As a team player you must know your role. Your role as a White Mage is a healer. Of course this is obvious. So why I am I bringing this up? Well in my opinion I don't believe they were designed only to heal. They have pretty good damage moves and a buff designed specific to their class which is cleric stance. Sure this is useful as just soloing this, however you have incredible damage moves that can help move a fight along. So difference number one between a good healer and a bad healer is DPS. Do not forget to DPS as well as a healer. Even a Combination of holy, to stun everyone, cleric stance, holy again, and then aero 3. would be a safe way to dps that almost has no damage being done to the tank.
Now I did just mention Aero 3. Aero 3 is a move that is gotten at 58 which does an initial burst damage and then a damage over time potency of 50 for 24 seconds. Now the initial burst is about 500 at 60, 1/3rd less then holy and then does a tick for about 250 afterwords every 2.5-3 seconds. On all targets that you hit with it. Pretty easy to use and even if you switch to cleric stance to throw this on a mob of 4 people you have raised the groups DPS up. Lets just use rough math for a second. 4 targets taking 250 every 3 seconds. 1000 damage every 3 seconds so divide the 1000 by 3 and you get 333.33- dps you have for 24 seconds. This is not including the initial burst. Not bad for only casting one move right? So using this we can find out how much per single creature too. 250 divided by 3 is slightly more then 80 dps.
Next thing that makes a difference between a good healer and bad one is knowing your cooldowns. On your way to 60 you have gotten 3 moves on a nonglobal cooldown. So what is a nongloabl cooldown? A non global cooldown is a move that does not effect moves that you regular use that would be considered a global cooldown. So Cure is global cooldown and the moves you been using like divine seal is considered to be a non global cooldown. This almost mean you can pretty much press each one at the same time and it will go out, or while the cooldown for the global is refreshing you can also press the nonglobal to go out. Sometimes nonglobal cooldowns have the same cooldowns as other nonglobals, However most of the time they are separate from there own. So without eating up anytime to cast a heal you can also be using these moves to help you out. However there is a catch. You cannot cast one of these while you have a cast bar going. So not only knowing which move is on what type of cooldown, you must also know when the move refreshes as well. So this is another type of cooldown to know. As I mentioned in the other post you have multiple moves that have a large refresh rate. 60-90-120-150-180 and more sometimes. Knowing how to properly buff yourself to maybe have one going out during the whole dungeon is important. Or saving one or two for each battle is key. Saving all your buffs for an emergency situation is silly. You are going to sit back and struggle and then use 5 cooldowns all at once? I don't think so. You most likely use one or two. By the time you come up to an emergency situation they most likely will be back. So what about the other ones you are sitting one? They start to feel lonely from not being used ;)
So let me know talk about each of the nonglobal cooldown moves you have gotten for easy reference.
Asylum, is the first one gotten at 52. This is a ground area effect that heals anyone who enters it for 100 potency. This is 50 less then what regen heals for. Hopefully everyone has noticed when you used medica 2 and regen together their heal ticks become one big heal tick. Now for this move it is different from all other ticks. Depending on your gear it should tick around 700 or more at level 60. So you now have two ticks on your target if your using regen as well. That is double the chance of hitting a critical heal for either one. Yes this move can also critical. It is also affected by divine seal for the extra 30% heal increase. So you now have an addition move you can use that has no cast time, and heals 700 per tick for 24 seconds per target player inside the area of effect. using a normal party that is now combined to make 2800 per tick if everyone is in there. Very useful. Now the refresh rate is 90 seconds.
Next move is Assize, another 90 second refresh rate and nonglobal cooldown. This move does both 300 potency damage and heal potency 300 to target enemy/team, along with 10% mana restoration. So the mana restoration is key part as well. You now have two moves that restore mana. So the initial heal seems to heal for 2000 and up depending on gear and giving you 1000 mana or more. The fact that it gives you that 1000 mana can be very helpful. It allows you to cast a few more heals being one of those regen. So if you are sitting at empty mana and use this. 2000 heals on your team, the whole team. 8000 heal total. Sadly short of medica 2 but regen or cure 1 should be able to be used. if you used regen thats 1000 or more per tick with 7 or 8 ticks. So 7000. 9000 on your tank and then 2000 on each party member for using 2 moves. Not only does this buy you time to sit and wait for other cooldowns to come back, it also allows you to sit back and not do anything and allow mana to come back.
Next move is Tetragrammation. Cure potency of 700 with a refresh of 60 seconds. I do believe this is your largest heal you have not including the full health heal. No mana cost is a key factor here. If you are trying to save mana then just swapping this move in instead of using cure 2 will save you a huge chunk of your mana. Or if you are in need of some good heals if you use cure 2 and this move at the same time, it should heal close to 10,000 of the guys health. There really is not much to talk about this move, it simply is just like another cure or cure 2.
So the other thing that I want to make it clear to everyone that if you force heal as a white mage in a dungeon aspect you are doing it wrong. Especially if you are just spamming cure 1 and cure 2 like you did at level 30 and wondering why you are out of mana. If you have read all this then you should realize by now that using a heal over time move normally ends up with more healing potency then a force heal would as well as having more chance to critical. So even if you do not want to DPS there is no reason you should down a group because you are out of mana. You have multiple moves that we discussed in these last two posts that restore mana, Not only this but if you are spamming cure 1 or 2 you will run out of mana. You must use all your healing moves to learn how to control your mana. Not just the two basic moves. There is a reason that the game gives you more then two healing moves. With all your healing over time moves you have a cure potency of 300 going out. With divine seal you now have one of 390 going out. Along with cure 1 going out at the same time. You now are smashing a 790 around every 3 seconds. As well as healing your team as well. If you really wanted to add all your potency together per member lets do this. Medica 2 has 50 potency. 200 for a group of 4 total. Regen has 150 (only on tank for this example) now you have 350. With everyone standing in your new asylum that is another 100 per member. So another 400. You now have 750 potency of healing going out between all your team members. 300 of that just being on your tank alone. This is also without divine seal on too. Much easier healing? Very much so.
If you want more help tips on a white mage, you can watch this video bellow and see me healing as a white mage through a 60 dungeon and blowing my cooldowns. At the end of the dungeon I mess up with mechanics but doing so I show you how to stay calm and work through as a HOT healing White Mage. This was not the plan to mess up but it just happened that way. Remember to watch 1080p
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