So I made some cheatsheet with tank defence buffs for myself, but figured that it may be handy for other healers.
http://i.imgur.com/qbQvBSR.png?1
Google Doc version
Suggestions?
/Bump if handy
Printable View
So I made some cheatsheet with tank defence buffs for myself, but figured that it may be handy for other healers.
http://i.imgur.com/qbQvBSR.png?1
Google Doc version
Suggestions?
/Bump if handy
Very good resource for new healers.
And now for a little sarcasm......
Its a shame you will never see any of these used by a DF tank.........
Oh those shots :).
You should change Foresight. It doesn't reduce damage by 20%. It just increases physical defense by 20%. Which if I recall, equates to roughly 7-8% DMG reduction (physical only)
This is reeeeeally good to help new healers relating icons to buffs! Nice chart, maybe post on reddit witha imgur source so more people can have access to it!
thx, ima think bout it. atm tweaking it
It is missing Warrior Raw Intuition, and Holmgang.
Should also make note that Holmgang requires a target to bind for the immunity.
Thrill of Battle is actually 20% with the trait ^^
I would add the Walking Dead icon in the Living Dead description, but that's a great idea!
I guess the debuff icon would do? You can grab it here. http://xivdb.com/img/game/013000/013116.png
Also add Blood Price for Dark Knights with the note that when it's up IT'S NOT TIME FOR WHITE MAGES TO START THEIR HOLY SPAM! >< LOL :p
I don't see Awareness here. Nullifies critical auto attacks for the duration. Very good to pair with Raw Intuition for WAR.
oh ok, thx
Pretty much this. I play WHM and DRK on dungeons and the best is just wait stuns to wear off since you'll still get all your mana back anyways. I normally use my Blood Price when second holy hits since there is a gap in stuns between second and third unless Swiftcast is used. Its more of DRK responsability than WHM, I think. But yeah, it could be a nice addition to the chart anyways.
Shield Oath doesn't reduce damage by 25%. It does take 25% more damage to kill one in shield oath, but that's a different story.
Hallowed Ground being described as "immortality" isn't correct. Holmgang would fit closer to the description of immortality as they're still taking damage, but do not die as the effect is in place.
Holmgang doesn't always bind the target if said target is immune. It does root the user to it's current position, however.
Some inconsistencies such as DMG or DD and some skills having untraited/traited references (Convalescence for example) while others are listed as traited by default
It's good for ASTs to recognize Darkside so they aren't wasting an Ewer trying replenish DRKs MP.
Also, did Shield Oath get a defensive buff? It reduced damage by 20% not 25, unless I missed a patch note somewhere O.o
ok, ty for tips.
mostly used original descriptions now; for rest i dont have better idea atm (maybe i just want to keep them too short).
added skills and fixed % in shield oath (no idea how i got it wrong)
The description for Inner Beast is a bit difficult to understand. Could shorten the second part to "+ 300 potency heal".
Also, add Berserk. It's not a defensive, but it's always nice when a healer knows that there's a pacify coming and plans an esuna/leeches for just as it comes off cooldown.
It uses a 300 potency attack, that ignores the tank stance damage reduction, and heals for exactly the damage dealt.
At the moment, the description makes it sound like an uber bloodbath, which it isn't.
I don't think the healer would even care about the healing on the attack. All they need to know about is that it reduces incoming damage.
I would say that it's a 300 potency attack that is concert into hp
There a difference of potency because the biggest the ennemy défense is the lower you will heal because you're damage will be lower
In opposite a 300 potency heal (assize for example) won't be reduce and scale on the caster mind so high heal
thx,
added bersek, and for inner "Reduces DMG by 20% + converts DMG Dealt by 300 potency attack to HP"
i hope thats enough easy to understand
Since the HP is recovered before the healer even sees the buff, seems like the HP restoration effect isn't relevant to the healer. "20% DMG Reduction for 6s" seems like the only bit that'll matter to the healer.
Hi,
Great guide!
I was thinking you might want to add Divine Veil for Paladin:
Upon HP recovery via healing magic, a protective barrier is cast on all party members other than self within a radius of 15 yalms.
Duration: 30s
Barrier Effect: Prevents damage up to 10% of Paladin's maximum HP
Duration: 30s
I know a lot of Paladin's activate it themselves with Clemency, but they don't have it until 58 so from 56-58 it might be helpful then or if they are too busy to cast it too.
thx, can u tell me more about mechanic of DV?
1) task casts Divine Veilm and he gets this buff (icon like this? http://www.ffxivinfo.com/job/paladin...ty=divine-veil)
2) after he gets that buff, how long it lasts, 30s - or 30s just for barrier?
3) if you are udner regen, and you cast DV, do party members get barrier instantly or healer must cast another?
-____________________________-
Regens and abilities won't proc it. Embrace and any other spell based heal will, even a tanks own clemency or cure. The buff gives 30 seconds to be proc-ed and once a proc has happened, 30 more seconds for the shield on other party members.
If you are covering all the buffs that have a defensive nature with the tank classes (like Divine Veil) you may also want to put cover on this list, as its a defensive ability that PLD's bring to the party, and it alters how a healer should act (ie heal) in a situation where its used.
I have seen healers before heal the target of cover before whilst active, rather than the PLD where the damage is actually going. Also healers can be the target of this ability themseleves, so it useful to know not to run away from the PLD whilst they are using this.
Cast: Recast: Range:
Instant 120s 10y
Take all physical damage intended for another party member. Can only be used when member is closer than 10 yalms.
Duration: 12s
The problem is that tank won't adapt that quickly
I let so many tank die because they didn't use a CD to slow their death
And i'm sorry but if a tank die in less than 7 sec (cleric reset + heal cast) it's his fault not mine
I will let die any tank that expect me to cure bomb his ass
All heal should know every single tank CD and know his timing not to push to much
But it's a 2 man dance, if the tank is not helping (like post of the tank especially ex-dps new drk...)
It won't work !
I don't know for sure if this comparison is right. Since the drk need mana for many of their skill for holding hate too, not only for doing damage (especially Unleash, Unmend, Grit, Dark Art). Well you can argue good DRK won't need it, but on DF we have to assume the worst, and some might run out of mana and he will have to wait before next pull.
On the other Hand i made the experience as a Tank that i use all my CD's how they are meant to be (and i'm a former dps main :P) used and most of the Heals in DF still do nothing but waiting until i get finaly enough healworthy dmg. Especially in the EX Roulette are the most lazy Heals.
A good Tank only dies in less than 7 seconds if the Heal wants to DPS to the wrong time.
But i agree that there are lots of loltanks out there and i'm not gonna defend them.
I was under the impression that for a mass pull mana is used for dark arts-dark passage (laser beam of doom) and throwing lots of sea urchins at things (abyssal drain......is that the one?). So i am kind of guessing its more about increasing the damage from the DRK rather than just straight up hold hate as you can use angry insect chorus thing (flash equivalent) to just hold hate. If this is the case, WHM holy spam at start can probably do more dps than the difference the DRK wil make with dark passage and sea urchins.
Buuut i dont really play DRK much so could be wrong........
Also never have this problem in DF since i am usually on AST :)