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  1. #1
    Player
    Nekotee's Avatar
    Join Date
    Nov 2014
    Location
    Uldah
    Posts
    1,574
    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    If you run as whm in dungeon then you should know that you only need 30% of your mana to keep the team healthy
    The 70% left are dps

    My best advice is to teach new dps how to be and how to place themself ti make it heal-friendly
    Like :
    Ranged dps should be as near as possible of melee range because there is no point for them to be away
    And it allow you to use cure 3 and asylum to heal with minimum cost

    ...

    Don't be afraid to let your tank health go down to 30% (if he rotate CD it should take a while to reach that point) them use tetra and regen and you can CS again
    Also do never hesitate to use and abuse benediction i mean... Free ultimate heal with no mana cost
    So perfect

    Whm got the most stronger burst so you should be able to cover up for your friend until they got stuff.

    BTW if you have some Crafter try crafting some 220 piece it's cheap and easy
    And real good
    Because only lore stuff is better
    (0)

  2. #2
    Player
    Parawill's Avatar
    Join Date
    Sep 2013
    Location
    Lavender Beds
    Posts
    366
    Character
    Spark Joy
    World
    Faerie
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Nekotee View Post
    If you run as whm in dungeon then you should know that you only need 30% of your mana to keep the team healthy
    The 70% left are dps
    Please do not give misleading advice when healing is highly dependent on group performance (which includes the healer as well). The amount of MP that can be sparred for Stones, Aeros or Holys is highly dependent on performance (avoidable and unavoidable damage) total group DPS, encounter length (time) and appropriate cooldown usage. To say 70% of a WHM's MP pool is for DPS is very wrong when not keeping in mind of various factors that determine how much theoretical MP should be saved for x, y, and z.

    Healing can be dynamic in PUG groups since there are different combinations of classes & also player skill as well. Situation analysis is very important when it comes to healing, which then allows the healer to gauge whether or not to play defensively (healing with very minimal DPS), aggressively (high DPS, minimum healing) or balanced.

    Here are several examples and thought process that I personally go through when healing in duty finder. This is really just a small portion of so many factors (avoidable damage, unavoidable damage, enmity management, group resource management, positioning, etc), but it should provide some foundation to kick-

    - If DPS is low, encounters will be drawn out longer thus meaning the healer will potentially require to be healed more as more damage is taken due to mobs not dying.

    - If DPS is high, encounters will be shorter, thus meaning there will theoretically be less to heal, which means the healer can dump healing down-time GCDs into DPS abilities.

    Now here comes the other aspect: appropriate cooldown usage.

    - If DPS is low and the tank is not using appropriate cooldowns and cycling them for staggered mitigation rather than stacking (3+ CDs, lol) then not only will the encounter be longer, but significantly more damage is taken. This is amplified by how large pull sizes are.

    - If DPS is high and the tank is not using appropriate cooldowns, there is more leeway to DPS; however, this is highly dependent on incoming damage as the healer still needs to offset the amount of damage dealt.

    - If DPS is low and the tank is using appropriate cooldowns, this is when foresight (the actual word, not the skill) comes in hand. Gauging how much MP that needs to be spent on healing in the next pull and keeping tabs on your MP Refresh resources is very important. DPSing in this scenario is good; however, due to DPS being low, spamming Holy 8+ times will start eating into both healing MP and MP required for the next pull. If Shroud is up, use it if you ever use 2+ Holys in tandem with any consecutive spell that uses MP. Assize should be primarily used as a DPS ability in pack pulls (and as well as a refresh) since you get more out of it through DPS than healing unless in the rare occasion w here you actually need to heal people.


    - If DPS is high and the tank is using appropriate cooldowns, this is generally when you can dump MP into DPSing as mobs will be dying relatively quickly. If there comes to a point in which the WHM is Holying 8+ times with Shroud on CD and Assize on CD, it is important to understand when to stop DPSing (refer to above scenario).

    Now as for your DPS friends, keeping up with gear is important but the most important is really the main weapon. The Heavensward MSQ should be kept up to date, thus providing a nice supply of HQ Crafted weapons for leveling-progression to 60. I cannot really speak for their rotations and what they do as that requires a video (and /numbers/) to help figure out what is going on, but aside from gear and rotations, hopefully they are adapting to burning down the same mob or swapping between single and multi-target rotations respective to the pull size.
    (0)
    Last edited by Parawill; 09-01-2016 at 06:47 AM. Reason: typos