This thread is for discussion on the common abilities the 3 Healer Jobs have (and specifically me asking if I got all them right). While there are obvious differences in how they surface and interact, there are still some qualities healers have in common.
And that is all the things I know the healers have in common. Any questions?
- The first move you learn is an offensive spell, due to the way level grinding works, you need to kill mobs. There will also be a 170 potency version of this spell, (I say usually because Ruin II is not only the same potency as Ruin, but the 170 spell is unrelated to the Ruin series. Stone II and Malefic II do fit)
- The 2nd set of offensive spells are DoTs. the first one is instantly cast, while the 2nd one has a castbar as long as the GCD. I;d say that 2 is the standard here, but SCH has 5 DoTs and WHM has 3 the only reason I;d say that is because Aero III wasn't in 2.0 and ASH has no equivalent
- The next set of spells are offensive AoEs. direct damage is the norm, but SCH's AoE potential lies in Bane and Shadowflare alone (Ironically its offensive counterpart has spells that are more in line with Holy and Gravity than what SCH has)
- Finally for offensive spells we have a Spells that inflicts Heavy, folded into one of the above usually or being a standalone spell
- Now for the actually healing spells. You start with a base 400 potency spell. Adequate for most scenarios but you're likely gonna need more
- While certain jobs specialize in one of these 2 types of healing, all three jobs in fact have access to HoT abilities and spells designed to shield from incoming damage based off a percentage. (Stoneskin is based of max HP, not the amount healed like Galvanize and Nocturnal Field) usually these abilities are found in an AoEs ability and a single target ability
- Speaking of AoEs, As a healer you have 2 AoE healing spells, one is just healing while the other grants a certain buff on top of that
- Miscellaneous spells that do not healer or harm are a spell for removing status aliments and a revival spell, both at the extremes of cast time
- Finally for heals there is an off GCD ability designed for healing more than the standard spells used in clutch situations to bring a party member back from the brink of death. They usually have a fixed potency of 600, but one has mutable potency inversely based on the target health's while the other just restores the HP back to max health almost instantly. There may be slightly weaker AoE versions as well
- Now for the oGCDs. To start you have an ability tailed for mana management, mainly my increasing the amount of MP gained per tick. Emnity reduction optional and usualy found in classes that can focus on HoT abilities
- Due to a common cross-class set in Thaumaturge you have access to Swiftcast, which you will likely want because Raise takes too long to cast while keeping the still alive teammates...alive
- Another CS type is one that increases your casting speed, whether by cutting back time off the cast time, or just increasing the appropriate stacks. It won't help with Raise but it would help with the other spells and oGCD weaving.
- And finally a way to increase healing magic potency. thought only WHM has an ability that does just that. The other two have it as a secondary feature to the respectably ability's primary purpose