At level 60 there are many things that have unlocked for a white mage. Useful combination that can make healing so much easier.
But lets talk about some old moves first. In this Post.
Holy is the first spell I want to talk about. It costs a good bit a mana for a pretty chunk of damage. How does this effect healing as it is an offensive spell? Well it does have a 5 second stun and it does not limit to any certain amount of enemy it can hit within range of course. This meaning you have 5 seconds of free time. Even if you do not switch over to cleric stance for the added damage. You just bought yourself 5 seconds of almost no damage if the creatures are not immune to the stun affect of course. As a move that you might be only using for the stun affect if you are worried about switching to cleric, you should also know this fact. Stun cooldowns reset upon enough use of the spell as well as a certain time limit it will reset. So the first stun that comes from holy will be 5, then 3, then 1. Then you have to reset the stun timer one of the ways mentioned above, wait it out or use it until you force it to reset.
Next thing is Divine seal. Now I know many people are using this move in case they get flustered and need a helping hand. But I do wonder why? It has a 60 cooldown and it lasts 15 seconds. Meaning upon the effect ending you have 45 seconds for it to reset. Now this may seem like a good bit of time. It really is not for this fact. You have two moves Regen and Medica 2 upon reaching level 50. These moves are both heal over time. If you use these moves at the very end of Divine Seal ending you will have both moves with an increased potency until you refresh them, or the effect ends. It works this way because as a move you cast with that boosted potency it has already gone out. It is no longer affected by any changes of gear you put on or off, boosts you do or undo unless you recast it. This alone can make you have an added 30 seconds of at least 1 move or more with 30% stronger heals. Meaning that you now have had 30% stronger healers for 45 seconds and now only need to make a 15 second fight without it.
Regen. Personally my favorite and most used move. Regen has a cure potency of 150 per tick. Yes it is per tick, and not a total. 3 Ticks of this and it is above the potency of Cure by 50. As well the added chance of getting maybe 3 critical heals instead of just 1. Increasing your odds already of safer healing. Regen ticks anywhere from 6 to 7 times if you dont do anything fancy which of course you can ;) This saves you the trouble of needing to throw some cures around. Allowing you to do whatever you feel like. Combined with the use of holy that stuns people, you just bought yourself pretty much 2 ticks of healing and you did nothing but attack and put up one heal move. As well as the added bonus decribed in the Divine Seal part you are just now rolling in free time as a healer.
Medica 2. Also another heal over time. A Good force heal to start off with a potency of 200 (just 200 bellow cure 1 but as a party of 4 normally, you now have 400 more potency then a cure 1.) to anyone in party/group nearby. As well as a tick of 50 potency for 30 seconds. It takes 8 ticks to equal a cure. Now it does seem like a lot of ticks. It kinda is. However this is spaced out between your party. Meaning that each party member normally 4 has a tick of 50. 2 ticks will now equal a cure. If no one is taking dramatic damage other then the tank it is a very easy move to use and relax with. 200 upfront and 50 every tick after. Now this move normally has 10 to 11 ticks if you do nothing fancy! Combined with regen you now have a tick of 200 going off, Combine it with Divine seal you have a Tick of 260 going out. 140 shy of cure.
Now there is a move that I actually might have another use for. However this needs to be tested out before i give anyone false information. the move Presence of Mind. Gained at level 30. Which is odd I do not know a lot about this move, but someone brought to my attention in the game that needs to be addressed about this move. If I am correct about what happens with this, it could also be a HUGE game changer in healing. I will post my findings about the move later on in another post.
Stoneskin 2 What is not to love about a move that slams a 10% shield on all nearby party members? XD I dont think this one needs to be explained.
And of course Benediction. A move that heals 100% of targets health. Now this move does exactly what it states with a long cooldown to wait for. Nothing to change the cooldown, it is what it is. However it defiantly is a life saving move. since it Heals your life :P
Hopefully this has made you realized new things about healing, that you may not have known. As a white mage healer you used to be the best healing force on the field. Then things started to change already. The moves listed above are all moves everyone had at level 50. Nothing higher. If the white mage healers seem so great at level 50, why did they slip at 60? I am here to tell you that there is no reason to not be as great at 60 as 50. However you cannot forget the moves that brought you to 50, and how to use them like how i mentioned.
Bellow will you see a video of me as a white mage healer at level 60 putting to use everything I have said as well as new moves from getting to level 60, that i will share my knowledge later on.
Here is the follow up post White Maging it Level 60
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