Difference between revisions of "White Mage Actions"
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*Important cross-class abilities: [[Swiftcast]] ([[Thaumaturge|THM]] Level 26), [[Virus]] ([[Arcanist|ACN]] Level 12), [[Eye for an Eye]] ([[Arcanist|ACN]] Level 34) - Swift cast allows you to instantly [[Raise]] an ally. Virus is equivalent of a defensive cooldown for you tank. It helps to mitigate heavy attacks from boss. Eye for an Eye reduces the damage taken for your tank over time. It should be kept up as often as possible. | *Important cross-class abilities: [[Swiftcast]] ([[Thaumaturge|THM]] Level 26), [[Virus]] ([[Arcanist|ACN]] Level 12), [[Eye for an Eye]] ([[Arcanist|ACN]] Level 34) - Swift cast allows you to instantly [[Raise]] an ally. Virus is equivalent of a defensive cooldown for you tank. It helps to mitigate heavy attacks from boss. Eye for an Eye reduces the damage taken for your tank over time. It should be kept up as often as possible. | ||
*Use [[Stoneskin]] on tanks before combat - The tanks need time in order to build enmity and Stoneskin will allow them to do just that before you need to heal them. | *Use [[Stoneskin]] on tanks before or during combat - The tanks need time in order to build enmity and Stoneskin will allow them to do just that before you need to heal them. You can also use Stoneskin on the main tank right before she takes a big hit. | ||
*Overhealing = bad - Overhealing creates unnecessary aggro and wastes precious [[MP]]. Do not spam [[Medica]] or [[Medica II]] when few members of the party loses 10% of their [[HP]], unless they are about to be hit by an powerful AoE attack. | *Overhealing = bad - Overhealing creates unnecessary aggro and wastes precious [[MP]]. Do not spam [[Medica]] or [[Medica II]] when few members of the party loses 10% of their [[HP]], unless they are about to be hit by an powerful AoE attack. | ||
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*Know the range of [[Medica]] and [[Medica II]] - The range of Medica and Medica II is 15 and 20 yalms respectively. Players should run close enough to their allies for those abilities to reach them and not run too close and waste time and movement. | *Know the range of [[Medica]] and [[Medica II]] - The range of Medica and Medica II is 15 and 20 yalms respectively. Players should run close enough to their allies for those abilities to reach them and not run too close and waste time and movement. | ||
*Medica II is the best choice for AoE healing unless there is an add phase coming up in the next 30 seconds. It is more MP efficient than [[Cure III]] and [[Medica]]Let the Medica II regen go through its full duration instead of casting another AoE healing spell directly after Medica II. | |||
*Recognize debuffs on party members and [[esuna]] them if needed - Debuffs appear as retangular arrow pointing downward on allies' status bars. Learn what the debuffs are for different occasions and know which ones should be removed with esuna. | *Recognize debuffs on party members and [[esuna]] them if needed - Debuffs appear as retangular arrow pointing downward on allies' status bars. Learn what the debuffs are for different occasions and know which ones should be removed with esuna. | ||
*[[Cure I]] should be your primary heal spell and you should be keeping your tank topped off at 90-95% while letting Regen do its work on the rest. Use Cure II whenever you gain the effect of "Freecure" or if the tank goes below 50-70%. If you know a strong attack is coming, cast Stoneskin. | |||
*[[Cure II]] is not your main healing spell - While Cure II is very potent, it uses a lot of MP. Spamming Cure II will quickly exhaust your MP. Use [[Cure]] as much as you can. Only use Cure II when your target is below 60% [[HP]] or when [[Freecure]] is procd. | *[[Cure II]] is not your main healing spell - While Cure II is very potent, it uses a lot of MP. Spamming Cure II will quickly exhaust your MP. Use [[Cure]] as much as you can. Only use Cure II when your target is below 60% [[HP]] or when [[Freecure]] is procd. | ||
*[[Cure III]] can be used as an AoE spell - Cure III will not only heal your target but also all players around your target. It is useful to heal a group of players that are not nearby you. | *[[Cure III]] can be used as an AoE spell - Cure III will not only heal your target but also all players around your target. It is useful to heal a group of players that are not nearby you. | ||
*[[Regen]] is your most MP-efficient spell and should always be re-applied on the tank whenever it is safe to do so. Of course, it is important to realize that casting regen will make you unable to cast spells on the global cooldown for around 2.5 seconds so only cast regen when it is safe to do so. | |||
*Use [[Divine Seal]] as often as possible - Right before a battle or phase that requires massive healing, use the Divine Seal. [[Regen]] and [[Medica II]]'s regen stay buffed by Divine Seal as long as it is used while the caster is still buffed with Divine Seal. This also means that casting Regen then using Divine Seal will result in your current Regen NOT being buffed. | *Use [[Divine Seal]] as often as possible - Right before a battle or phase that requires massive healing, use the Divine Seal. [[Regen]] and [[Medica II]]'s regen stay buffed by Divine Seal as long as it is used while the caster is still buffed with Divine Seal. This also means that casting Regen then using Divine Seal will result in your current Regen NOT being buffed. | ||
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*Buffs and potions are off global cooldown - Using a buff or potion will make you unable to cast spells for the next second or so. Using buffs and potions during a time where you can't cast spells anyways will fully utilize your efficiency. | *Buffs and potions are off global cooldown - Using a buff or potion will make you unable to cast spells for the next second or so. Using buffs and potions during a time where you can't cast spells anyways will fully utilize your efficiency. | ||
*Because of [[Adloquiem]] and [[Lustrate]], [[Scholar]]s are superior main tank healers. Let them heal the main tank while you heal the party member and give supplement heals to the tank as needed | |||
==Skills and Abilities== | ==Skills and Abilities== |
Revision as of 16:12, 22 June 2014
- Main article: White Mage
Endgame Healing Tips and Tricks
- Put bonus stat points into Mind - Put them in Mind to increase Healing Magic Potency. Put some points into Vitality if additional HP is needed for certain fights.
- Important cross-class abilities: Swiftcast (THM Level 26), Virus (ACN Level 12), Eye for an Eye (ACN Level 34) - Swift cast allows you to instantly Raise an ally. Virus is equivalent of a defensive cooldown for you tank. It helps to mitigate heavy attacks from boss. Eye for an Eye reduces the damage taken for your tank over time. It should be kept up as often as possible.
- Use Stoneskin on tanks before or during combat - The tanks need time in order to build enmity and Stoneskin will allow them to do just that before you need to heal them. You can also use Stoneskin on the main tank right before she takes a big hit.
- Overhealing = bad - Overhealing creates unnecessary aggro and wastes precious MP. Do not spam Medica or Medica II when few members of the party loses 10% of their HP, unless they are about to be hit by an powerful AoE attack.
- Use Shroud of Saints as often as possible - Shroud of Saints regenerates MP based on your level and lowers your enmity by 50%. In some instances Shroud of Saints should be saved for specific moments such as phases with adds spawn. It helps to reduces your aggro and gives your tank an easier time in controlling the adds. To maximize MP regeneration, players should use Shroud of Saints every time their MP is 1300 below maximum.
- Know the range of Medica and Medica II - The range of Medica and Medica II is 15 and 20 yalms respectively. Players should run close enough to their allies for those abilities to reach them and not run too close and waste time and movement.
- Medica II is the best choice for AoE healing unless there is an add phase coming up in the next 30 seconds. It is more MP efficient than Cure III and MedicaLet the Medica II regen go through its full duration instead of casting another AoE healing spell directly after Medica II.
- Recognize debuffs on party members and esuna them if needed - Debuffs appear as retangular arrow pointing downward on allies' status bars. Learn what the debuffs are for different occasions and know which ones should be removed with esuna.
- Cure I should be your primary heal spell and you should be keeping your tank topped off at 90-95% while letting Regen do its work on the rest. Use Cure II whenever you gain the effect of "Freecure" or if the tank goes below 50-70%. If you know a strong attack is coming, cast Stoneskin.
- Cure II is not your main healing spell - While Cure II is very potent, it uses a lot of MP. Spamming Cure II will quickly exhaust your MP. Use Cure as much as you can. Only use Cure II when your target is below 60% HP or when Freecure is procd.
- Cure III can be used as an AoE spell - Cure III will not only heal your target but also all players around your target. It is useful to heal a group of players that are not nearby you.
- Regen is your most MP-efficient spell and should always be re-applied on the tank whenever it is safe to do so. Of course, it is important to realize that casting regen will make you unable to cast spells on the global cooldown for around 2.5 seconds so only cast regen when it is safe to do so.
- Use Divine Seal as often as possible - Right before a battle or phase that requires massive healing, use the Divine Seal. Regen and Medica II's regen stay buffed by Divine Seal as long as it is used while the caster is still buffed with Divine Seal. This also means that casting Regen then using Divine Seal will result in your current Regen NOT being buffed.
- Use potions - Note that Mind Potion has same effect on Regen as Divine Seal. Be sure to cast Regen while you are buffed. Use ethers to regain MP or right after being raised to regain a lot of MP.
- Buffs and potions are off global cooldown - Using a buff or potion will make you unable to cast spells for the next second or so. Using buffs and potions during a time where you can't cast spells anyways will fully utilize your efficiency.
- Because of Adloquiem and Lustrate, Scholars are superior main tank healers. Let them heal the main tank while you heal the party member and give supplement heals to the tank as needed
Skills and Abilities
Action | Icon | Level | MP Cost | Cast Time | Cooldown | Range | Radius | Description |
---|---|---|---|---|---|---|---|---|
Presence of Mind | 30 | 0 | Instant | 300s | 0y | 0y | Increases casting speed of spells for 10s. | |
Regen | 35 | 319 | Instant | 2.5s | 30y | 0y | Grants healing over time effect with cure potency of 150 to target for 21s. | |
Divine Seal | 40 | 0 | Instant | 60s | 0y | 0y | Increases healing magic potency by 30% for 15s. | |
Holy | 45 | 532 | 3s | 3.5s | 0y | 8y | Deals magic damage with potency of 240 to all nearby enemies. Additional Effect: Stun for 4s | |
Benediction | 50 | 0 | Instant | 300s | 30y | 0y | Restores all of a target's HP. |
PvP Actions
Action | Icon | Classes/Jobs | Description | Upgrade 1 | Upgrade 2 | Upgrade 3 |
---|---|---|---|---|---|---|
Sacred Prism | CNJ WHM | Envelops a designated area in a veil of succor, healing any who enter and nullifying 40% of physical damage with Cure Potency of 50 for 18s. | Enhanced Sacred Prism: Shortens recast time to 180 seconds. | Enhanced Sacred Prism II: Extends duration to 30 seconds. | Enhanced Sacred Prism III: Increases cure potency to 100. | |
Divine Breath | CNJ WHM | Resurrects target at 10% of maximum HP/MP/TP. | Enhanced Divine Breath: Shortens recast time to 180 seconds. | Enhanced Divine Breath II: Increases HP/MP/TP recovered to 50%. | ||
Attunement | CNJ SCH WHM | Greatly enhances evasion while nullifying 90% of damage for 10s. Cannot move or act while in effect. |
Enhanced Attunement: Shortens recast time to 180 seconds. | |||
Aetheric Burst | ACN CNJ THM BLM SMN WHM | Deals unaspected damage with a potency of 170 to all nearby enemies. Additional Effect: Decreases skill speed of target by 30% for 10s. |
Enhanced Aetheric Burst: Shortens recast time to 180 seconds. | Enhanced Aetheric Burst II: Extends duration to 20 seconds. | Enhanced Aetheric Burst III: Increases skill speed reduction to 50%. | |
Equanimity | ACN CNJ THM BLM SMN WHM | Allows casting without interruption by attacks for 10s. | Enhanced Equanimity: Shortens recast time to 300 seconds. | Enhanced Equanimity II: Extends duration to 20 seconds. | ||
Mana Draw | ACN ARC CNJ THM BLM BRD SMN WHM | Restores 30% of maximum MP. | Enhanced Mana Draw: Shortens recast time to 180 seconds. | Enhanced Mana Draw II: Increases MP recovery to 50%. | ||
Purify | All Classes and Jobs | Removes all detrimental effects. Can be used regardless of status affliction. | Enhanced Purify: Shortens recast time to 150 seconds. |