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  1. #1
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90

    Whm help or guide?

    Hiya everyone. So i leveled to lvl 50 whm (started off just wanting the Unicorn, lol)
    And have not yet done 1 dungeon. Certainly not the proper way to do it but went in knowing i did not really want to heal. Well now i am actually ready to take those steps and wondering if some of you would have advise or even a rotation guide somewheres. So far have just been healing in fates as still sort of scarred to fail in dungeons but much appreciated for any help
    (1)

  2. #2
    Player
    Aujo's Avatar
    Join Date
    Mar 2014
    Posts
    38
    Character
    Aujo Mage
    World
    Tonberry
    Main Class
    Arcanist Lv 50
    cure/cure 2 = single target?
    Medica/medica2/cure3 = raid heal? medica2 once then medica medica if the aoe dmg is huge
    presence of mind + divine seal = emergency periods of heal
    stoneskin = mitigation for huge amount of incoming dmg when ur tank is already topped up

    A good way to do dungeon is to go youtube first and watch a vid of that dungeon once or twice to familiarise or get an idea of what is going on. Once u are familiar with the mechanics, it shd be v easy to heal
    (0)

  3. #3
    Player
    Aujo's Avatar
    Join Date
    Mar 2014
    Posts
    38
    Character
    Aujo Mage
    World
    Tonberry
    Main Class
    Arcanist Lv 50
    or theres no fix rotation for heals btw.. healers aint dps
    (1)

  4. #4
    Player

    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    567
    WHM is a reactive healer, so there is no real rotation there. Obviously always start with your buffs (protect/stone skin), and heal as needed. Try to stick to cure 1 and then cure 2 when it procs, medica and medica 2 as needed. Divine Seal is lovely for bonus healing potency. Use shroud of saints when you reach around 70-60 percent MP so that you could safely regen your MP or use it when you gain enmity. Avoid overcuring! always. Avoid using regen before a pull or towards the end of one so that you don't steal enmity from you tank.
    I suggest you first heal through a low level dungeon and then tackle something like Brayflox, which is IMO where you really have to step it up as healer.
    And if you are going to heal end game you pretty much need to get swiftcast.
    Good luck!
    (2)

  5. #5
    Player
    Blazers's Avatar
    Join Date
    Aug 2013
    Posts
    25
    Character
    Jarlaxle Baenre
    World
    Balmung
    Main Class
    Archer Lv 50
    few things

    cure spam is optimal, only use c2s for free off proc or when your tank is sinking. In standard 50 dungeons you shouldn't have aggro issues but you'll want to prepare for end game that actually does need aggro management.

    Regen - moderate enmity generator, never use in between pulls but run it freely while the tank has aggro on a group. If you put it on before the tank pulls those enemies will come right to you

    Presence of Mind - good for dpsing and in times of need, not a great skill all around due to the huge CD on it but has it's uses

    C3 - good on proc, not a great spell otherwise (never use if you can't heal more than one player with it). If your melee/tanks take some damage but range don't you could use it. On proc its not bad healing/mp but its still pricey. I'll be honest, I use C3 on some battles where you are consistently stacking on one person but even then its rare. Definitely the least valuable cure spell in our arsenal.

    SS - i dont agree with casting this mid battle unless a huge enemy attack is coming, even then if the tank is properly geared for the content you shouldn't have to. The MP spent is just too high in my opinion. It's rare you'll see healers cast SS mid battle, even on the tanks.

    Divine Seal - put this somewhere where you can use it frequently. I original used DS in times of need, then I started using it all the time way back, never turned back. The short CD is great!!

    Example: Tank double pulls, use it right away and start curing. Don't wait till they are almost down to pop it. You have presence and benediction for emergency situations. This way you can stay ahead of the healing requirement and use your lifesaver CDs at another time.

    Group healing - apply medica II and don't recast until the regen effect is done. Much better to use good old medica in between.

    Taking aggro - if you do draw in some monsters at some point run them back to the tank. Can't stand when i'm tanking and backline dps/healers get aggro and just stand there (or move the other way). Do your tank a favor and bring them back into his AOE range.

    Shroud of Saints - your lifeline for enmity reduction and MP restoration. Great for dumping enmity when you are using holy with a newer tank. Great for dumping enmity before adds pop on numerous bosses (T4 for example) with many other uses. Starting out in lv 50 dungeons you'll probably need to use this on group pulls until you get some more gear.

    Support abilities - get swiftcast and eye for eye as soon as you can. Getting those also means you have everything else unlocked. Eye for an Eye is great for mass pulls for the tank. Swiftcast + Raise is essential in my opinion for end game content. Virus is another great ability to reduce damage. You'll end up going bliz 2 and surecast for the other two, both are pretty useless in my opinion.
    (1)
    Last edited by Blazers; 03-18-2014 at 03:52 AM.

  6. #6
    Player
    Seryl199's Avatar
    Join Date
    Sep 2013
    Posts
    549
    Character
    Delferia Seule
    World
    Siren
    Main Class
    Astrologian Lv 60
    Regen is the most mp efficient heal you have. In protracted battles you should have as close to a 100% uptime as you can on the tank. Casting regen with divine seal up increases the healing potency for the duration of regen, regardless of whether divine seal wears off before it or not.

    Medica II regen restores a hefty amount of hp over time, usually 2k or more depending on gear, but very gradually. Tune your judgement to determine whether your party can safely tick to full or if regular medica should be used to top everyone quickly. It's also good to note that medica II has a noticeably farther range than medica.

    Unused cooldowns are the same as no cooldowns. You should be using divine seal at least once every pull, even if only for one regen. It's just as important to conserving mp as shroud. Presence of mind, as previously noted, makes for great holy spam (watch out for enmity spikes).

    Healing is more about experience than knowing the strongest rotation. Knowing what spells in your toolkit respond efficiently to the current situation will come once you start playing around with them. If a dungeon or mechanic is giving you trouble, ask what you can do better. If you have a free company available, bring some buddies along for a couple lower level dungeons.
    (1)

  7. #7
    Player
    Vid's Avatar
    Join Date
    Jun 2013
    Location
    Limsa Lominsa
    Posts
    235
    Character
    Iggi Wunohwun
    World
    Sargatanas
    Main Class
    Machinist Lv 90
    There's a lot of guides out there for WHM. But I'll share some Tips.

    Cure 1 - Your main healing spell, to be used on the tanks and party members alike when they take damage, simple, efficient, easy to use. Do not continually spam this spell however unless needed. You want to minimize your over healing as much as possible so you don't pull threat.

    Cure 2 - Great for spike damage that puts the tank or other party members at less then desired HP. Not to be used as your main healing spell though, if you spam this you will end up wasting your mana pool.

    Cure 3 - Perfect for group situations where people are stacked on top of each other. It's pretty much a point blank AE heal that heals people around the target. The radius is very small though, so unless people are stacked up, this spell will just waste your mana. Typically not used very often in normal dungeons. It see's most of its use in primal fights or end-game raiding content.

    Regen - Great spell to put on the tank as well as any dps who just got hit, but won't be taking constant damage after the initial hit. Be careful when using this though, you DO NOT want to cast it on the tank before a pull. This will count as over healing and will end up pulling the enemies toward you as soon as it ticks. Great for Boss Fights, 3 or more trash enemies, or 1-2 big enemies in dungeons that tend to hit hard and have a lot of HP. This will come with experience when to use it though.

    Medica - Your main AE healing spell. If the group suddenly took a big hit you can use this to get everyone back up. Typically 1 or 2 casts will top off most people in dungeon fights, but again depends on what you are fighting.

    Medica 2 - Much like Medica, except it has a lower initial heal, but adds a regen effect for 30 seconds to anyone hit by it. This is great for fights that have periodic AE spike damage, and there's no threat at leaving people at half health, so this can do its job of healing them back up. Again experience and knowing the fights will give you a better idea when to use it.

    Stoneskin - While not a heal, this is an absorption spell that will prevent damage instead of healing it. Great for casting on the entire group before boss fights, and especially good for the tanks because it scales with HP. However the mana cost is as much as a Cure 2, so unless you have mana to spare do not worry about keeping this spell up on people. Great for using on the tank in the middle of a fight if you expect a big hit and they are already at full HP though.

    Esuna - Your only way of getting rid of those pesky debuffs. Typically when a red icon appears on your buff bar or any party members, cast this and it will take it off. There are exceptions to the rule however, not everything can be dispelled, and knowing what can or can't be removed will come with experience. Off the top of my head, Silence, Paralyze, Poison and Slows are the main ones you will have to look out for.

    Benediction - Your Oh-**** spell and typically what we refer to as a cooldown. It's instant cast (when it decides it wants to be), and will heal the target to full HP regardless of their current health or any debuffs on them. Has a 300 second cooldown, so typically will be saved for the tanks. For the most part you will only be able to use it once per boss fight.

    Shroud of Saints - This will give you mana regen AND reduce your current threat on all enemies by half. This is how we regain mana. I would suggest you use this when you have expended 1K-1.5K mana, or if you manage to pull threat for whatever reason.

    Presence of Mind - Increases your spell speed for a 10 second duration. While not the best spell, this can be useful when you are expecting heavy damage on the tank and you just need to get out those cures a little faster. However the long cooldown will typically limit you to using it once per boss fight.

    Divine Seal - Increases your healing by 30%. Again another spell to use for spike damage, and to get people back up quickly. However this has a 1 minute cooldown, and works perfectly with another cross-class ability you will want to have that will be discussed later. While this is active also try to get an extra Regen on the tank. The game works in a way that if you use the buff while a Regen is active it will not add the benefit to the spell, but if you recast Regen, it will have the added 30% potency for the full duration, just something to keep in mind, recast your regen whenever this is active.


    Cross-Class Abilities:

    You will want 4 main Cross-Class abilities as you play your white mage.

    Swiftcast - Level 26 Thaumaturge Ability. This will make your next spell cast an instant cast. This is great for using with Divine Seal and Medica 1 or 2, or even Cure 2 if you just don't have time to get that heal on the tank fast enough. You will find many uses for this spell and should be used often as it has a 1 minute cooldown, which makes it perfect to combine with Divine Seal.

    Eye for an Eye - Level 34 Arcanist Ability. This will give the target (typically your tank) a buff that has a chance to apply a debuff on the enemy(s) attacking them. The debuff will lower all damage they deal by 10%. This is a great spell to use on tanks for boss fights, or big trash enemy pulls. If you know your tank is going to be pulling up to 3 or more enemies at a time, go ahead and toss this on them. Be mindful of the cooldown though.

    Virus - Level 12 Arcanist Ability. Another great ability to have, lowers the STR and DEX of a target by 15%. Good for boss fights if you don't have another Scholar or Summoner in the group who can also cast this. Will lower some of the damage dealt by auto-attacks and other physical abilities from bosses. However the duration is not very long, and will apply a buff to the enemy so no further Viruses can be cast on them for a full minute. Just something to keep in mind.

    Surecast - Level 8 Thaumaturge Ability. Although not used very often (in fact maybe 1% of all fights in the game), this ability will allow your next spell to be uninterrupted. This does not apply to movement though. If you use this spell and begin to cast Cure 1 and then move, you will still be interrupted. This is good for situations where you managed to pull threat and something is coming toward you, about to hit you, but you need to cure the tank. Also good for one particular fight in Coil, but you won't have to worry about that for a while.


    Stats:

    Weapon Damage - Your weapon damage will be one of the biggest stats you will want to upgrade ASAP. If you are using a level 40 weapon while at level 50 your heals will not do nearly as much as if you were using a level 50 weapon. The stats that come with your weapon will always be Mind, Stamina, and 2 additional stats on top of that. So always upgrade your weapon whenever possible.

    Mind - Typically your 2nd most desired stat as it increases all healing done by you. All gear comes with mind, but when deciding to upgrade you will typically want to go with a piece that has higher Mind over all other stats.

    Vitality - Something to be wary of for specific fights, but for most dungeon runs you won't have to worry about this. Typically the only time it comes into play is during Primal Fights and End-Game Raiding content such as Coil. Vitality comes on armor pieces as well as your weapon. You typically won't find Vit on accessories such as Earrings, Necklaces, etc. unless they are crafted items where Vit materia was added.

    Piety - This will add to your total mana pool and in turn your regeneration rate of mana. The more mana you have the higher your mana regeneration rate will be when it ticks. Most accessories will come with piety on them, such as necklace, earrings, bracelets or rings. Even some weapons also come with piety. This is another good stat to have, but once you become more familiar with fights you may find yourself not needing it as much. All comes down to how comfortable you are with your current mana pool.

    Determination - Increases the amount of healing and damage of your spells. Although the tooltip may be misleading if you read it in game, don't let it fool you. This will increase all healing and damage done BY YOU. A great stat to aim for as it increases Regen and Medica 2 ticks as well.

    Spell Speed - Lowers the initial cast time of your spells and the cooldown rate of specific spells by a set amount. A good stat if you feel your spells are a bit sluggish and you want to get them out a little faster. However once you are more familiar with a fight and can predict when damage will come you may find that you don't need spell speed as much.

    Critical Hit Rate - Increases your chance to land a critical hit with heals or damage spells. This stat works with all spells, including Regen and Medica 2 ticks after they are cast. Typically a better stat for Scholars, but has its uses for WHM's as well. Keep in that mind that this is considered an RNG stat though, and should not be relied on.


    Secondary Stat Debate:

    There is much debate over which stat to go for in terms of Determination, Crit, or Spell Speed. Some people even argue that Piety is a far better stat because you will have more mana to cast more healing spells, and higher mana regeneration. Really what it comes down to is preference. Each stat by itself does not add much overall. You will need an abundance of each stat to notice a significant difference in your spells, and even then the amount it changes by is fairly small.

    Determination does add more healing potency regardless, so some WHM's will go this route and be able to heal for just that bit extra. You will need a decent amount to notice a difference in the amount healed though. I personally have chosen this route and love seeing huge heals, but I am also very experienced in each fight of the game, and feel that I don't need the other stats as much.

    Spell Speed again is great for getting your spells out just a little faster. Although you will need quite a bit to notice a difference in your cast times, this can help out for those not too familiar with fights, and healing your group just a smidgen faster. However keep in mind this does not increase the rate at which Regen or Medica 2 tick. These spells WILL NOT tick faster or slower depending on how much spell speed you have.

    Crit is RNG as they say, and can be very unpredictable. While it is nice to see big numbers on the screen its not something you can safely rely on. It also adds to over- healing as well. That being said though it does apply to all spells, including your Regen and Medica 2 ticks, as well as your damage spells.

    Piety is another good stat to aim for if you are unfamiliar with fights, much like spell speed this will give you a little extra leeway on those particular fights. However end-game gear will typically come with a good amount of Piety, so for the most part you shouldn't have to worry about this stat too much.


    Additional Stat Spending:

    You will have a total of 30 extra stats to distribute at your leisure. Although most would agree you will want to narrow this down to the 3 main stats of Mind, Vitality, and Piety.

    Mind is your main stat and will be typically prioritized over the other 2. It adds to your over all healing and anytime you are in a group will scale with your +Mind buff you give out since its based on a percentage of your total mind. Most will invest the full 30 points into this stat, but your mileage may vary depending on your needs.

    Vitality adds to your total amount of health, and in certain fights can be the deciding factor if you live or die. Primal fights in particular will typically have a desired HP amount so you can survive big hits. Turn 5 in Coil against Twintania most people will want 4200-4300 total HP or one particular move will just destroy them. However the choice is up to you how comfortable you feel with your current health pool. Usually by the time you are ready to take on such fights you should be geared enough to not have to worry about Vitality, but just in case the option is there to add a little extra health via your 30 points.

    Piety again is helpful for your total mana and mana regeneration, so a mix of Mind and Pie may not be bad starting out. You can always reset your stat points later using a Grand Company item (I believe it costs 20K seals though). Typically most people will not invest into pie, but again if you feel your mana pool is a little low and you aren't hurting for Seals, you may consider investing into this.
    (3)
    Last edited by Vid; 03-18-2014 at 05:00 AM.

  8. #8
    Player
    Pharazon's Avatar
    Join Date
    Sep 2013
    Posts
    141
    Character
    Pharazon Kensaki
    World
    Gilgamesh
    Main Class
    Conjurer Lv 60
    I have put together several videos that you may find helpful (the info in here is great but incase you want some video and audio here you go)

    white mage guide part 1
    https://www.youtube.com/watch?v=ak0nrdkii-Q

    or my channel in general:
    https://www.youtube.com/user/PharazonsVidstream
    (1)
    Youtube Channel: http://www.youtube.com/c/PharazonGaming

  9. #9
    Player

    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    567
    Quote Originally Posted by Pharazon View Post
    I have put together several videos that you may find helpful (the info in here is great but incase you want some video and audio here you go)

    white mage guide part 1
    https://www.youtube.com/watch?v=ak0nrdkii-Q

    or my channel in general:
    https://www.youtube.com/user/PharazonsVidstream
    OMG I loved your garuda ex tutorial And dat accent <3
    (0)

  10. #10
    Player
    Pharazon's Avatar
    Join Date
    Sep 2013
    Posts
    141
    Character
    Pharazon Kensaki
    World
    Gilgamesh
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by AiChyan View Post
    OMG I loved your garuda ex tutorial And dat accent <3
    Wait! I have accent? I think its you who has the accent!


    LoL

    ps thanks for the kind words
    (0)
    Youtube Channel: http://www.youtube.com/c/PharazonGaming

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