Well let me tell you why. All right, here's a quick and dirty guide of the WHM changes (with appropriate screaming.) Duration in PvP: 12 seconds] Esuna [Removes 1 detrimental status effect] and harder for the enemy to kill their teammates (heavying/binding/sleeping/knocking back/slowing/virusing enemy dps, eye for an eye on teammates being focused, etc.) The complexity has also been toned down to allow the focus to shift back to what is most important in life: crushing your enemy! Obviously being positioned in a good place isn't always going to be possible when you have teammates chasing/losing you but it’s important to keep in mind. Level 28 – Focalization (Slot 3) – Boosts magic damage reduction to 25%) This really helps to pump up your ability to negate casters. Outdated. Adds a Lily to your Healing Gauge for every 30 seconds you are engaged in combat, up to a maximum of 3. This guide is written from a primarily Feast perspective as that is typically the more involved and difficult mode to heal, but I have spent a lot of time in both game types and will try to include tips pertaining to Frontlines as well. One caveat though, Melee can avoid this if they pop fetterward and will make this useless, Tanks can actually give you a stun debuff if you fluid aura them while they have Pushback up. 21 second duration. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. Spam that Cure II button! Aero III [Deals even more Wind damage over time and hits everyone within 5 yalms of its target with more wind damage.] Job Quest, Tetragrammaton Furthermore, ASTs enjoy arguably stronger MP manageability (SCH less so) with SCH having access to Aetherflow/fairies and ASTs having a more powerful Shroud of Saints-esque skill and being able to draw Ewer cards. Knowing when it's safe to squeeze out a repose can be the difference between securing a kill, or letting someone on your team be killed. It's oGCD nature is extremely powerful and unlike Benediction there is no 1.5 second animation delay on the cure. One of your "bubble" spells, this grants a decent regen to anyone standing in it. Also works on Ninja's Raiton and a few of DRK's moves I believe. White Mage Feast Guide White Mage is a healer with a simple kit, but quite hard to master. the ones you can use while running around. Generally speaking, if you can hit 2+ people (who need curing) with this, it is your highest MP/potency spell. Medica I [An AoE (15 yalms) heal that has a 300 cure potency] The best way to use it is to throw it on a DPS that is indicating they are about to burst (i.e. VIT upgrades are an option if you’d like a higher HP buffer. Knowing when to purify yourself/someone else. With a 60 second recast time, you should be using this often. start by kiting and then end up having to throw down a bubble and tank). every 4 PvP levels you get to choose another upgrade). Lastly, SCH and AST have access to a shield-type heal which can favor certain burst heavy match-ups more. You should apply these at the beginning of a fight. Sleep someone next to a very high cliff and then push them off with fluid aura. Depending on how you plan on dealing with the burst (either tanking it or kiting it) this is also the time to throw down a bubble. Usually used to counter mage/ranged LB but can also be useful as a party wide 'purify' or as just a plain ole powerful AoE heal in times of desperate need. Upon learning the trait Transcendent Afflatus, consumption of Lilies will also nourish the Blood Lily. I’m not going to sugarcoat this; without a doubt, healing is the most difficult role in FFXIV's PvP. This prevents that. You will also typically want to cancel it early if you see the dps have left you to start focusing someone else. A 15% nerf to their STR and DEX, this will help reduce their burst damage for the next 10 seconds. Last Update: -document.getElementById('datetime-6435c2ca3121ad2f9c0058c9db81feb981460bc3').innerHTML = ldst_strftime(1607338800, 'YMD'); All descriptions are based on action attributes and bonuses attained by level 80.For further details on changes to actions, please refer to the patch notes. Just know that it's better to be safe than sorry. While its MP cost can be cut in half with an Overcure proc, it still is 100 potency short of Cure II meaning that this spell should really only be used to burst heal 2+ targets. Placing Sacred Prism when you’re expecting an incoming enemy burst. Increases healing magic potency by 20%, while reducing damage taken by self and all party members within a radius of 30 yalms by 10%. Level 32 – Equanimity (Slot 1) Without Cleric Stance this spell does not do enough damage to warrant ever using it. Role actions are abilities common to classes and jobs with the same role. you shouldn't be using this in high dps pressure situations). Similar to Stone II, this spell doesn't really deserve a spot on your hotbar. If you're planning to kite, make sure you're near a wall/pillar to kite around. This along with some Cure II spam should be enough to survive any burst. Although they differ depending on your role, additional actions are shared by multiple jobs. Eye For An Eye E4E [Applies a buff to a teammate such that when they’re hit by an attack, the attacker has a 20% chance to receive a 10% damage down debuff.] Raise [Revives the target with a weakness penalty.] Until you know what you’re doing, I don't recommend keeping this on your hotbar for Feast (but definitely for Frontlines). Level 8 – Attunement (Slot 1) Being able to turn yourself (near) invincible for 10 seconds is really nice. Cons: takes about 1.5 seconds to actually go off meaning you'll probably waste this on a dead body 25% of the time, it also has a 5 min cooldown :^) You will need to gauge how fast someone is dying and basically 'pre-cast' this spell if you don't want to waste it, often meaning you will start the cast when the target is at ~40-50% HP and it will go off when they're at 10-25% HP. Either way, don't spend too much time trying to tab target which one, its important just that you use it ASAP when you see them coming at you. Don't try to hold onto it too long, if used at the beginning of a Feast match (within the first 2 minutes), you should be able to get a 2nd use out of it at the end. There are several factors to consider when gearing up your WHM for PvP: As you play PvP matches, you will earn PvP experience which in turn increases your PvP level. Lastly, it does do a small bit of damage and has no cast time so if you need to chase a fleeing enemy and don’t need to heal anyone this spell can very rarely help secure a kill in a pinch. Using your enfeebles (such as Repose/Blizzard II/Virus/Fluid Aura) to effectively stop or reduce burst before it starts. Increases base action damage and HP restoration by 10%. While the previous upgrades are very set in stone for how important they are, at this point it begins to come down to preferences. Having it on a shorter CD means you’re more likely to have it up when you need it. I shouldn’t have to really say this but you should only be using MND or VIT accessories. A powerful shielding tool for an ally that is being bursted or looks like they are about to be bursted. You can upgrade Divine Breath if you feel like it (but I generally don’t recommend with the first upgrade), other than that you can more or less throw them into upgrading VIT or MND by a small amount and/or grabbing a few small upgrades for some other skills. Grants a wide AoE cure that also completely cleanses any status debuffs. Increases damage dealt and healing potency by 25%, while reducing damage taken by self and all party members within a radius of 30 yalms by 10%. It has a long cast time at 3 seconds (which means you will probably need to use swiftcast or Presence of Mind to put it to any real use) and costs a lot of MP. Great for Cure II spam, or for squeezing out a repose between Cure IIs/Medica IIs/Regens. Second, because of the way the ilvl sync works, it is actually advantageous to be over i190+ in every slot, simply because the secondary stats on your items (spell speed/piety/determination/critical hit) will be capped at whatever the i150 cap is. You typically want to use this on the melee (as they will usually be dishing out more burst) but sometimes you might want to pop it on the tank (if it’s a PLD that is getting ready to stun lock or a WAR in Berserk). Knowing when to purify a stun is a more difficult skill to pick-up and isn’t recommended for a novice. The downside being that it has by default a very prohibitive MP cost as well as a small range for hitting multiple targets at only 6 yalms (slightly larger than a Blizzard II). On the Fire Mage PvP Talents page, you will find an analysis of each PvE talent row to help you decide which talent to pick on each row, as well as an overview of the PvP talents, which advice on which ones to take and under which conditions. If your sleep duration is 4s or greater consider popping your purify. See White Mage Skill Caps for a by-level breakdown of weapon skill limits. It may not seem like a lot on one piece of gear, but altogether over your 12 gear pieces, it adds up. 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