If I learned anything from Conjurer's storyline, if you DPS the enemy, then they can't hurt the party if they're dead.

Don't save Lucid as an emergency mana restore - Lucid is used as part of your rotation to manage MP.

Once you start unlocking your oGCDs like Benediction, don't save it for an emergency when you spam cure II to the point you run out of mana, use it when tanks get low by purposely not healing them because one Benediction can bring them to full HP rather than a couple of cure IIs - this both saves MP and saves extra GCDs to push the battle faster since DPS per GCD costs less MP - and Stoning the enemies to death (or Glaring) will reducing the number of times enemies can consistently hit the party - which means less MP spent.

When you unlock Holy at lv 45 as a WHM - use Holy at least up to 3 times on adds. Holy can stun enemies for 6 seconds - 3 seconds - and then 1 second. A total of 10 seconds of no incoming damage. That's basically an invulnerability per wave. Between Holy casts you can apply regen and let the regen do its thing, or cure II if the situation is dire.


You can throw a regen on the tanks once they grab aggro - but you can technically throw a regen on them before they grab aggro as long as you run up literally behind them at all times so they can AoE and take that aggro back instantly. The way ShB works is that as long as tank stance is on, tanks generate way more aggro than other jobs so healers don't really have to worry about aggro on a regen pre-pull as long as they run up behind the tank so the tank can pull the mobs off of them.