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  1. #1
    Player
    Vallory's Avatar
    Join Date
    Jul 2015
    Posts
    9
    Character
    Valerie Rosewood
    World
    Brynhildr
    Main Class
    White Mage Lv 60

    A1S Healing WHM/AST, any advice?

    We are having so much trouble healing A1S. We're each taking a tank and one prey target.. and we can't even make it to the jump half the time without something going terribly wrong.

    At first, the AST couldn't top the tank off and keep him alive through the tankbuster, so I started helping as much as I could to at least get him topped off and prepared. After mastering that ( kind of.. ) we've got dps dying while trying to deal with prey/tankbuster. I keep Medica II up, but don't really have time to throw anything else out while everything else is going on. I pop divine seal as soon as prey hits, and it takes me 3 Cure II's to keep the prey target alive. Then I throw tetra at the AST's tank before the tankbuster because he's normally sitting around 30%, and heal my tank up before throwing out virus/eye.

    We wiped for two nights and have seen the first jump once. Granted, the dps missed missles here and there, but I feel like the majority of the problem has been heals.
    (2)

  2. #2
    Player
    NorthernLadMSP's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    3,544
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 90
    My group and I run AST and WHM. I'm the AST, and even though we have a WHM, I still go Diurnal.

    Always keep Synastry for Preys. Put Synastry on your tank, and use a couple Benefic IIs on your Prey target - that will keep the tank up before tank buster. Then save Essential Dignity for right after the tank buster.
    (3)

  3. #3
    Player
    Lyrica_Ashtine's Avatar
    Join Date
    Dec 2013
    Posts
    1,132
    Character
    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    Well, there's one gigantic pitfall when it comes to the prey-missiles: You're not switching back to the tanks quick enough. Depending on how well geared the marked players are, two or three basic heals will suffice to keep them alive for the remainder of the missiles. In other words: Don't spend too many GCDs on the marked players, get a good feel how much effective healing they need to stay alive and switch back to the tank.
    (4)

  4. #4
    Player
    DreamWeaver's Avatar
    Join Date
    Oct 2013
    Posts
    351
    Character
    Lucidia Dreamweaver
    World
    Tonberry
    Main Class
    White Mage Lv 70
    Additionally, before the lasers + Gunnery, there's 1 Royal Fount (The laser cleaving move) right after the Resin AoE drops.
    A common mistake among healers is they did not top up the tanks from that particular Royal Fount, instead focusing on dodging the Resin AoE, and then the laser AoE, and then straight away prepare for Gunnery + Preys.
    It is highly recommended to top the tanks up to full right after you dodge the Resin AoE, and before the laser AoE appears.
    (4)

  5. #5
    Player
    Vallory's Avatar
    Join Date
    Jul 2015
    Posts
    9
    Character
    Valerie Rosewood
    World
    Brynhildr
    Main Class
    White Mage Lv 60
    Thank you all for the tips, we're giving it another shot this weekend, so we'll see how it turns out.
    (2)

  6. #6
    Player
    Moldie's Avatar
    Join Date
    Aug 2015
    Posts
    1
    Character
    Little Slugger
    World
    Balmung
    Main Class
    Astrologian Lv 53
    As soon as the resin drops, cast a heal on the tank then regen. Run to the middle, cast synastry on tank, then cast aspected helios. Depending if you did this fast enough, you might be able to squeeze one last heal on the tank before the next step. Now cast regen on your prey target, cast 2-3 heals on them, then cast ben 2 on the tank (essential if he's way too low). Finally, cast disable on his target.
    (0)

  7. #7
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    For preys, here's my rule of thumb: 2 GCDs on the victim (for example, 2x cure II, but less healing is needed as gear improves), then back to the tank. Timing takes a bit of practice. But you should not need 3 GCDs if you time it right. Make sure the target DPS isn't doing something stupid like popping B4B at that moment or they're gonna feel the pain.

    Also, make sure the tanks are timing their DCDs right. Completely topping them up won't help if they eat 24k to the face.
    (1)

  8. #8
    Player
    xenowind's Avatar
    Join Date
    Apr 2011
    Posts
    67
    Character
    Aoi Xenon
    World
    Faerie
    Main Class
    Arcanist Lv 80
    Phase 2
    1. Laser Drops, healer need to ensure everyone topup, and have medica2, Succor, etc
    2. Boss uses AOE, succor again, ensure dps can take some extra damage, then healer move to edge ready to drop resin bomb.
    3. During moving and while boss casting resin bomb, healer cast Adloquium and regen on both tanks. Cure 2 dps if needed.
    4. Resin bomb drops, Healer return to center, cast medica2 and succor
    5. Boss uses aoe, Healer cast medica1, emergency tactics + succor, top everyone up, very important. Then stay away from laser, but still near center, and casting Adloquium on your tank.
    6. Boss Casting Prey, casting Adloquim, stoneskin, regen on your responsible target.
    7. Prey started
    7.1 1st missile drop, Adloquium is gone. Cast Another Adloguium on prey target
    7.2 2nd missile drop, switch to tank, cast Adloguium/Cure on tank
    7.3 3rd and 4th drop, cast cure2, physick on prey target, then lustrate tank
    7.4 5th and 6th drop, cast cure2, physick on prey target, then virus boss, and lustrate tank
    7.5 Cure, physick tank up, medica 2, succor in the center
    8. Boss cast line aoe, healer switch to dps mode
    9. Boss cast aoe, healer uses medica1, emergency + succor.
    10. top up tank, medica2, Adloquim + Deplyment Tatics
    11. Gather and dodge Resin Bombs, cast sacred soil, aoe heal, sheild up.
    12. healer dps, and rotate.

    This is how I play as sch.
    (0)

  9. #9
    Player
    Nekotee's Avatar
    Join Date
    Nov 2014
    Location
    Uldah
    Posts
    1,574
    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    Well we are here to give advice for the whm ? Or the AST ?

    The AST should not have problem except mana management...
    I mean on double prey you use synastrie + disable with focus target macro = tank light survive with half his life
    Then you still have 4 or 5 sec of synastrie left to heal him with a enhanced spell.

    As for the whm... I do not remeber what my co-healer do...
    But i know he use some CD and regen
    (1)

  10. #10
    Player
    Werhusky's Avatar
    Join Date
    Oct 2013
    Posts
    872
    Character
    Nazreen Eby
    World
    Cerberus
    Main Class
    Scholar Lv 70
    Well also depends on tanks and CD rotation... CDs; Holmgang; Hallowed Ground etc need different healing

    As SCH (I know not in that setup) I single heal my tank with physick succor when lasers appear -> Double Gunnery -> throw another succor - > bait resin to edge, dodge Spaser -> succor before Gunnery and after to top up -> Physick on tank -> Physick on Prey -> Lustrate tank -> Adlo prey -> Tank buster uphealing with what I have

    As WHM as you stated try keep Medica 2 up; M2 at laser appear (usually heals up for gunnery) -> bait resin -> another M2 after Spaser -> Regen on Prey -> C2 swapping between tank and prey (prey needs only 2 C2 usually) tank buster... heal up accordingly

    Never healed it on AST so cannot give any advice there... but maybe to Asylum your Coheals tank when you on WHM might help.
    (0)
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