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  1. #11
    Player
    gehrtalert's Avatar
    Join Date
    Jul 2014
    Posts
    176
    Character
    Bluehaired Bigdude
    World
    Coeurl
    Main Class
    White Mage Lv 60
    Quote Originally Posted by loreleidiangelo View Post
    I'd also point out that while Cure III has SOME situational use, in most cases a Medica will suffice. I only dump Cure III before a boss ultimate IF everyone is stacked AND I have the half-MP proc for it. (So basically, once a year.)
    A good point, to a point.

    It depends on where everyone in your party is located just like Cure 3. If I'm in a party and there's at least 2 people with half health and they're close enough together to hit them both with a Cure 3, that's what gets used. They'll both get back to full health unlike a Medica that would have more overheal than actual heal. This happens a lot more than you would think. All tanks are melee and there's almost always a melee dps in every party. I often cast Cure 3 on myself to be able to hit a few people that are barely without of each others range. I might get a little overheal from it but I feel like it pays off a little better still than Medica.
    (0)

  2. #12
    Player
    DreamWeaver's Avatar
    Join Date
    Oct 2013
    Posts
    351
    Character
    Lucidia Dreamweaver
    World
    Tonberry
    Main Class
    White Mage Lv 70
    My personal preference:
    Medica II > Cure III > Medica I in terms of usage.

    Medica II is Bread and Butter AoE heals.
    Cure III is good if there's SUBSEQUENT damage coming.
    Medica I acts as a combo compliment for Medica II.

    Combo Medica II with Medica I/Assize, very seldom do you require Medica II combo with Cure III (J Waves is the only situation I can think off).
    (2)

  3. #13
    Player
    Simpicity's Avatar
    Join Date
    Aug 2016
    Posts
    34
    Character
    Cup Cakes
    World
    Jenova
    Main Class
    Rogue Lv 70
    Character lvl too low to make a post so I'll ask here.

    How does Piety work as of now?

    Does it still add a higher refresh rate based off stat or is it a boost to MP only.

    Search returns discussions that are a bit dated.
    (0)

  4. #14
    Player
    Nekotee's Avatar
    Join Date
    Nov 2014
    Location
    Uldah
    Posts
    1,574
    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    The answer for piety it's yes and no
    It does add number to your mana pool

    And since mana regen is 2% of your max mana it does enhance the mana regeneration
    But not directly
    (3)

  5. #15
    Player
    Simpicity's Avatar
    Join Date
    Aug 2016
    Posts
    34
    Character
    Cup Cakes
    World
    Jenova
    Main Class
    Rogue Lv 70
    Thank you kindly
    (1)

  6. #16
    Player
    FinaSel's Avatar
    Join Date
    Feb 2016
    Posts
    646
    Character
    Fina Sela'dor
    World
    Carbuncle
    Main Class
    Ninja Lv 70
    I think the best advice is become familiar with each dungeon, trial, boss, every mob pull, and all of the abilities your tank has.
    For example, before using Medica II at the beginning of a boss fight, I ask myself "Does this boss have adds?". Because if it has a lot, they are going to come to you right away, and if you have Medica II on every player and Regen on the tank, they will be hard to get off you (Unless you have Shroud of Saints available).

    Know how many mobs you think the tank is going to pull. Is this a place where they stop at 3 mobs? 6? 9? When you should cast Regen? Cast it too soon and the next mobs will come at you.
    I only use Benediction in the following scenarios:
    1.) I accidentally switched into cleric stance and won't have enough time to switch out to heal the tank.
    2.) DRK used Living Dead.
    3.) More than 1 person's HP is dangerously low. I use Bene and Tetra to bring both up very fast.

    I use Tetra as often as possible in normal dungeons because it saves MP and time.

    I know it be disliked by some people, but I try to DPS as much as possible as a WHM, without letting the tank's HP get below 40% or so. Of course it depends on the situation and how good your tank is. (Always judge how much damage your tank is taking and how much they are mitigating with cooldowns on their first pull) I usually run with a tank from my FC, who uses cooldowns amazingly, so I rarely even have to heal him.

    I open with Divine Seal --> Regen. Cleric Stance on. DPS to my heart's content. If he gets low, CS off --> Tetra --> CS on --> Continue DPS.
    If Divine Seal isn't up, and the tank is going to take many mobs, I also use the bubble heal with Regen (forget the name).
    Don't forget to use Eye for an Eye on large pulls.

    Don't forget Holy has a good stun effect too. This lets you deal damage and gives you enough time to turn off CS and land a Cure (II) on the tank too. But learning the timing of this takes practice and familiarity with the dungeon.

    I wouldn't underestimate the ability of a WHM to DPS. Using Aero III on large groups is very useful, and using "Presence of Mind" with "Stone III" during phases where a boss or mobs are not dealing much damage is useful.
    Personally, I enjoy the Crit stat. It increases my Critical Damage and heals too.
    The key is do not rely on the Crit stat, but make use of it when it happens.

    When I see my heal has Crit, I am able to turn on CS and begin DPSing, instead of needing to cast another heal.

    With Stone III, my Crits deal between 4300 and 4800 damage in expert roulettes and Weeping City.
    Using Presence of Mind and spamming Stone III during a low damage boss phase can be useful, especially when you get several Crits in a row.

    Other advice would be keep MP restoring potions with you. If you die and the co-healer revives you, you lose all your MP. To recover it, use MP potion, Shroud of Saints, Asize when available.

    The final advice is "Remember your main role is to keep everyone alive". Even if you want to DPS (which I do recommend), always prioritize the health of the party. Knowing the fights helps you know when you should DPS and when you shouldn't. Is it okay for the DPS's HP to be at 80% at this part of the fight? Or is another huge AoE attack incoming?

    Situational awareness is key to being successful.
    (2)

  7. #17
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Is Cure III only for stacking? I can very seldom find a use for it outside of that unless its a raid or trial with a lot of melee. The range on it is verrrry small and I feel like it's a waste if it doesn't at least hit 3 people.
    (0)

  8. #18
    Player
    randysquirrel's Avatar
    Join Date
    Apr 2014
    Posts
    757
    Character
    Phoenix Silver
    World
    Odin
    Main Class
    Alchemist Lv 60
    As with all roles, learn the encounter. Learn when the big hits are coming, and learn how long you have to get people up. Plan CD usage accordingly

    Small, ongoing damage might be able to covered with a simple medII, whilst a massive hit with the need to get everyone topped immediately you're going to need your cureIIIs if your group can stack, if not, get medII ticking then medI, with/without POM/DS as necessary

    also not sure anyone else has mentioned... watch your aggro. WHM takes the role of main heals more often than not, with your co-healer probably only dipping in to help out when it's necessary. Shroud's effect of dumping aggro can be as important as its mp regen
    (0)

  9. #19
    Player
    Nekotee's Avatar
    Join Date
    Nov 2014
    Location
    Uldah
    Posts
    1,574
    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Jonnycbad View Post
    Is Cure III only for stacking? I can very seldom find a use for it outside of that unless its a raid or trial with a lot of melee. The range on it is verrrry small and I feel like it's a waste if it doesn't at least hit 3 people.
    99% of the time the group should be stacking unless mechanics require spreading
    Ranged player should be in melee range because they do not gain bonus from being far away

    And be careful on your statement
    Cure III range is huge !!!
    It's just that many people compare it to medica range which is dumb
    Cure III got more or less the range of asylum around you

    Plus it cost as much if not less to use cure III on two people than 2 cure II

    It is a go to spell !
    That's the whm treasure ! The only reason i appreciate the whm
    Because the rest is meeeeh
    (0)

  10. #20
    Player
    Parawill's Avatar
    Join Date
    Sep 2013
    Location
    Lavender Beds
    Posts
    366
    Character
    Spark Joy
    World
    Faerie
    Main Class
    Astrologian Lv 80
    Shroud of Saints at level 60 heals for 707 MP per tick for a total of 3,535 MP (707 * 5 ticks). This is the same with Luminferous Aether, which is the Astrologian counterpart. So basically if you spend 3,535 MP within 15 seconds or drop below (MAX MP - 3535 MP), use it.

    If there are enmity issues, either you're overhealing, establishing aggro before tank can establish aggro or your tank isn't generating enough enmity. Most of the time you will not need it to drop enmity, but be wary of the flow of the fight and adapt accordingly.
    (0)

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