Bravely Default 2 White Mage Job Guide – Abilities, Proficiencies, & More

Heal, Restore, Revive

Bravely Default 2 is here and that means it’s once again time to try and familiarize yourself with the plentiful Job options. If you’ve played Final Fantasy 14 or other Square Enix games, you’re likely used to this definition of Jobs, but those who aren’t might be a bit confused. In this guide, we’ll quickly explain jobs and sub-jobs before diving into the specifics of the White Mage Job in Bravely Default 2.

What’s a Job and a Sub-Job?

A Job is your character’s main class. It’s what determines your stats, which equipment you’re proficient with, and what skills you have access to. A sub-job is essentially you’re secondary class. The difference is you only gain access to it skills. The stats and weapon proficiencies it comes with do not carry over.

Because of this it’s possible to make a Vanguard which has the healing abilities of a White Mage or a Monk which also has some of the highly damaging abilities of a Black Mage.

White Mage Information

The White Mage is the dedicated healer of Bravely Default 2. Most of its abilities involve healing and buffing allies, making them harder to kill.

Specialty #1: Angelic Ward – Roughly 30% chance of any damage received being halved.

Specialty #2: ??? – Unlocked at Job Level 12.

Special Ability: Sacred Blast – Greatly restores all allies’ HP and cure all status ailments.

  • Bonus Effects:
    • Physical Defense +15%
    • Magical Defense +15%
  • Conditions:
    • Use White Magic x 12

White Mage Weapon Proficiencies

Though the White Mage doesn’t have S-Rank proficiency with staves like the Black Mage does, it’s still the best weapon available for it. That said, it also has more above average proficiencies with polearms, bows, and shields!

  • Swords: D
  • Daggers: D
  • Axes: E
  • Polearms: B
  • Bows: B
  • Staves: A
  • Shields: B

White Mage Abilities

The White Mage Job can earn the following abilities as it levels up. In previous games, it frequently wasn’t worth the opportunity cost to cast spells like Protect and Shell, but that may have changed. The ability to heal and even revive allies is incredibly valuable, especially against difficult enemies and bosses.

  1. Cure (8 MP) – Restore a little of a target’s/multiple targets’ HP.
  2. Protect (11 MP) – Increase a target’s physical defense by 15% for three turns. Stats cannot be increased beyond 200% of their base value.
  3. Shell (13 MP) –Increase a target’s magical defense by 15% for three turns. Stats cannot be increased beyond 200% of their base value.
  4. Raise (25 MP) – Revive a knocked-out target and restore a few HP.
  5. Solar-Powered (1 Cost) – During the daytime, restorative power, aim, and luck are increased, and 4% of MP is restored each turn.
  6. Cura (28 MP) – Restore some of a target’s/multiple targets’ HP.
  7. Benediction (15% HP) – Increase the user’s restorative power by 30% for three turns. Stats cannot be increased beyond 200% of their base value.
  8. Basuna (22 MP) – Cure a target of poison, blindness, silence, sleep, paralysis, contagion, freezing, and daubing.
  9. Drain Attack (1 Cost) – Restores an amount of HP based on damage inflicted with the Attack command.
  10. Arise (95 MP) – Revive a knocked-out target with full HP.

That’s it for now! We’re still working our way through Bravely Default 2 and plan on adding more information to our guides as we go along. Make sure to check back later to see what we’ve added!

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Dillon Skiffington

Dillon is the Guides Editor at Fanbyte. He can't seem to quit games as a service or looter shooters — unfortunate news for his backlog, really. Can't get enough game art, soundtracks, or space games.

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