage's AoE damage and MP management significantly.

Expanding AoE Capabilities

Levels 54 to 60 introduce valuable AOE and MP management skills that facilitate efficient dungeon runs:

  • Stone III and Stone IV: With each upgrade, these spells provide steadily increasing damage, fortifying the White Mage’s offensive capabilities.
  • Assize: This versatile skill, available every 40 seconds, deals 400 potency damage to multiple targets and heals allies within 20 yalms. It also restores 500 MP, turning Assize into both a powerful damage tool and a resource management asset.

AoE damage scales with AoE survivability; the resource management tools below keep MP available for sustained output in longer encounters.

Advanced Resource Management

New abilities at higher levels further elevate the White Mage’s support dynamics:

  • Thin Air: Available at level 58 with two charges, Thin Air enables free casting for 12 seconds. Use it strategically with high-cost spells to conserve MP, especially essential during lengthy engagements.
  • Tetragrammaton: A swift, powerful heal available every 60 seconds. Combining it with Afflatus Solace can provide intense single-target healing bursts.

Resource conservation pairs naturally with proactive mitigation; Divine Benison delivers that mitigation at a short cooldown that fits into regular play.

Defensive Tools: Divine Benison

Upon reaching level 66, White Mages gain Divine Benison, a protective shield:

  • Frequent Use: With its short cooldown, use Divine Benison regularly to pre-emptively mitigate incoming damage on the tank or other vulnerable party members.
  • Synergy with Tetragrammaton: In situations of high damage risk, use Divine Benison followed by Tetragrammaton to quickly stabilize ally health levels after heavy hits.

Divine Benison and Aquaveil cover tank damage; the broader skill picture from all preceding sections comes together in the strategy summary below.

Skill Strategy Summary

The changing landscape of White Mage skills facilitates a blend of offensive and defensive maneuvers. Efficiently managing GCD healing spells like Afflatus Solace and optimizing oGCD skills such as Asylum and Assize allows White Mages to maintain their crucial role in any party setup. Recognizing and adapting to each skill’s nuances significantly enhances gameplay, ensuring readiness for more challenging duties.

Advanced Healing Techniques

White Mage's toolkit in Final Fantasy XIV continues to evolve, providing exciting opportunities for adaptive gameplay, especially at higher levels. Understanding how to leverage these skills can be the difference between maintaining control during intense encounters and struggling to keep your party alive.

  1. Plenary Indulgence at Level 70: This skill enhances your AoE healing capabilities significantly. With a 60-second cooldown and a 30 yalm range, it gives all nearby players a status called Confession for 10 seconds. Whenever you cast an AoE heal within this timeframe, the Confession effect triggers an additional 200 potency healing. This is invaluable during scenarios where multiple heals are necessary to stabilize the party.
  2. Skill Adjustments at Level 72: With this level, Aero II upgrades to Dia, an upgraded DoT (damage over time) skill. Stone transforms into Glare, a high-potency single target attack. These changes increase your damage output but don't affect overall gameplay strategy.
  3. Afflatus Mechanics from Level 74: The introduction of Transcendent Afflatus and Afflatus Misery marks a significant turning point. By spending Lilies, you build the Blood Lily, which when fully bloomed, allows you to use Afflatus Misery. This skill delivers a formidable blow of 1,240 potency to your target and 620 to nearby enemies. The idea is to maximize Lilies' usage for healing as it significantly boosts damage, enhancing your overall DPS.

Plenary Indulgence, Dia, and Afflatus Misery each shift the White Mage's damage ceiling upward; Lily optimisation is what converts that ceiling into consistent raid contribution.

Utilizing Lilies for Optimal Play

Lilies play a crucial role in maintaining balance between healing and damage. Incorporating them effectively can enhance performance and efficiency:

  • Use Afflatus Rapture for AoE healing, converting what would traditionally be Medica casts into more powerful heals that simultaneously charge the Blood Lily.
  • Maximize the Blood Lily use. It is important that none of your Lilies cap out so you can constantly generate and deploy these powerful AoE attacks.
  • Coordinate with burst windows, as Afflatus Misery aligns perfectly with them every two minutes, ensuring you contribute maximally to your party's damage output.

Lily discipline enables sustained burst damage; the buffed abilities gained at level 78 and 80 add damage mitigation to the same two-minute window management.

Buffed Abilities and Mitigation

At higher levels, other skills augment your healing potency and damage mitigation:

  • Enhanced Asylum at Level 78: With this upgrade, your Asylum now also increases healing received by 10% for players inside its radius. This supports both the AoE and single-target regenerative spells, allowing for more resilient party recovery.
  • Temperance at Level 80: As a powerful cooldown, this skill decreases incoming damage by 10% for your entire party and boosts your healing spells by 20% for 20 seconds. Use it strategically during complex mechanics or powerful raid-wides, balancing out both immediate and prolonged threats.

This section of skills presents transformative opportunities for players seeking depth in their White Mage role. By mastering these abilities and the accompanying strategies, you stand to enhance your effectiveness significantly, tackling even the most demanding content with confidence.

Level 82: Skill Enhancements

At level 82, White Mage receives significant upgrades with Glare Mastery and Holy Mastery, advancing to Glare III and Holy III. These are potent spells with Glare III at 330 potency and Holy III a 150 potency. Although the basic use of these skills remains unchanged, it's important to note that Misery no longer provides a direct damage gain but remains superior to Holy spam during downtime or buff windows.

Level 85: Enhanced Healing Potency

The healing capabilities of the White Mage see a noticeable boost at this level. The potencies for key spells are increased as follows:

  • Cure: 500 potency
  • Cure II: 800 potency
  • Tetragrammaton: 700 potency, still a notable off-global cooldown option
  • Afflatus Solace: 800 potency
  • Medica and Afflatus Rapture: 400 potency, comparable to Assize
  • Cure III: 600 potency
  • Regen: 250 potency per tick resulting in 1500 potency overall
  • Medica II: Total healing of 1000 potency with its 250 potency heal and 150 potency Regen

These enhancements, particularly in regen spells, notably improve sustained healing output in challenging scenarios.

Level 86: Aquaveil - Swift Defense

Aquaveil is introduced at this level, providing a 15% damage reduction for eight seconds with a short 60-second cooldown. This defensive tool is versatile, functioning similarly to Divine Benison. It's particularly effective in high-damage scenarios like tank busters or when a DPS is in need due to vulnerability stacks. However, it should be reserved for significant threats rather than routine attacks.

Level 88: Enhanced Divine Benison

With the upgrade at Level 88, Divine Benison now holds two charges with a 30-second cooldown, enhancing its versatility. This allows better resource management, enabling White Mages to efficiently cover multiple high-damage events or back-to-back tank busters, in combination with Aquaveil as needed.

  • Strategies for Benison:
  1. Use on separate large damage events.
  2. Apply on two players simultaneously facing imminent threat.
  3. Always keep at least one charge recovering by using one when capped.

The level 88 kit gives two charges of Divine Benison for consecutive tank-busters; level 90 introduces a reactive area heal designed specifically for raidwide multi-hits.

Level 90: Liturgy of the Bell

Here, Liturgy of the Bell is introduced with a three-minute cooldown, capable of extensive healing. Placed on the battlefield, it provides five stacks which trigger upon taking damage, healing allies within a 20 yalm radius. Ideal for multi-hit raidwide damage, Liturgy of the Bell is more suited to eight-player duties than regular dungeon content.

Level 92: Glare IV and Presence of Mind

The post-Level 90 White Mage introduces action change capabilities with Enhanced Presence of Mind allowing transformation into Glare IV, offering 640 potency single-target damage with AoE splash. This instant cast ability provides mobility, enabling damage output without interruption during movement-heavy encounters.

Level 94 & Beyond: Continuous Enhancements

New skills such as Medica III and upgrades like Enhanced Tetragrammaton further enhance the White Mage's toolkit:

Skills Potency / Features
Medica III 250 base potency, 175 potency Regen
Tetragrammaton Stores two charges (60-second recovery)

Overall, these skills and enhancements continue to shape the effectiveness and flexibility of the White Mage, providing consistent upgrades to manage both healing and damage output across various combat scenarios.

Level 100: Mastering White Mage Skills

At level 100, Enhanced Temperance and Divine Caress further refine the White Mage's abilities. These skills introduce strategic options during peak damage phases with a recast delay feature to maximize their effectiveness.

  • Enhanced Temperance grants a secondary 30-second buff, unlocking the use of Divine Caress.
  • Divine Caress applies a 400 potency shield and a Heal over Time (HoT) of 200 potency over 15 seconds, delivering a total potency of 1000. This places it between Asylum's heal potency and Medica III.

One notable strategy is to pair Temperance and Divine Caress to manage sustained damage and apply additional healing through the attached regen effect. This strategy effectively reduces incoming damage, mitigating without suffering diminishing returns as Temperance does. While these skills are less visually impressive than earlier releases, they continue to deliver substantial utility and mitigation.

The Art of Openers and Skill Rotation

Executing an effective skill rotation is crucial in optimizing the White Mage’s potential. Here is a basic sequence for single-target encounters:

  1. Cast Glare III as the tank initiates combat.
  2. Apply Dia to begin the damage over time effect, followed by two Glare IIIs.
  3. Activate Presence of Mind after the third GCD, aligning with party buffs.
  4. Shift to Glare IV, weaving in Assize for added damage.
  5. Employ remaining Glare IVs based on movement requirements, ensuring they occur during buff windows.
  6. Reapply Dia after six Glare IIIs, optimizing the full snapshot of buffs.

    The concept behind this rotation aims to maximize damage output during buffs while maintaining flexibility for movement or changes in combat dynamics. In two-minute cycles, prioritize casting Misery under buffs whenever possible. Nevertheless, when emergencies arise, preserving resources like Lilies for crucial healing becomes essential, demonstrating the role’s adaptability. Healing openers frequently rely on prioritization rather than rigid rotations to manage unpredictable combat variables effectively.

Single-target execution relies on buff alignment and Misery windows; AoE scenarios demand a different priority — stuns first, then damage, then sustained healing.

Strategies for AoE Scenarios

In AoE situations, balancing Holy Stuns and Glare IVs becomes essential to maximize efficacy:

  • Begin with Holy to initiate stun, followed by two Glare IVs.
  • Reapply Holy and adjust based on enemy positioning and threat level.
  • Incorporate support skills such as Regen, Benison, and Liturgy of the Bell for sustained healing during these bursts.

This meticulous approach makes full use of White Mage’s tools, leveraging their straightforward yet powerful nature to maintain high effective throughput in various scenarios. While its simplicity might sometimes be misleading, the role consistently overwhelms with sheer numbers, making it a reliable choice for healers in the realm of combat.

Frequently Asked Questions

What level does White Mage unlock in FFXIV?

White Mage is a healer job in Final Fantasy XIV. It becomes available once your Conjurer reaches Level 30 and you complete the job quest. You must also have a secondary class at Level 15. After those requirements are met, the soul crystal is awarded and the full White Mage skill set unlocks.

What is the White Mage rotation at level 100?

For single-target: open with a pre-pull Glare III as the tank engages, apply Dia, spam Glare III under Presence of Mind, and use Glare IV during movement or buff windows. Weave Assize and other oGCDs between GCDs. In two-minute windows, spend Lilies to charge the Blood Lily and use Afflatus Misery under party buffs.

When does Holy unlock for White Mage?

Holy unlocks at Level 45. It hits all enemies within 8 yalms for 140 potency and stuns them — 4 seconds on the first cast, 2 seconds on the second, 1 second on the third, then immunity. Holy is the main AoE damage tool in dungeons and a core part of the trash-pull rotation.

What is the Lily system in White Mage?

The Lily Gauge holds up to three Lilies, each generating over a 20-second passive timer. Spend them on Afflatus Solace (700-potency single-target heal, no MP cost) or Afflatus Rapture (400-potency AoE heal, no MP cost). Three Lily spends fully bloom the Blood Lily, enabling Afflatus Misery — 1,240 potency on target with 620 AoE splash.

How does Liturgy of the Bell work?

Liturgy of the Bell (Level 90, 3-minute cooldown) places a healing bell on the battlefield with five charges. Each time the White Mage or any nearby party member takes damage, one charge triggers and heals all nearby allies. Designed for multi-hit raidwide damage. Unused charges expire without triggering when the duration ends, so pre-placement timing matters.

Is White Mage hard to play in FFXIV?

The basics are accessible — the damage rotation is straightforward and the healing toolkit is generous. The difficulty scales up as content demands: optimising Lily usage for maximum Blood Lily uptime, weaving oGCDs efficiently, and planning cooldown use for savage or ultimate mechanics requires real attention. White Mage is easy to learn, genuinely challenging to master.

What is Afflatus Misery and when should I use it?

Afflatus Misery triggers after spending three Lilies via Afflatus Solace or Rapture, blooming the Blood Lily. It deals 1,240 potency to the target and 620 potency AoE to nearby enemies. Always use it during two-minute burst windows when party damage buffs are active. It is White Mage's hardest-hitting ability and belongs in every raid-buff alignment window.

What is Aetherial Shift?

Aetherial Shift is a Dawntrail-exclusive ability unlocked at Level 40. It launches you 15 yalms forward in the direction you are facing, with a 60-second cooldown. It is the White Mage's primary movement tool for dodging targeted AoEs, closing gaps to place ground-targeted heals, or repositioning behind the boss for uptime.