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  1. #1
    Player
    Hippo's Avatar
    Join Date
    Mar 2011
    Posts
    240
    Character
    Miru Miru
    World
    Gungnir
    Main Class
    Pugilist Lv 60

    How to WHM in T11

    Hi everyone,

    it's H Miru again. I've just started playing WHM on T11 and boy, Hydra hits like a truck!

    I try to mitigate incoming damage by applying stoneskin on both tanks when Hydra is doing nerve gas but find that I run out of MP easily. Also, during phase 2, between the medica, medica2 and cures, I run out of MP quite easily too. Anyway has any tips for T11?
    (0)

  2. #2
    Player
    DreamWeaver's Avatar
    Join Date
    Oct 2013
    Posts
    351
    Character
    Lucidia Dreamweaver
    World
    Tonberry
    Main Class
    White Mage Lv 70
    Would be helpful if you could provide the following details :
    1) What is your max MP?
    2) How much remaining MP do you have when you enter phase 2/3
    3) How many people stacking for Repelling cannon? (Pets do count IIRC)

    The hard hitting attack "Resonance" does not have a cast bar, but the usage is still scripted, in Phase 1 is as below:
    1) Directly After Nerve Gas
    2) After the Stack/Spread Mechanic (Boss will auto 2~3 times before Resonance)
    3) After Secondary Head Mechanic (Boss will auto 1~2 times before Resonance)

    At the very beginning, I think there's a double Resonance that may happen depending on your dps, but kinda foggy about it =\
    (0)

  3. #3
    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

  4. #4
    Player
    Tranquil's Avatar
    Join Date
    Oct 2013
    Posts
    416
    Character
    Rin Shiraishi
    World
    Phoenix
    Main Class
    Warrior Lv 60
    DreamWeaver has some good advice up there.

    I suggest doing the following:

    1) Have an agreement with your Scholar about who tops off each tank during the normal phases, ie. non-add phase. (In my group, I am default healing the PLD and the WHM is default healing the WAR). Only top off the other tank together pre-Secondary Head so they have some nice Stoneskins/Adloquiums on.

    2) Don't panic the heals when you get used to the timings of the boss. Even if the tanks are kind of low pre-Nerve Gas, a fairy will top them off during this time in conjunction with Regen (unless your SCH is a scrub who has the fairy on Heel!). What you said about the Stoneskins during Nerve Gas is a good habit, but don't overkill it if the MP availability is simply not there.

    3) The SCH needs to heal more during the add phase. The WHM should be topping people off with the AOE heals and throw in some complimentary Cures/Regens, but the SCH should try to keep Succor up and support the AOE-heals with fairy buffs when possible (if not using Selene, I swap to Eos at 60%). The SCH should be in charge of topping off both tanks, though you should try to utilize AOE-heals well enough that the Weapons Node -tank benefits of the heal splash as well. Your SCH can recover easily from the MP-strain of the add phase with Energy Draining on the nodes and re-Aetherflowing before Nerve Cloud. Depends on their timings and stack usage, but I try to help my WHM as much as possible during this phase (while DPSing a bit as well), so it's not uncommon for me to dip to 1.5k-2k MP as the Weapons Node and Gravity Node both die, whilst the WHM is at 3.5-4k~. Then I usually double Energy Drain on the Electric Node and have a new Aetherflow coming up pre-Nerve Cloud and I'm back to 3k+.

    What DreamWeaver says about Resonance is true as well: the boss does a double Resonance on the pull and also after the first Nerve Gas, if the boss hasn't been pushed sub-90%. This hits hard. If you do push the boss sub-90% before the first Nerve Gas set has ended, the boss will cast Barofield and thereafter will only do singular Resonances after Nerve Gases. (And as DreamWeaver says, the singular Resonances also happen a bit after Secondary Head).
    (1)

  5. #5
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Key points for me in T11:

    As above, get a game plan together with the other SCH, you both need to pick a tank to heal, personally I healed the War during phase 1/3, and the Pld + orb group during phase 2, don't panic about the incoming damage, whilst it's spiky, it's predictable and overall really not that bad. Resist the urge to mash that Cure II button as for the most part, it's not needed.

    IMO, don't waste your mp stone skinning during nerve gas, better off chucking a round of Aero 1/2 on there.

    I kind of do the reverse of Tranq's suggestion, I handle the brunt of the AE for phase 2 via medica 1/2 whilst keeping my tank topped, I also try to keep regen up where possible on the other tank and SCH, this is to leave the SCH time to keep dots ticking. Whilst this has me ending the phase relatively low on MP, phase 3 is practically a med break by comparison once the mechanics are done right.
    (1)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  6. #6
    Player
    zandervont's Avatar
    Join Date
    May 2013
    Posts
    283
    Character
    Sephaistos Eum
    World
    Cerberus
    Main Class
    Red Mage Lv 70
    Having recently cleared t11, i can chip in for some tips i found useful.
    I'm not skinning as much as i'd like, mostly because it just drains the mp.
    We are also doing ph1 with one tank in front (meaning tank needs to know his cds).
    Medica2 on lasermissile (or after the the spreadmissile).
    I tend to 1st Shroud at 80-83% on boss, so that it's up again once adds pop.
    At 1st phase, cleric + aero + aero2 + fluid on Nervegasses helps out a bit ( 8k dmg done, we beat enrage by 4 sec).

    Add phase is where the fun starts. We got 2 melee + bard + pld at ball, while the rest are doing their job. First Repelling I throw DS medica2, then next one Cure3. On the 3rd Repelling I throw in medica2 + medica (if people are not topped/near topped). 4th is Cure3 time and then 5th I think DS is up again for medica2. For tank healing, I tend to only use cure1 + regen when needed.
    I tend to enter Addphase at around 4,1k-4,5k mp and Shroud on top of that when cd is down.
    Generally Addphase you should leave the other healer (I would guess sch) the majority of tank healing, while you refresh your mp between aoe heals.

    I tend to enter last phase at around 3k mp (Shroud is up after adds are dead). At this point the tanks are dancing together and shouldn't take any massive hits when Resonance is split.
    Again I tend to not skin unless it's really really mandatory (Headcombo).
    Also note, PLD can/should skin themselves on Nerves.
    (2)

  7. #7
    Player
    Hippo's Avatar
    Join Date
    Mar 2011
    Posts
    240
    Character
    Miru Miru
    World
    Gungnir
    Main Class
    Pugilist Lv 60
    Thanks for all the advice!
    (0)

  8. #8
    Player
    PetiteMalFleur's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,252
    Character
    Viva Diva
    World
    Gilgamesh
    Main Class
    Scholar Lv 60
    I know this is a bit late but I wanted to pitch in for any healers working on this turn.

    P1: Resonance: damage split between both tanks. I find cure 3 works great here to restore both tanks.
    Nerve gas: There is no outgoing damage. Most groups expect their scholar to dps and this is a great opportunity to put up dots. As scholar I Aldo both tanks as well.
    Seed of the Seed/Sea: As scholar I prefer to be the one to mitigate this damage by with succor. The WHM doesn't need to aoe heal since there's time for the fairy to top people off.
    Secondary head: Both healers should switch to the OT for this. Aldo is enough to mitigate the damage.

    P2: Tank on the cube should be positioned close to the inner part of the circle so both healers can stack with the group behind the sphere. We split the tanks between healers and both contribute to aoe heals. As WHM just medica 2 every 30 seconds and let your scholar handle the rest of the aoe healing with a succor for mitigation. No need to spam heals on the raid. Everyone is fine to hover around half health while the medica 2 hots tick. Whispering dawn can be used twice in this phase as well. I keep succor up to offset damage from ballistic missile.

    Nerve Cloud: Once the cube and sphere die swap into clerics to help dps the egg. WHM should put up Stone 1 for the heavy effect. Miasma works on it as well. My group does not use stoneskin. All of Eos' cooldowns should be used. Fey Covenant especially must be up. Fey Illumination with Mantra to buff succor and sacred soil. Whispering dawn is also coming off CD. Dragon Kick, Storm's Path, and supervirus on the boss.

    P3: Once damage goes out ignore the raid and top off your tank. Damage is higher here so our WHM does aoe heal through Seed/Sea in the final phase. Sacred soil is also helpful when the raid is split and fewer people can stack to split damage. Nerve Cloud is cast after every even numbered secondary head. All Eos buffs are off CD for it. Other than tethers and the additional Nerve Cloud the rotation is the same as P1.

    Good luck with your kill!
    (0)
    Last edited by PetiteMalFleur; 11-30-2014 at 04:37 AM.

  9. #9
    Player
    Darkseth's Avatar
    Join Date
    Sep 2013
    Posts
    30
    Character
    Professor Darkseth
    World
    Cerberus
    Main Class
    Conjurer Lv 60
    Exactly how i felt when my group started T11.
    Try to keep up Regen on both Tanks all the time. It really helps alot.
    Usually, Regen on Offtank + fairy heals + maybe some small cures are enough. For MT: Regen again + feel free to use ALOT cure1, dont wait for the tank to take damage.
    Use your Cure 2 procs, depending on how low the tanks are, you might also need Cure 2 without procs (spam it if you must, to keep them alive). Of course, tanks should pop cooldowns for resonance.
    During Nerve Gas, Regen should be enough to top them off, while you might stoneskin them.
    Sometime at 75-83%, you might wanna shroud, so its up again during add phase.

    Our bard does TP song, followed by MP song shortly before adds, so Monk gets TP, and summoner + healers get pretty much full MP when entering Add phase - i strongly recommend that. Untill you are familiar with add phase, a WHM can burn easy through 4k MP during that phase. Thats what i did, and i had around 5450 MP during that time (now slightly less, because Yagrush --> T9 weapon.).

    I promise, you will get used to the fight, and having MUCH MUCH less MP problems. Now, untill adds, i mostly never run below 4k~ MP, and at the end of add phase, i have like 2500-3500 left. Enough to presence of mind + Stoneskin everyone (except tanks, them only in the end if its still time), get ready for a divine seal + Cure3 (or medica 2... both works fine) for nerve cloud + a divine seal buffed regen on both tanks.

    During add phase, 1 Medica 2 every other AOE is fine. The rest gets topped off from fairy heals + medica 2 HoT. you are busy enough curespamming both tanks, + again, keeping regen up on both.
    (1)

  10. #10
    Player
    Hippo's Avatar
    Join Date
    Mar 2011
    Posts
    240
    Character
    Miru Miru
    World
    Gungnir
    Main Class
    Pugilist Lv 60
    Hey guys, I have cleared T11. Initially it was tough because the pug I am in choose to single tank resonance - not a good idea if you ask me as a healer because the pld tank with no CD can sometimes get KO from full health.

    anyway, after changing to another pug, i manage to get my clear in 2 tries. just my thoughts, regen is so useful in this fight
    (0)

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