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  1. #1
    Player
    Eisenhower's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    176
    Character
    Meera Khei
    World
    Odin
    Main Class
    White Mage Lv 80
    It depends a bit on what gear level you're rolling with (and that of the tank, of course), but between the two healers you shouldn't even be having mana troubles throughout the fight. Naturally, healing will be harder when learning the fight and extra damage is flying around. From my own experience, the following was enough to keep an i110 tank alive throughout the fight as a i111 WHM:
    • Ditch SS unless the tank is taking a Primary/Secondary head hit with a vulnerability weighing down on them. It's a good spell but also one hell of a mana sink.
    • During the normal attack phase + Resonance Cure I with Regen in the background should be enough to keep the tank alive, with Cure II on proc or when the tank happens to take a crit. Although our warrior tends to pop a cooldown or two during these attacks, our paladin seems to be able to take it to the face without. I use PoM to squeeze in extra Cure I if needed.
    • There is no need to heal excessively during Nerve Gas dodging since the no party member should be taking damage from these. As long as there's a Regen in the background, the tanks should be topped off by the end of dodging unless they're almost dead as the Nerve Gas dodging starts.
    • There is little need to heal the River/Sea attacks since the DPS aren't targeted by any other attacks and the scholar fairy should be able to cover that healing. Though I had to convince my fellow healer to leave the DPS alone on this point.
    During the add phase, I've been assigned to heal the Sphere tank and the raid.
    • Divine Seal + Medica II as the first PBAoE hits is enough to heal and top off all players hit by the attack as well as get them up and going by the second PBAoE hit. At first I was pulling a Medica I or Cure III for the second hit and found my MP suffering as a result. But the HoT component is strong enough to get people up again. Though our scholar does supplement with a Succor sometimes around where the second hit comes in.
    • Regen on both tanks can help a lot when moving around, again using mainly Cure I on the sphere tank. If someone blasts the group with Chain Lightning, a Cure III tends to be enough to heal them up, but our group sometimes just reset to save ourselves the trouble if more than two people die from this.
    • Eye for an Eye on the Sphere tank at the start of the phase might reduce group-wide damage, but I haven't double checked this. Feels right though.
    • SoS at the start of the add phase means I can Shroud again by the end of it or right after Nerve Cloud and end up somewhere around 70%-85% MP.

    In general, use Divine Seal often and make good use of Regen. It's one of our best spells when it comes to single target mana efficiency if I'm not mistaken. Though it does contribute to a bit of overhealing as well if you're adding Cures to the mix.
    (1)
    Last edited by Eisenhower; 11-24-2014 at 04:18 PM. Reason: char limit