DEVTOME.COM HOSTING COSTS HAVE BEGUN TO EXCEED 115$ MONTHLY. THE ADMINISTRATION IS NO LONGER ABLE TO HANDLE THE COST WITHOUT ASSISTANCE DUE TO THE RISING COST. THIS HAS BEEN OCCURRING FOR ALMOST A YEAR, BUT WE HAVE BEEN HANDLING IT FROM OUR OWN POCKETS. HOWEVER, WITH LITERALLY NO DONATIONS FOR THE PAST 2+ YEARS IT HAS DEPLETED THE BUDGET IN SHORT ORDER WITH THE INCREASE IN ACTIVITY ON THE SITE IN THE PAST 6 MONTHS. OUR CPU USAGE HAS BECOME TOO HIGH TO REMAIN ON A REASONABLE COSTING PLAN THAT WE COULD MAINTAIN. IF YOU WOULD LIKE TO SUPPORT THE DEVTOME PROJECT AND KEEP THE SITE UP/ALIVE PLEASE DONATE (EVEN IF ITS A SATOSHI) TO OUR DEVCOIN 1M4PCuMXvpWX6LHPkBEf3LJ2z1boZv4EQa OR OUR BTC WALLET 16eqEcqfw4zHUh2znvMcmRzGVwCn7CJLxR TO ALLOW US TO AFFORD THE HOSTING.

THE DEVCOIN AND DEVTOME PROJECTS ARE BOTH VERY IMPORTANT TO THE COMMUNITY. PLEASE CONTRIBUTE TO ITS FURTHER SUCCESS FOR ANOTHER 5 OR MORE YEARS!

Armoury System - Conjurer

Conjurer (CNJ) is the basic Class of the Job White Mage (WHM) and both are exceptional Healers. However, WHM is massively more powerful at healing at the slight hit to flexibility for damage dealing that CNJ allows. However the difference in their dps potential is really quite negligible in the grand scheme of things and as a result there’s never any reason that a WHM shouldn’t be used. WHMs heal for more, have Regen which a CNJ does not have and even has Holy which is another avenue for damage dealing, even though it’s AOE based, which is again something CNJ simply does not have access to. Usually the differences between a Job and a Class aren’t quite this wide, however in this case it is.

That doesn’t mean that CNJ however is a poor Class, it just provides a very stable base for WHM to build off of. At Level 30 it’s highly suggested that you switch to WHM for the additional benefits that it provides without really many drawbacks. CNJ is a great Healer, in fact it’s a stronger Healer than SCH. This is because WHM has a lot of additional benefits that grant it strong heals at the cost of speed. SCH can typically cast a little bit faster but it gets most of its abilities from pre-emptively applying shields and barriers with their heals to mitigate damage such as Succor having half of its healing power coming from an actual cure that recovers HP and the other half coming from a shield that prevents or rather nullifies an amount of damage equal to the amount of HP cured.

WHM on the other hand simply drops a massive heal, easily topping 3,000 HP healed with a critical hit and even further when both the WHM and the target buff themselves to have higher healing ability. WHM is the king of healing and AOE healing, SCH is great at more protective and regenerative avenues but they cannot match the quick and decisive healing prowess of WHM. That alone is the prime difference between WHM and SCH. That and WHM has no active or easy way of recovering MP unlike a SCH, they also don’t have some of the crutches that a SCH has to rely upon, like Aetherflows which they can use to recover MP or use to instantly recover 20% of a target’s HP, or use Sacred Soil to mitigate 10% of damage for all within the bubble. WHM is more about direct, powerful healing.

As a result of that CNJ and WHM benefit greatly from MND, DTR, and Spell Speed as they all grant a great increase in potency and the last allowing WHM to speed up their slower heals as they’re already slower than SCH’s on average. This allows them to get more benefit from Spell Speed than a SCH would and it also impacts their recast and casting speeds more than a SCH. This is why even though the two share a role such as Healer, they often need completely different gear and such rarely ever cross over onto each other for competition with the same gear.

Not to mention that a SCH and a WHM work much better together than two WHMs because they each cover the other’s failings while their strengths complement one another very well. Whereas a SCH has weaker heals they have barriers that also negate an amount of damage equal to the amount healed, because of this they are pretty much useless if you have two SCHs because shields will constantly get overwritten before they’re expended or used. Additionally two SCHs would have to work much harder to keep people’s HP up and therefore spend more MP and time doing something that a SCH and WHM together would have a much easier time doing.

Whereas a SCH really only has Succor for an AOE heal, which is a 150 Cure Potency with a barrier erected around each person equal to the amount healed, a WHM has multiple ways to AOE heal. Chiefly among them is the Medica line of spells, Medica allows a strong 300 Cure Potency to heal themselves and all around them, equaling the same amount of curing power as SCH’s Succor but instead of healing half the HP and giving a shield for the other half, a WHM heals double what a SCH would, making that shield even more useful because it doesn’t rely on their max HP or current HP to work. What that means is that if a WHM brings somebody up to full HP and a SCH then casts Succor, the shield will still take effect, even though they were over cured and weren’t able to benefit from the increase in HP. In effect they actually have a small stoneskin (or large depending on their cured amount and max HP) with that shield that can be relatively easily casted again. Together a WHM and a SCH both heal more than they could alone.

Two WHMs would find that their cures are often over curing one or more people and thus they’re wasting MP because as soon as that cure lands the person can take damage and that MP is wasted because it provided zero protection against the imminent threat. Additionally two SCHs wouldn’t heal enough on their own and have to expend nearly twice as much effort and MP to equal the efficiency of a WHM, and yet their shields would constantly overwrite and therefore be nearly as useless as two WHMs who constantly keep maxing people’s HP. Except the SCH has to work harder on top of that, and even though the shields are more effective than just capping a person’s HP, they still aren’t as nearly effective as they should be.

When a WHM and a SCH work together however, the WHM can land the big heals, the AOE heals as well while the SCH provides proactive protection against future attacks. These spells by SCH have a very high synergy with WHM, working not only with their stronger heals but also with Stoneskin and that makes them invaluable to pair up together. WHM also has Medica II and while it doesn’t cure as much as Medica does, it has the added benefit of having a very long (30 second!) regen that stacks with Regen (the spell) at the cost of only 2/3 Medica’s healing power. Over time the 50 potency of regen gives the equivalent of a 500 potency heal, making the grand total 800 cure potency for all people in range. As you can see the two work immensely well together and while WHM can cure harder and do more AOE healing, they actually *lose* efficiency when they’re paired up instead of paired with a SCH.

This is because the game was largely designed around an 8 person party (Full Party) utilizing no more than one of each Job or Class. Because of this, they designed several of the Jobs with a sort of synergistic ideology behind them. PLD works better with WAR than either would if they doubled up. DRG works better with BRD than either alone, and SCH works best with WHM. Some Jobs don’t have quite the same amount of synergy, like MNK currently has no additional synergy with other Jobs or Classes, and neither does SMN or BLM really, though they all are strong Jobs they’re more standoffish than the previous examples. However they are more the exception than the rule, more than likely because the Jobs coming out are set to be synergized with them.

Going further, SE made it very plainly clear that they do not like Job stacking, which is the act of stacking or having multiple people go as the same Job to one event, like having three MNKs instead of a varied amount of DPS. They made it known, not only by saying so directly but also by inflicting a nerf to the accumulation of the Limit Break Bar. The Limit Break bar will accumulate normally if you don’t have doubles or more of the same Class or Job. If you have one double, such as two BRDs or something of the sort, your party’s Limit Break will grow more slowly. And for every single double you have over the first the Limit Break gauge will move continually more slowly, building up at less than the rate it should. This can really throw off a lot of various strategies as many people rely on the Limit Break to be used at a very specific time within the fight to give them the push that they’ll end up needing.

A Quick Note on MP Values

Because the amount of MP varies based on the Level of the player I’ll only be including the MP values for Level 50 players as it is most pertinent for the majority of the player base. In the event that the Level 50 MP value is for some reason unknown, I’ll list the base MP rate and name it such.

Stone

  • Type: Spell
  • Level Acquired: Level 1
  • Description: Deals earth damage with a potency of 140.
  • Additional Effect: Heavy +40%
  • Casting Time: 2.5s
  • Duration: 20s (PvP 12s)
  • Recast Time: GCD
  • Cost: 133 MP
  • Combo Bonus: N/A
  • Notes: While it may not seem like much, Stone actually packs a fair punch for its associated MP cost and the bonuses it gets. Heavy allows the starting CNJ to get out of reach of any aggressive mobs that are coming out at them and at the same time sustain a high damage rate on them by casting and backing up a bit. By constantly doing so the starting CNJ gets an idea for the safety zone between them and the mob which comes in to play greatly in endgame events.

Another noteworthy mention is the Heavy effect which is a 40% slowing of movement speed, making it exceptionally easy for a CNJ to get out of the way. Furthermore, there are some fights later in the game that *could* make good use out of Stone’s Heavy, but a WHM would be so swamped with keeping their party alive at that point that they really wouldn’t have the free time to make sure that the mob got the effect, and even still there’s the chance that they won’t hit because until very recently there wasn’t any accuracy on any Healer gear, making them horribly inaccurate unless properly built for added accuracy with their gear sets and food to be able to swap to Cleric Stance and hit for a decent rate.

Even still, Stone, while it’s not terribly bad isn’t useful in endgame for the above reasons and you’ll likely experience the same waning interest in using Stone in favor of using it’s bigger brother, Stone II which has 30 more potency but lacks the Heavy effect.

Cure

  • Type: Spell
  • Level Acquired: Level 2
  • Description: Restores target’s HP with a Cure Potency of 400.
  • Additional Effect: 15% Chance next Cure II will cost no MP. (Need Freecure Trait)
  • Casting Time: 2s
  • Duration: 15s
  • Recast Time: GCD
  • Cost: 133 MP
  • Combo Bonus: N/A
  • Notes: The main ability of WHM and CNJ. Cure allows them to perform their function and as such it is absolutely integral to everything that they do that they know how to cure properly. Firstly, it’s important that you use Cure as much as possible compared to your stronger, more MP hungry cures, like Cure II, Medica, and the like. While they’re strong, they will sap your MP faster than you can imagine. And with only Shroud of Saints to provide any sort of MP recovery WHM needs to be as MP efficient as they can. They aren’t like a SCH where they can easily regenerate MP through Aetherflow and other means. They have literally only one method of recovery and it’s tied to a very specific cool down. Not only that but Shroud of Saints is very useful for the enmity reduction as well and should not only be used as a refresh aid. If you are using Shroud of Saints to recover MP primarily then you’re likely not optimizing your rotation enough or your partner Healer isn’t doing enough to keep the load relatively even between the two of you.

The general, working theme of WHM is that they’re capable of throwing out big cures, and that’ll make you believe that you’re supposed to be using Cure II instead of Cure spam but that’s where the thinking goes a bit haywire. In reality you use Cure as often and as much as you can - except in clutch moments where your Tanks or party members are dying or taking far too much damage that Cure cannot handle. Over time a Cure being consistently cast is going to make a much bigger contribution than you think, particularly when you include the 15% chance (1/6 Cures) granting a free Cure II.

It’s that specific mechanic that makes WHM cast Cure so often when they could cast Cure II. It’s also why Cure II is so damn expensive compared to Cure. Because of its expensive MP cost, WHM’s utter lack of significant refresh and an overall inability to be MP efficient as SCH, WHM has to rely on the procs from Freecure more and more as they level up. Because of this Cure becomes the mainstay rather than an old antiquated spell that eventually doesn’t ever get used again. It’s the same reason that BLM’s use Fire spam instead of Fire III, well similar if not exactly the same, they’re adjacent issues that revolve around the way the game is worked with the mechanics designed in such a way for each specific Job.

That being said, WHM gets great use out of Cure and though Cure does cast relatively fast at 2 seconds casting time, they get more out of DTR and Spell Speed than a SCH because they have no way of easily boosting their speed. SCH’s get a trait later on that gives them a chance to boost Spell Speed by 30% if their fairy lands a Critical Heal, which is nothing more than a healing spell that managed to crit like any other sort of damage or spell in the game. But WHM doesn’t have that, and all their other spells are much slower than 2 seconds casting. This gives them more power behind Spell Speed because they have a slower starting point, and one of the cruxes of Spell Speed is it’s relatively anemic when you’re already pretty low in terms of casting or recast speed. If you’re trying to get as much HP out as possible for a SCH you’d be better off with Critical Hit Rate and DTR or something of the sort. On the other hand a WHM would be better off with Spell Speed, DTR and a bit of Piety if they can find it because of their need for more MP, whereas SCH has more than one way of getting refresh.

This means that even though Cure is a 2 second cast you’ll want to build for Spell Speed as well as DTR, but not Critical Hit Rate. It’s too much of a waste for the gains you get and there’s nothing specifically beneficial about having a good Critical Hit Rate on WHM compared to a SCH who gets a double efficient barrier for adloq, and their fairy buff that has a chance of procing.

It also means that a WHM is going to spend about 70% of their time just casting Cure, and then using Cure II as it’s needed and especially holding onto that Freecure proc whenever they get it so that they can unleash it when it’s needed most. Remember that the duration of a Freecure proc isn’t infinite and you do have a time window. Fortunately for you as a WHM however is that you’re able to use Cures while you have Freecure up and at the same time you’re safe in the knowledge that your party (particularly your Tanks) are going to be taking so much damage that you can’t let your eye off them for a second. So odds are very high that you’ll be able to almost immediately use that Freecure and in doing so you’ll get the Tank’s HP up higher and get a little bit of a breather. Because you just used a Cure II without wasting any MP and because their HP is so much higher you can feel free to take a bit of a relaxed look at your party frame and see who needs your attention next. Odds are it’ll be the same Tank that you just healed, honestly they take ridiculous amounts of damage and it makes me question why they’re even called Tanks. They’re increasingly more like sponges that can barely take a hit better than any other player, but just happen to hold the monster’s attention and have a substantial pool of meat to be pounded upon without dying. That being said, even if your Tank is at full HP you’ll likely have somebody *else* to cure and so your work is never truly over.

If for example you are incredibly lucky and somehow manage to have everybody at full HP including your Tanks, then if you like you can take a bit of time to do pretty much nothing. By standing still and not doing anything you recover more MP than you normally would have and since you already healed somebody relatively significantly you’re able to recover more MP and get a net positive going until somebody’s HP falls. Because Cure II is anywhere in the ballpark of 3,000 HP with a geared WHM and most monster hits for endgame bosses are around the 1,500 to 5,000 range (the former being normal auto attacks and the latter being mostly hard hitting weapon skills or spells) every few seconds, a WHM doesn’t really have the luxury to stand around and recover their wits and MP. Which, consequently both happen to fail or drain at the same time. It is incredibly unlikely as a Healer that you won’t begin to hate your entire party, whomever they are because soon you’ll begin to only see the mistakes they make that force you to heal them more than they should need, draining your MP and your sanity in equal measure.

Aero

  • Type: Spell
  • Level Acquired: Level 4
  • Description: Deals wind damage with a potency of 50.
  • Additional Effect: Wind damage over time with a Potency of 25.
  • Casting Time: Instant
  • Duration: 18s
  • Recast Time: GCD
  • Cost: 106 MP
  • Combo Bonus: N/A
  • Notes: Aero is your go to DOT, because it’s so easily cast and requires not time you can move around and cast it and still be fine unlike pretty much every other spell that exists in FFXIV: ARR. It’s not particularly strong however with only a combined potency of about 200 depending on lucky or unlucky alignment of ticks with the FFXIV: ARR server’s internal DOT clock. You can find out more about how DOTs work here: FFXIV’s DOT System if you’re so inclined.

That being said, Aero is still a very handy tool and one that isn’t very costly compared to many of the other spells that will be going around. With the recent advent of having additional amounts of accuracy placed on Healer accessories and pieces of equipment it’s easier now more than ever to be able to actually hit and land DOTs and enfeebles on bosses in endgame as a Healer. Of course whether or not you have the free time to do so is completely another topic!

However, if you do have the free time to spend slinging a few DOTs or enfeebles or nukes out then you’ll be richly rewarded because people are never expectant of a WHM to be able to deal damage. And with the use of Cleric Stance (which we’ll get to later, right after this in fact!) you’ll have a decent power behind all of your nukes. While it may not seem like much, every little bit of damage supremely helps people to push past early DPS checks and races when gear is at an all time low and people generally don’t know or feel comfortable enough with the encounter to use their full rotation to its greatest efficacy. You’ll find that your DPS particularly are far more reserved when going into a new encounter and this causes the DPS races and checks to generally fail or go much more slowly and make things harder on you and your Healer partner.

But it’s not their fault! They’re being cautious because they know at any moment a mechanic they’ve never seen before could blow them from full HP all the way down to zero. Either way, the DPS need to get a better feel for the fight before you can expect them to go full out. Every time they do anything they have to be watching everywhere at once because they know of very little or nothing of the fight. Sometimes it’s even worse when they do know something of the fight because then they’ll be always watching for that one item to happen but be generally blind to everything else.

That being said, it is your job to heal them and recover them from their own stupid mistakes whether intentional or completely and adorably ignorant, like a puppy chasing a skunk almost. You need to care for them and keep them alive at all costs even if you dislike them, or one of them is loud and obnoxious. This isn’t the sort of job that’s for the weak of heart or mind! As stated above however, the major benefit of Aero is its ability to be able to instantly get cast instead of having to have a casting bar pop up.

Cleric Stance

  • Type: Ability
  • Level Acquired: Level 6
  • Description: Swaps current INT and MND attribute ratings, while increasing potency of attack magic by 10% and reducing potency of healing magic by 20%. Effect ends upon reuse. Cannot be used in PvP areas.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: Infinite, use ability again to deactivate.
  • Recast Time: 5s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Cleric Stance is pretty much your “go-to” for being able to fling a few nukes at whatever is making your day unhappy. Or, for that matter an unhappy day for the rest of your team, but more than that it provides you with the capacity to deal damage *without gearing for it specifically*. I simply cannot state that fact enough. This one specific ability allows you to switch your MND and INT, making it *less effective* if you put points into INT and the same goes for trying to gear to specifically deal damage. What you might not understand is that *almost every other MMO out there* makes you gear specifically for dealing damage a particular way.

Even Tanks in FFXIV: ARR have to do this, if they want to actually deal decent damage they’re going to have to gear specifically to pump out higher damage numbers, often at the cost of their tanking ability to one degree or another. This is a careful balancing act that has to be done with the consent of the party and overall a very careful hand. Too much one or way or another completely ruins the whole thing. While WHM doesn’t have to specifically worry about that, they can just pump as much MND as they can and they’ll get a significant amount of INT when they use Cleric Stance. Additionally they get another 10% boost to their spell’s damage.

Of course it does have the drawback of a 20% healing penalty. Either way you look at it though it’s very useful and the only major detriment is the 5 second cool down. For whatever reason it’s not a GCD or nearly instant GCD which makes it pretty annoying to use when you want to drop one or two spells at most and then go back to healing. It means that you’re stuck in your stance for that five full seconds no matter what you want and any healing done within is going to be relatively weak compared to your normal fare.

This is particularly going to be a problem when you accidentally hit Cleric Stance when using another button and you won’t be able to immediately swap. This is further compounded by the fact that there seems to be some significant amount of lag with using Cleric Stance, which makes you go into the mode but doesn’t let you know it soon enough and you end up hitting it again at some point and then the game seems to catch up at times and you’ll drop in and out or out then in when you wanted just one or the other instead.

The utility of Cleric Stance is particularly useful when your DPS don’t quite have the power or rotation polish yet to be able to do some of the harder DPS checks. A good example is from the very beginning of FFXIV: ARR in Turn 4 where the first Dreadnaught that came down needed to be killed very quickly and often required the help of both healers slinging various nukes and DOTs at it along with every DPS chugging a stat potion to give them what little boost to their overall DPS that it could.

In a situation like that your Cleric Stance and additional DPS is going to be absolutely invaluable being able to clear a DPS check or race is as much a total team effort as it is for the singular people who put forth their best gear and rotations possible. If everybody contributes then the whole team benefits. When people stick to their specific roles, such as a Tank not trying to deal a bit more damage, or a Healer just sticking to casting cure when they should be able to handle themselves enough that they could deal a bit of damage for even a few seconds and choose not to, then DPS checks and races become more difficult. Remember that you only need to beat the check by 1 point of damage. So long as you do that it doesn’t matter where the damage comes from and most importantly the time doesn’t care if you’re a Healer casting Aero for an additional 300 total damage or if you smack the mob with your staff for an additional 15 damage. If that 15 damage takes you over the DPS check of the mob or kills whatever you’re supposed to be killed then it doesn’t matter who did it, you beat the DPS check.

Like I said before, Cleric Stance is incredibly useful and without it I’m sure many groups would have struggled and fail to clear several encounters in their statics and Free Companies. It’s not because people aren’t as good, but more so that the game is designed to allow the Healers to actually damage the mobs when it’s necessary and in certain times it is very necessary. In the event listed as above if the Dreadnaught was nearly dead by 15 HP but everybody else was on cool down, and your WHM hit it to finish it off, then that allows you to pass the DPS check whereas if not you would have failed. This is a crucial point to understand about WHM and really about the game in general, it doesn’t matter who is doing what, everybody can help each other to complete a common task or work towards a common goal. It’s one of the threads that remain pretty consistent throughout the entire game, so keep that in mind when you’re blaming your DPS for not dealing enough damage, and at the same time when you’re upset that they’re not avoiding more attacks like you’d prefer, so you don’t have to heal them as much.

Enhanced Mind

  • Type: Trait
  • Level Acquired: Level 8
  • Description: Increases MND by 2.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Nothing particularly special about this, yay more MND, more healing and more damage with Cleric Stance up though!

Protect

  • Type: Spell
  • Level Acquired: Level 8
  • Description: Increases the physical defense of all party members within range of target.
  • Additional Effect: N/A
  • Casting Time: 3s
  • Duration: 30m
  • Recast Time: GCD
  • Cost: 266 MP
  • Combo Bonus: N/A
  • Notes: Protect increases the defense of all party members, and while it’s important to have on you’ll later get an increase to its effectiveness by getting a Shell effect. And while I’m fully aware there isn’t actually a “Shell” spell in the game, for those of you who are familiar with the language of the Final Fantasy series you’ll recognize Shell as the spell that reduces magic damage taken. Effectively in this sense Shell acts as a Magic Defense boost. Protect gives a 15% boost to the defense rate of all who get it applied, so obviously a PLD or a WAR are going to get the majority of the benefit. Unlike FFXI where Protected added a relatively static amount of DEF and Shell added a static amount of Magic Defense, this is entirely different, causing you to gain more benefit only if you already have a relatively high amount of Defense and Magic Defense as it is. Being that each point of DEF and MDEF give you around 0.044% total damage reduction, 15% more of that isn’t going to be a massive amount. With 800 DEF (something Tanks cannot yet get, but might be able to soon enough in a patch or two) you naturally already have a 35.2% damage mitigation to physical attacks (same for magic attacks if you’ve got 800 MDEF which is an entirely separate stat!). 15% more DEF and later on MDEF with the Proshell trait gives you access to an additional 120DEF making your total DEF 920 and increasing your total mitigating factor by 5.28% to roughly 40.48%.

However if you’re say a MNK instead and only have 450 DEF then things are going to look quite a bit different for you. At 450 DEF you’ve already got a 19.8% mitigation, with 15% from Protect you’re looking at an additional 67 DEF, which provides 2.94% more mitigation for a total of around 22.74%. While that’s not as much as the WAR gets by far, it’s still better by far than to have nothing at all. In fact the percentage increase in MDEF and DEF later on as the game matures is going to provide more statistical advantage over a static amount like how FFXI is. However, because of that you also get a pretty nice solid linear line of improvement over a more stepped or parabolic increase that you’d get in many other MMOs.

That being said, Protect is just one of those things that you have to use and always keep around. As a WHM you’ll be using it exclusively because later on you get Proshell which grants the same +15% boost to MDEF which is a pretty massive necessity since almost every single fight out there does some sort of magic damage that you’ll want to negate as much as possible. Protect is just one of those spells that you can’t oversell and yet at the same time there’s really not much reason to talk about it at length. It’s an incredibly easy spell to cast, it does wear off when you die however so you’ll need to recast it on anybody who dies in the middle of combat and gets raised, and of course during wipes but you should get into the habit of casting it as soon as you enter any sort of dungeon or event anyways!

That being said Protect is automatically a party wide buff that gets cast in an AOE even if it takes a few seconds to cast, and the best thing about it is that it’s got an absolutely HUGE range on its AOE. Which means even when you get annoying people running away or those people, you know the type, that run as soon as an event or dungeon starts without waiting to greet each other or even to get a buff? Yeah, those types. They’ll get protect too! Even if you didn’t really want them to. They’ll get it and that’s one less bit of work for you, because who honestly wants to have to *rebuff* when it wasn’t your fault that not everybody was in the same area to begin with? You’ll never really need to say “Gather Together” again like in FFXI!

Medica

  • Type: Spell
  • Level Acquired: Level 10
  • Description: Restores own HP and the HP of all nearby party members with a Cure Potency of 300.
  • Additional Effect: N/A
  • Casting Time: 2.5s
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 638 MP
  • Combo Bonus: N/A
  • Notes: Medica is a large AOE cure, and as such it costs a whopping 638 MP at Level 50. This is because you’re basically getting an equivalent Cure Potency of 2,400 when you realize that you’re not just casting on one person but all 8 people together if you’re properly lined up. Of course, unlike Protect you’re actually going to need to get all your party members who want or need to get a heal to be close to you, much, much closer than Protect requires. The most effective way is just to go into the center of your group, near your tank but making sure to stay behind the boss’ back so you aren’t clipped by any frontal abilities that should only hit the Tank(s), and then tell everybody to stack up together. By doing so you’re allowing them to see that you’re getting into position and if you’re able you should tell them to stack up prior to getting into position because that’ll help head off the lag from talking or typing it out and then moving between them getting the message and seeing you move. That way you’ll be in position and they’ll know to follow you and stack up together making it a lot easier for you to hit them all with Medica.

However, you should pay careful attention to your Enmity because Medica generates a lot of Enmity. Which is no wonder, you’re healing people for upwards of 10,000 total HP depending on buffs, if Mantra is active, Divine Seal, etc. This means you’ll need to very likely pop Shroud of Saints immediately after using Medica. Even if you’re riding that Enmity line do not use Shroud of Saints before you use Medica! You’ll incur a very high amount of Enmity from healing your whole party with Medica, because you’re healing so much HP. Because of that you’ll want to use Shroud of Saints to halve your Enmity after that. If you had a total of say 15,000 Enmity before and were nearly red then used Shroud of Saints you’d have 7,500 Enmity but if you used Medica and got 15,000 HP healed you’d be right back where you were before at a total of 15,000 Enmity (because 15,000 total in curing power is equivalent to 7,500 Enmity, remember 1 HP Cured = 0.5 Enmity).

Instead if you waited and had a total of 22,500 Enmity from the 7,500 Enmity from the Medica plus the 15,000 you had previously *then* used Shroud of Saints you’d have a total of 11,250 Enmity instead, giving you a significant amount less Enmity. And, if you were already red or close to it you’d be at least Yellow Enmity at this point having reduced your total Enmity to not only less than you had before but enough down that your Tank(s) shouldn’t have any issue of running the mob’s attention towards you. Not that they’d mean to, but in fights like Titan or Titan Extreme the amount of healing required is absolutely ridiculous and it’s one of the few fights that early on Tanks had to try quite hard to produce enough Enmity to outlast a Healer and their constant AOEs being thrown out. That’s one of the major things as a WHM you’ll need to worry and think about most because you’ll be able to ride that Enmity line a lot, luckily you do have Shroud of Saints to rely on for both Enmity halving (which is what you should use it for) and a bonus of having a refresh effect on it.

Medica should not be spammed unless you absolutely need it, but when you need it you’ll really want to use it because it’s incredibly powerful and even though it generates massive Enmity because of the sheer amount of HP being cured it remains one of the most used and great tools of the WHM’s arsenal. What’s really good and shows a nice synergy and understanding is not only when a WHM uses Medica and a SCH uses Succor - which should happen always no matter what, a SCH shouldn’t sit around twiddling their thumbs while the WHM pushes out the big damage, Sacred Soil and Succor should be used, the former being used prior to the AOE damage and the latter being used during to help supplement and offset the amount of damage the WHM has to heal - but when a WHM pre-casts Medica II in reply to knowing that an AOE is coming up, this gives everybody a decent Regen and a minor heal to start their HP higher.

The Regen of Medica II lasts a ridiculous 30 seconds (though they halved the regeneration of HP keeping the total amount the same by doubling the duration) the adjustment was to help with WHM’s Enmity issues because having to spam Medica and having a 15 second but twice as strong Medica II regen rate gave them outlandish amounts of Enmity that were harder for some groups to overcome. The update provides them with greater protection against that and gives them an overall longer regen rate to allow people to be pre-casted with Medica II which will provide everybody with nearly full or full HP at the start of the AOE damage and give a regen effect to all people in range of Medica II while the AOE spam fest is actually going on. By doing so the WHM gives everybody both the healing prowess of Medica but also the regen rate of Medica II throughout the whole thing, giving everybody a higher rate of survival by allowing people to be at a higher HP when the AOE attacks start and also to provide a regen effect during the whole ordeal as well which gives you HP recovery while you’re also being healed by both Healers. Employing such a strategy makes it quite hard to actually die from waves of attacks that are prone to killing lesser, inexperienced WHMs who don’t know how to properly stack themselves with buffs like this.

Of course you also could cast Regen on the people who have the weakest total HP or seem the most likely to die. In this case it’s also good to Stoneskin the people who are in the most risk of death from an onslaught such as the one described above. It’ll help you keep everybody alive and the most high risk targets will be able to stay alive. Typically a High Risk Target (HRT) is somebody who has already died once during the event prior and has the Weakness debuff. This gives them a smaller total max HP and makes them far more likely to die to large attacks such as this. Usually if it’s a Tank you’re going to wipe anyways because even with a really good Tank it’s hard to survive with 15% less HP. Which to a Tank is a relatively massive amount of HP to lose.

Raise

  • Type: Spell
  • Level Acquired: Level 12
  • Description: Raises target to a weakened state.
  • Additional Effect: N/A
  • Casting Time: 8s
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 798 MP
  • Combo Bonus: N/A
  • Notes: Raise is the one ability that simply allows people to carry on when they’d normally wipe. Being down even one member is a pretty sharp decline in DPS and overall survivability. It’s also not all that fair to be taken out of the fight entirely because of lag or one simple mistake that anybody could make. However, this ability as it stands at Level 12 doesn’t allow raising in the middle of a fight, you get Enhanced Raise later on which allows a WHM or CNJ to cast Raise in the middle of a fight, and aside from SCH or SMN being able to use Resurrection or wasting a Healer Limit Break on raising people you’re likely going to fail the fight unless your group is over geared for the event or you’re all just really good. Either way, it’s best to have all members of your party alive whenever possible because it grants you the highest capacity to succeed. This spell, though it’s very costly gives you the tool to be able to keep people in combat rather than letting them punch out early due to a mistake they made or somebody else made (namely a Tank or a Healer).

Raise is useful in all events though in and out, in dungeons when people sac pull (which is on sharp decline due to adjustments by SE) a Healer who can Raise is invaluable, which can be done outside of combat and allows the group to survive provided that there is at least one person left of the group that can raise. This allows a complete wipe to be avoided and instead you save a lot of time and effort by being able to just press on with the issues of Weakness rather than having to re-run the entire dungeon to get back to where you are. Which would, once again, risk a wipe of the entire party.

Something that the description above doesn’t mention about Raise is that it’s also like Tractor, a spell from FFXI which pulls the deceased (or knocked out if you prefer) body of a person to your position. This was useful in FFXI because Raise actually just raised the person where they lay. If they were dead in the middle of a bunch of aggressive mobs then raising them would get them instantly aggroed again and then they would die once more before they even had a chance to defend themselves.

Of course with the ability to Tractor along with Raise all at once you prevent this from happening because odds are very high that you’ll be somewhere that the aggressive mobs are not because otherwise they’d interrupt you while you casted Raise, or more importantly, you’d be dead alongside them because the aggressive mobs got to you as well. With this added in you can find a safe spot to raise and pull your party member to you, which prevents further damage to your party and protects the person being raised. This is useful because mobs can aggro you before the animation finishes playing out making you incredibly vulnerable to getting hurt and makes it much more likely to die without ever being able to even move out of the way. Of course at the same time a WHM can troll you and raise you while your group or they are fighting a mob and pull you right into the line of fire, so if you have friends like this make sure you’re fully aware of where they’re pulling you. This is especially true of a SMN using Swiftcast to raise you instantly if you’re a Healer because they might not have the same thought process as you where they try to protect you. Instead they might be just focusing on getting you up before they die or during the middle of a fight.

In either case you should look and pay attention to what’s going on, if you can get up in time before they die in order to save them, or if you can get up safely. If you can’t do either then you only have to wait a little while and you’ll be able to easily raise after the threat has passed, either they defeated it and no enemies are near them or they died and then the mob moved back to its normal spawn or patrol route which is likely to be away from the raise location. In that case you would accept the raise after waiting, and then raise the rest of your party members, giving them ample room to raise without being detected by any monsters.

Still, knowing how and when to use Raise is just as important as having access to the spell itself. It should always be used with Swiftcast so that you don’t have to constantly be exposed during the incredibly long casting time. It should also be advised to tell your Healing Partner when you’re in the middle of an event so that they can cover your Healing duties while you’re raising. Even if you’re only doing the Swiftcast version you’ll still be locked and unable to heal for the second or two while you Raise the person you need to. Of course you should always save Swiftcast for Raise exclusively because the 8 seconds it takes to Raise is an infinity in endgame and the whole battle can change in that time period. Not to mention that they are usually designed for two Healers to heal side by side, and people tend to die specifically towards the end. Because of this you end up making it harder on your partner because you’re essentially leaving them to solo heal during the hardest parts of the fight. This makes it that much harder for them to be able to cover you for those full 8 seconds.

Of course, not to knock SCH’s but they don’t have the sheer healing power that a WHM has, making their job even harder. Odds are they’ll have to make use of their Lustrates to be able to keep up. Not only are they lacking some of the hard hitting cures that a WHM has but they’re also healing by themselves when the game assumes they’ll be healing with a partner so it’s more than having to do twice the healing as they normally would, because they normally don’t heal the same way as a WHM does. Still, it’s possible for them to do it but you never want to put your partner in that position unless you have to. If you have a WHM, SCH and SMN in your party you’ve got a total of 3 Swiftcasts between you, and if you end up needing all of them then you’re likely not going to survive the whole event anyways. Usually a SMN will use a Swiftcast if their pet dies so they don’t have to stand around summoning and the same will happen with a SCH if their fairy dies. Though if your SCH is good they’ll know when and how to place their pet to avoid getting her (either of them) hurt by the various AOEs going out.

Always make sure to be in constant communication with your party and your healing partner as well because they’re going to be the one that you’ll have to rely upon the most for the whole of the fight. Aside from also being a healer, they’ll understand what you’re going through and the issues that you’re facing because they’re facing the exact same. This makes it easier to communicate and empathize with each other giving you a better understanding of what needs to be done when something bad happens. This is one of the primary benefits of a Static - which is a group of people who do events and content together with the same group of people - because it provides familiarity which allows everybody to get to know how each other operates and in doing so everybody can mesh better and make better group decisions and tactics that people unknown to one another wouldn’t be able to.

Healing a new Tank is a lot more stressful than healing a Tank that you already know very well and are aware of their limitations, their quirks and their strengths because you can work to actively patch up their weaknesses by covering them extra when you know they’re going to need it and then by letting them do their own thing when they’re playing to their strengths. As a Healer you’re going to be doing a lot of analyzing of your party members and particularly your Tanks as you’ll be Healing them most of all throughout an encounter. And it’s important to understand your Tanks as well, you’ll need to know if they’re prone to doing something crazy to save a spiraling encounter and pull out a win, or if they’re the more pragmatic type that would rather increase their chances by restarting the fight from scratch with everybody alive and ready.

In just the same vein as above some Tanks are better to Raise and others aren’t because that’ll mean you’ll be letting the current Tank have less curing power as a result. Especially if you have a slow Raise and nothing else, besides many times an experienced Tank will be able to solo tank a good portion of any of the endgame fights and there’s been many cases where one Tank has died and instead of wasting precious MP and time in raising them, the Healers focus doubly on the remaining Tank to keep them alive. This strategy while not exactly ideal for a *great number* of reasons, is one that has shown to work several times over. Instead of dropping 788 MP which is equal to a fair few Cure IIs, you’ll be able to use that MP to keep your remaining Tank alive, and if there’s a Tank Swap mechanic you’re going to need all that MP in order to push forward through those hard hits and keep that single Tank alive with all the curing spam that you can. In instances like that it’s always best (especially if your group is nearly at the death of the boss) to push forward anyways and allow your entire group to refocus on killing boss and nothing else.

This exposes everybody to greater risk and drastically increases your chances of dying and completely wiping but the alternative is a much greater chance of wiping because that weakened Tank won’t be able to do much and you’ll still be down nearly 800 MP because of raising them, and they won’t add much to the total DPS and they won’t be able to tank very well because their HP is severely damaged and their TP is at zero since they were newly raised. In instances like that it’s almost always best to focus on the single surviving Tank instead of raising the other. Always be sure to analyze the situation and talk to your party members if you’re unsure of what to do and come up with a plan on the fly or make several beforehand so you’re all on the same page without having to discuss a sensitive subject during a stressful time when people are dodging the most unrecoverable mechanics and overall damage and stress are at the highest levels of the fight because when a boss is nearly dead the most brutal and cheap unrecoverable mechanics come out to try and stop people from getting a win, so be sure to have a plan in place in case something bad happens that you can’t prevent.

Enhanced Mind II

  • Type: Trait
  • Level Acquired: Level 14
  • Description: Increases MND by 4.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: As usual, not really anything to say here, it gives MND which is always good and of course with how Cleric Stance works that not only boosts your healing capabilities but also your nuking when you switch over to Cleric Stance! Good all around!

Fluid Aura

  • Type: Ability
  • Level Acquired: Level 15
  • Description: Deals water damage with a potency of 150.
  • Additional Effect: 15y knockback and Bind.
  • Casting Time: Instant
  • Duration: 6s
  • Recast Time: 30s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Fluid Aura is a fun little ability that WHMs get, able to toss people around with a squirt gun essentially. The animation is sort of cute and it’s a useful spell if only because it’s free on MP, instantly cast and deals a respectable 150 Potency, 165 under Cleric Stance and more damage from having higher INT of course. However, it also has a pretty sharp knock back and bind effect. Now normally that’s not an issue because any boss or anything of the sort is just going to be flat out immune to being bound or being knocked back and therefore you won’t have anything to worry about. I mean, imagine if every boss in the game could be susceptible to bind and knock backs, you’d be able to get a severe breather just by using it and then running away, giving you plenty of time to raise and recover fallen allies. It’d make an already easy game easier to the point of comedy.

But no, Fluid Aura is mostly used for a boost of DPS here or there, it’s got a short recast and it’s useful against adds and the like that *are* susceptible to its effects, allowing you to easily push them away and keep them away for a little bit. A really good WHM can push mobs *towards* the Tanks, and allow said Tank to secure hate on them without ever having to need the WHM move to them. This is a really effective strategy for some fights and helps greatly when you see something like that happening, to just pop over to the mob, line yourself up to the Tank in question like the mob is a pool ball and you’re lining up a shot, then use Fluid Aura and push it towards them. At the very least you’ll prevent yourself or another party member from taking damage, and at the best you’ll perfectly line up a shot to the Tank and the mob will be instantly secured and grabbed without any issues!

Fluid Aura is also useful in some mechanics, such as in Turn 9 of The Binding Coil of Bahamut. In this instance when the Golems come down, they need to be fed a boulder or two (of alternating color). Since one Tank is going to be doing the majority of the work of leashing the golems along, feeding them boulders and generally tanking them while kiting them at the same time it is a huge help for a WHM to partially tank the weakest of the three and then use Fluid Aura not only to knock the golem towards the Tank in question but also to make them cross paths with a boulder. This will do two things, first it’ll provide less distance the tank has to run which makes his job easier which means you’ll take less damage and hate will be more secure, which is always a good thing. Secondly it’ll make the golem eat a boulder that it crossed paths with, allowing the Tank to feed it one less boulder or none at all depending on your setup and how things have gone so far. Either way you look at it you’ve just simplified the fight without a whole lot of effort.

Of course, at the same time you could have also messed up the alignment and shot the Golem straight into *another Golem* which would then immediately cause a wipe. So be sure to line up your shots and make sure that your team knows what you’re doing! I cannot stress that enough, communication as any Job is paramount, but as a Healer it’s even more so, especially between yourself and your Tanks as you two will be working closely together for the success of your run. The two groups are integral to winning any encounter and the majority of the work honestly rests pretty squarely between Healers and Tanks.

Proshell

  • Type: Trait
  • Level Acquired: Level 16
  • Description: Adds increased magic defense to Protect effect.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: As discussed back in Protect, Proshell provides the same boost that Protect natively gives to Defense, to Magic Defense. This means that Protect from a WHM now gives +15% Defense and +15% Magic Defense at the same time to all people in range to be casted upon, and since the range is huge, that means pretty much anybody in visual distance.

Esuna

  • Type: Spell
  • Level Acquired: Level 18
  • Description: Removes a single detrimental effect from a target.
  • Additional Effect: 20% chance the next Esuna will not cost MP.
  • Casting Time: 1s
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 186 MP
  • Combo Bonus: N/A
  • Notes: Esuna is the fastest casting spell WHM has, and is comparable to the spell Leeches from SCH. You’ll be using Esuna relatively frequently on some Turns and events and never on some others. It’s really hit or miss depending on what happens in that particular fight and where you’re other Healer is focusing. Sometimes you’ll get them to cast it without you needing to as your heals are slightly more important in so far as they’re far more potent and a SCH generally can have the freedom to throw out a Leeches and also heal with their Eos Fairy at the same time (Selene works too) without really losing a great deal of capacity. While a WHM would be unable to cast any healing until the GCD came back. Which, despite Esuna being only 1s casting time it still triggers the maximum of 2.5 seconds for the GCD so that’s a decent chunk of time that you’re standing around doing nothing.

There are multiple things that Esuna and Leeches will not take off of course, chiefly among them is anything that even *remotely* looks like it’s a mechanic for that fight. Stacks that increase Physical Vulnerability, or something of the sort that the boss applies through special abilities (Ifrit) or through auto attacks are not going to be able to be removed and that’s because it’s part of the fight’s specific mechanics and SE simply does not want Esuna to be part of a fight’s mechanics yet it’d seem.

That is, until you get to Turn 8, which I suppose could be considered part of the mechanics or not, the Bleed effect from the Avatar’s Disruption Beam is pretty potent and requires a fast recovery from or a lot of healing so in a sense it’s meant to be removed and it happens so frequently that the Tank is going to basically need a dedicated person to take that off. Preferably a SCH for the reasons previously stated.

Maim and Mend

  • Type: Trait
  • Level Acquired: Level 20
  • Description: Increases action damage and HP restoration by 10% each.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Now we finally get to a great boost in damage and HP restoration, allowing WHMs to heal for even more without changing anything and deal more damage under or without Cleric Stance by 10%. Of course we’ll have to wait longer for the far more potent 30% Maim and Mend II later on, but we’ll get to that in due time.

Stone II

  • Type: Spell
  • Level Acquired: Level 22
  • Description: Deals earth damage with a potency of 170.
  • Additional Effect: N/A
  • Casting Time: GCD
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 159 MP
  • Combo Bonus: N/A
  • Notes: Stone II is purely a damage dealing spell for WHM. While it doesn’t deal *much* damage it does deal some, and 170 potency isn’t all that bad as it becomes 187 potency under the effects of Cleric Stance and under Maim and Mend II plus Cleric Stance it comes to a total of 238 Potency which really isn’t bad at all! Still, with the advent of accuracy gear on Healer equipment and items becoming more the norm than the oddity, we’ll be able to see more and more WHMs and SCHs actually being able to reach accuracy amounts that allow them to hit the bosses with little additional effort rather than requiring entirely different reworking of their gear and setups to be able to achieve anything approaching a decent hit rate.

That being said, Stone II is a really powerful tool for a WHM who has already exhausted their two DOTs Aero and Aero II. This is pretty much your only recourse aside from a single use of Fluid Aura every 30 seconds because that’s pretty much all you get unless you also happen to cross class additional spells, which is at least recommended for Thunder. If you can use Blizzard II or Holy in this instance it’d be good too as they’re both relatively good spells, the former being far better for AOEing a bunch of mobs and the latter being even better but also applicable for bosses since the potency is much higher than Blizzard II is.

However both spells, particularly Holy uses far more MP than Stone II’s MP sipping 159 MP and because of that you simply cannot beat its efficacy compared to your other abilities and spells. This makes it far more useful to spam when you get the chance after you’ve applied all your DOTs that you can so that you can deal maximum damage while having your DOTs tick and do all the work they usually do for you without you ever having to expend much more effort than hitting a single spell. Of course this allows you to quickly switch back from Cleric Stance to allow you to get into Healing Mode once more and take care of any damage that incurred while you were helping with the DPS push. It isn’t always necessary but quite often you’ll find the difference to be fairly large when you appropriately allow yourself to deal damage and let the SCH and their Fairy help out a little more than usual with Healing. Even if you’re going to be in Cleric Stance the whole time while you throw out an occasional heal here or there isn’t really going to make a massive difference one way or another, not if both you and the SCH are healing at the same time. However, you shouldn’t stay in Cleric Stance any longer than you have to because the detriment to healing power adds up over time to make for a definitively noticeable lack of HP around your entire party.

Keep in mind however that some fights allow you to offload almost all your Healing powers to a SCH or for the SCH to offload theirs to you. It largely depends on which of you are the stronger DPS and which can pump out the higher numbers. Remember that even though a SCH is in Cleric Stance and casting nothing but DPS spells their Fairy can still heal people and buff as needed so it’s not as significant a loss of healing as you might think. Additionally like in Turn 9 of The Binding Coil of Bahamut the whole first portion can be done with just one healer really easily while allowing for your other Healer to just go all out in terms of DPS. By allowing this you can easily skip several meteor falls making the first of the two Golem Phases easier on the whole group and speeding up the fight by about a minute or so at most.

Enhanced Mind III

  • Type: Trait
  • Level Acquired: Level 24
  • Description: Increases MND by 6 points.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Finally we come to the end of the Enhanced MND traits, there’s nothing wrong with them but they’re not exactly exciting either. There’s really nothing but what the description says, but expect more when the level cap rises when this holiday season comes in 2014 and the new expansion gets announced, though it’s not likely to be released until 2015 at this pacing.

Repose

  • Type: Spell
  • Level Acquired: Level 26
  • Description: Inflicts target with the effect of Sleep.
  • Additional Effect: Cancels caster’s auto attack upon execution of spell.
  • Casting Time: GCD
  • Duration: 30s (PvP 15s)
  • Recast Time: GCD
  • Cost: 212 MP
  • Combo Bonus: N/A
  • Notes: Repose isn’t quite as useful as you’d think it would be because so far FFXIV: ARR doesn’t seem to think that Crowd Control mechanics have any place in a fight. And even if they did a BLM would be far more useful for their Deep Sleep trait effect on Sleep making their Sleep spell AOE. In PvP this is incredibly useful for a WHM because they do have a lot of abilities to mess with other people even when you don’t include their specific PvP abilities. In this effect WHM is pretty strong witht heir capacity for Medica II and Regen on various people to let them basically recover HP without needing a Healer nearby in a PvP match.

However, being a Healer makes you a target and being able to swiftcast a Repose on somebody coming for you makes them an easy target, so they either need to force a Purification in order to break the spell and you can easily counter that with another Repose or Fluid Aura to bind them in place then Repose them. Of course with the recent adjustments it lasts half as long and since they already broke through Repose once before it’ll only last about 7.5 seconds instead of the 15 seconds it would have done before the adjustments.

During PvE or, the better more expansive parts of the game as it’s known by most of the players of FFXIV: ARR, Repose isn’t nearly as useful as it is in PvP. This is because it’s not AOE and it also doesn’t work very well in most instances. In a dungeon you’d really want a BLM to sleep because it’s an AOE and can cover a very wide group of mobs and instantly sleep them all with a well placed Swiftcast sleep. However a WHM would struggle to do that since they can only cast on one mob at a time. Since that’s the case you’d have to cast a lot more and all during that time the Tank would be getting pelted around by all the mobs they gathered up in order to be AOE’d or slept. Whichever the case, WHM’s repose really only acts like a backup so that they can re-sleep a mob that was accidentally woken up by an overzealous DPS. This allows for the BLM to focus on damage or dealing whatever they were dealing with before and it also covers your party from annoying mistakes, like having a speed run take longer because one person hit a sleeping mob and you have to kill it before moving on.

Though, in the grand scheme of things Repose isn’t all that useful in itself because most dungeons now even though you might try to speed run require you to kill most if not all of every mob anyways in order to pass various gates and measures that they placed to slow down people who are more skilled at manipulating mobs and mechanics so people don’t just blow through the content faster than they can produce it. Of course this is still a serious issue since endgame is only updated twice a year on average and this makes the people who are more likely to do this sort of thing antsy and so they grind out dungeons, competing with each other for better times and forcing SE to make adjustments to prevent this. The very same players work harder to overcome these issues and this makes SE work even harder in order to prevent these same people from overcoming their previous barricades. This causes a sort of quasi arms race where both sides are trying to overcome the other. This is almost an entirely direct result of SE having such an incredibly long time between endgame updates which tend to keep these types of players busy, without them being able to be kept busy they’ll turn to the more casual events in the game and develop ways to speed run so that they can minimize their time wasting and get through various portions of the game in order to get whatever reward they want.

Enhanced Raise

  • Type: Trait
  • Level Acquired: Level 28
  • Description: Allows the casting of Raise while engaged in battle.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Enhanced Raise is exactly the best boost to Raise that you could probably hope for, as nothing else is really any better than being able to Raise people in the middle of an event or dungeon while still fighting. If not for this (which this is debatable in a way) the time between people actually being able to survive and complete The Binding Coil of Bahamut would take a lot longer and eventually it’d allow SE to be able to have a bit more breathing room between their basically 6 month long development cycle of their endgame events. While it may seem like a nerf, if they were to remove this issue entirely and not allow people to raise during the middle of an event you’d be able to slow the players down considerably and then be able to have less people complete the endgame as it’s released making it seem less than a total of 4 or more months of waiting until there’s more endgame available.

That being said, you still have access to this ability regardless of how you view or think of these sorts of things. With that being the realism that we’re living in there isn’t much more use in postulating how the game would be better off or even different without this trait. This is the singular trait, this and the one that allows Arcanist (which extends to both Summoner and Scholar) is what has allowed groups to pull on ahead when they should have failed a given fight. This provides more in depth knowledge and observation of the fights, which allows you to more easily push towards later phases even if you know your entire group is going to wipe. In that case it’s actually a good idea to see as much of the new fight as you possibly can, because in all honesty that’s the most you’ve seen up to that point and the more you see the more you can analyze and break down the fight.

At the very least, even if you aren’t into analyzing or understanding to that degree it’s a good idea to experience those parts of the fight to know what to expect. Even if you’ve read a guide and if you’ve watched videos, there’s simply no comparison to a full blown experience of the subject itself. This also steels your DPS and the rest of your group to the exposure of what sort of craziness is going to happen next. Regardless of how you see things, it’s an important fact that people generally do better when they have become familiar, even if not comfortable, with the task that they’re trusted with. By experiencing more of the fight those people will be able to get more comfortable with the fight and get a better feel for the flow that happens with it, as a result they’ll be less jittery and unsure of what’s going to happen. Because of that they’ll respond faster and do better than they normally would as a result, and you’ll see better performance across the board because people aren’t looking over their shoulder (metaphorically speaking of course) to try and be wary of what’s going to happen next that they can’t anticipate or expect. Instead they’ll know exactly what’s going to come and they’ll get a good feel for the temp of the fight and overall this will better protect your entire group, including yourself as you’ll know key points when you can sacrifice curing for something a bit more risky and know at the same time, when it is truly best to deal the most curing you can.

Cure II

  • Type: Spell
  • Level Acquired: Level 30
  • Description: Restores target’s HP with a Cure Potency of 650.
  • Additional Effect: 15% Chance next Cure III will cost half MP. (Requires Overcure Trait)
  • Casting Time: GCD
  • Duration: 15s
  • Recast Time: GCD
  • Cost: 266 MP
  • Combo Bonus: N/A
  • Notes: Cure II is pretty much your strongest Single Target Cure, especially if you don’t include Benedition or a Divine Seal on Cure, which then would actually be stronger. Though the curing potency of Cure II is almost 50% over what Cure is, it’s main benefit is with the trait coming up after this, Freecure. Which as it happens, is the main mechanic behind WHM’s entire being! This is because while WHM has the strongest heals in the game, they don’t really have the MP management that SCH has, making them that much more ineffectual when you consider longer fights and high damage when a WHM might need to use Cure II constantly, back to back making the MP drain rather significant. The drain of Cure II I double that of Cure and without Freecure trait at Level 32 you’d find yourself as a WHM quickly without any MP to do your job.

Freecure however changes all of that as you don’t need to constantly spam Cure II back to back as you would possibly think you should in order to reserve MP. Being that Cure and Cure II are linearly scaled you might think that casting Cure II half as frequently as Cure would be a good effect. It would be if the Cure Potency scaled linearly just like the MP cost did, however that’s not the case. While Cure is only 400 potency of curing power, Cure II is a bare increase of 250 potency for a total of 650 cure potency, a little over 50% increase for a doubling of MP cost, which is in no way a good deal to be making as a WHM when every scrap of MP is incredibly valuable to you.

As previously mentioned, Freecure changes all of that and we’ll talk about that further below. Suffice to say that Freecure makes it so you spam Cure as much as possible before forced to use Cure II or you get a Freecure proc, giving you an entirely free Cure II at zero cost to you. During such time you’re capable of regenerating a little bit of MP because while casting you’re not consuming MP and furthermore you’re able to recover somebody’s HP by a pretty large single target heal without consuming any MP. This is particularly advantageous when you’re very low on MP and get a nice string of Freecure procs allowing you to hit higher and higher cures with zero cost to you. If you were going to average out your MP expenditure you’d realize that one out of every six cures is going to likely proc a Freecure, which means every 7th cure is going to give you a Cure II at no charge. At that rate you’d be spending an average of 798 MP for 6 Cures and 1 Cure II for a combined Cure Potency of: 3,050. This gives a Cure Efficiency of: 3.822 Cure Potency per point of MP, compared to 3.00 that you’d get if you were just counting the Cures that you were expending. This is a pretty significant gain in both MP management and curing prowess and it becomes clear why this is the main mechanic behind WHM. An increase of roughly 22% is gained by having Freecure proc almost every 6th Cure, which because randomness is random, won’t be every 6th Cure, but it will be roughly so. Sometimes you’ll get a string of them in short order and then to balance it out some other time you’ll barely get any, usually when you need them the most I’ve found, but that’s just how the system works and there’s nothing much we can do about it as players.

Freecure

  • Type: Trait
  • Level Acquired: Level 32
  • Description: Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: 15s
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Freecure is the best thing since sliced bread to WHMs, it provides them with a staggering 22% boost to their capacity and ability, giving them far better curing prowess and MP management than they could have had before. Either way you look at it, the benefit is obvious. A 15% proc rate equates to roughly 1 out of every 6 Cures giving you a Freecure proc which means every 7th Cure should, theoretically be a Cure II. I say theoretically because the reality of things don’t often match up to the hypothetical or ideal. This is because if you were to say, cast another Cure instead of using the Freecure, you’re going to give up on the chance that said Cure would proc another Freecure. This plummets your MP efficiency and curing power severely for each “chance” you effectively give up on. Of course Freecure also only lasts for a total of 15 seconds, giving you about six additional casts or so until you’re going to run out of time and not be able to use the proc anyways.

However, in that duration you’d be better off topping somebody else off with the free Cure II and then focusing back on the Tanks if that’s the case since 15 seconds is enough for at least two more Freecure procs and there’s just no logical way that you’d need to hold that much curing power back. If there is, then something is off with your setup and you have too many Healers or something of the sort. Either way you do it, the benefit is clearly made when you get a Freecure proc and it’s never felt more than when you are really trying to stretch out that MP pool at the last stretch of the fight and you’re getting hammered by the boss but you’re barely hanging on and keeping your Tanks just over critical HP. And then lo and behold a Freecure comes up and you’re able to drop a heavy heal onto a Tank right at the most opportune time before a large hit goes off and nearly kills them!

Freecure gives a higher MP efficiency as well, an increase of MP to Curing Potency increase of 22%. Over the course of a battle you’ll save nearly 30% in terms of single Cure cost of MP. While that may not seem like a lot, it’s pretty staggering when you think that over the course of the whole fight you’ve gotten 30% of your normal cures (equivalent MP cost at least) to be staggeringly free. Of course the curing potency of a Cure II is less than what you’d normally have, except for the fact that a Cure II is the single strongest single target heal in the game that isn’t based specifically on max HP, such as with Scholar’s Lustrate.

The benefit of a Cure II over Lustrate however is that you’re able to increase its power with Divine Seal and your Tanks are able to increase that power further with Convalescence and WAR’s own buff through Defiance which gives them further bonuses for being cured. Either way you look at it, with proper buffs a Cure II is very strong and can easily beat a Lustrate. With Item Level 110 gear it’s very easy to get over 4,000 HP cured through a Cure II which is around 35% to 50% of any given Tanks HP pool, which is double the effectiveness of a Lustrate.

Stoneskin

  • Type: Spell
  • Level Acquired: Level 34
  • Description: Creates a barrier around the target that absorbs a total of damage equal to 10% of the target’s maximum HP.
  • Additional Effect: N/A
  • Casting Time: 3s
  • Duration: 30m
  • Recast Time: GCD
  • Cost: 266 MP
  • Combo Bonus: N/A
  • Notes: At first glance you might think that Stoneskin is a great counterbalance to Scholar’s Barrier effect for spells like Adloq and Succor, and while it’s true they do stack together and both offer a proactive defense against coming damage, they aren’t really equal. SCH benefits from having its power augmented through healing power and potency, whereas Stoneskin is only the max HP of the target at the current time. You can trick this mechanic a little bit by having a Tank, particularly a WAR, pop a VIT potion and their Thrill of Battle buff to give themselves a staggeringly high amount of HP for a short period of time. A Stoneskin during this time would be much more potent and valuable than you would have at any other time and so it’s good to communicate this strategy with your Tanks. Odds are they won’t be able to do it quite that often because WARs often use Thrill of Battle as both a self heal and a way of getting out of danger when they have no other defensive cool downs. Unlike PLD a WAR has lesser defensive cool downs and they usually have to get more creative with the way they do things.

That aside however, with the following boost to Stoneskin called Graniteskin your bonus of Max HP is increased 8% to a total of 18% of Max HP as Stoneskin. This is pretty significant for WARs more so than for PLDs as they have a much higher HP value. A WAR with 12,000 HP is going to get a Stoneskin of about 2,160 HP. That’s a pretty significant amount of damage being absorbed before they’re actually hurt, and the MP cost isn’t anything more than a Cure II would cost. However a Cure II would likely do more if not equal in terms of potency. The benefit for this is that you’re able to use Stoneskin proactively before a big hit, and all the major bosses of the game have these sorts of “big hits” which are designed to take your Tanks down to a very low HP and are *usually* designed to force a Tank swap at that moment in order to let the Tank that was just hit live.

The major problem with casting Stoneskin all the time though is the fact that it takes a full second longer than a Cure to cast and that full second adds up to a lot of time surprisingly. While you’re casting you can’t really do anything and if you need to move a Stoneskin cast is liable to get you killed or more likely get one of your Tanks or party members killed because you simply couldn’t act fast enough. Knowing the fight and the mechanics is incredibly important to know when and where you can cast a Stoneskin safely without endangering yourself or your party members unnecessarily. Of course the better you get and more experienced you and your party is the less this becomes a concern as you all end up being able to anticipate the damage coming and mitigate it collectively rather than making you, the Healer shoulder most of the responsibility for keeping them alive.

Graniteskin

  • Type: Trait
  • Level Acquired: Level 36
  • Description: Increases Stoneskin effectiveness to 18%
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: If Stoneskin is the best thing a WHM has to proactively prevent damage and give themselves a bit of a breather (as well as making it so a lower HP Tank doesn’t out right die from a high damage attack) then Graniteskin tops even that. Giving you an additional 8% up to a total of 18% absorption based on current Max HP, Graniteskin gives you the capacity to protect a lot more HP and a lot more people at that really. In fact Graniteskin makes Stoneskin massively more useful because when a player in your party dies for whatever reason, the general issue is that while their Weakness has lowered their Max HP they’re far more likely to die again at the slightest AOE going off. Of course it may not be that bad in *all* events but for the most part getting hit with a single strong AOE while weakened is enough to kill that person again, giving them double weakness and making them even more at risk for death. This “Double Weakness” gets a new icon and is called “Brink of Death” which doubles the reductions to all stats, defense, offense and max HP or MP values.

At all costs Brink of Death is to be avoided and as a Healer you can actually do something about this rather than yelling at them or curing them constantly even when they don’t really need it. Stoneskin with the Graniteskin trait is going to allow you to give them back about 18% of their HP (less because their max HP is lower now, obviously) which is going to give them a fighting chance at survival.

Let’s take for example a MNK with 5,000 HP. If they’re knocked out they get a reduction of 15% HP giving them a new maximum of only 4,250 HP. If an average AOE barrage takes off about 4,500 HP, normally the MNK would be just fine, barely surviving the assault but surviving it, which is the important note to take away from this exercise. With Stoneskin lined up with the Graniteskin buffs you’d increase their 4,250 by 765 (15 HP more than they lost) to a grand total of 5,015. Now your MNK or whomever has more HP by a little bit than they had before they were weakened and as long as you keep that Stoneskin refilled on them, no AOE is going to kill them that wouldn’t have killed them before they succumbed to Weakness. This gives you and your party a second chance at an event or allows you to continue on further into later, more difficult phases and limp past some pretty devastating portions of a fight.

With Stoneskin being used smartly you’re going to be able to keep the weaker people alive who may need a bit more help, perhaps they don’t have as much VIT as they should and their HP suffers, or they just don’t have enough gear that’s up to snuff to be able to pull off the AOE events in the fight. Whatever the case is, Stoneskin when used smartly allows you to patch up the various weaknesses in your party and gives you all a fighting chance as surviving even the worst onslaughts that SE and their devs can throw at you.

Of course, some of this is entirely meaningless with the variety and depth of the unrecoverable mechanics that the game has, but barring those a good Stoneskin will usually save anybody from dying a horrible death otherwise. It really should go without saying but a Stoneskin should *never* be used in place of a Cure or Cure II when the need arises. Stoneskin is best used when at or very near full HP because of its protective effects. Instead, in situations such as those you’ll really want to side with a Cure or Cure II. Stoneskin is going to take much longer to cast and it won’t help if their HP is already really low. Cure II, especially coupled with Divine Seal is going to make a much more meaningful impact on their survivability than making sure you get a Stoneskin out on them.

Shroud of Saints

  • Type: Ability
  • Level Acquired: Level 38
  • Description: Reduces enmity by half.
  • Additional Effect: Refresh effect of 60 Potency.
  • Casting Time: Instant
  • Duration: 15s
  • Recast Time: 120s (2 Minutes)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Shroud of Saints is your only Refresh type ability and being able to be used once every two minutes is about how often you’re going to want to use it. The ability also halves your current Enmity and for that alone it’s an incredibly valuable tool as WHM tends to get pretty high up there on the Enmity charts with their high hitting Heals and massive AOE healing spells like Medica, Cure III and Medica II. That aside though, the main purpose of why you’d want to use Shroud of Saints is going to be for the refresh. It starts out at only a 60 Potency Refresh to your MP, but it later grows to an increase of 80 potency with the enhancement trait that you’ll get. Because of its refresh mechanic it’s going to be imperative that you use it as often as you can.

The use of Shroud of Saints is usually reserved only for the effect of its MP recovery through Refresh, but it’s also very useful when you know you’re going to rack up an unsustainable amount of Enmity. That being said, your best bet is almost always going to be to pop Shroud of Saints *after* you’ve done something that garners an amazing amount of Enmity. This is because not only will it reduce your total Enmity value but it’ll also halve whatever Enmity you just added. It’s better to nearly get smacked, or get smacked just once, which honestly shouldn’t happen, than to use Shroud of Saints early and risk pulling hate anyways because you used Shroud of Saints already before your large enmity move, like Medica and Medica II spam.

The point is that you want to make sure you get the most mileage out of Shroud of Saints because it’s only going to be accessible every 120 seconds (2 minutes) which might seem like a relatively short time but in any video game, MMOs in particular you’re going to be having a pretty hard time with just 60 seconds, and much more with a longer cool down. You have to take advantage of its utility and make sure to align your highest Enmity moves with a Shroud of Saints immediately following in order to reduce the total amount of Enmity you have. In doing so you’ll decrease your overall Enmity far more than you normally would, while at the same time you are making it that much easier to cure without any hassle or worry over your Enmity. There are situations where you need to pop Shroud of Saints no matter what, certain bosses will simply one shot you and kill you in a single hit and so you really cannot risk turning or drawing their attention. On fights like that however, Enmity on your part usually isn’t a severe issue. On top of that you’ve got several fights where you simply *do not* want to move the boss for any number of reasons, for those instances you also don’t want to pull threat even for a moment.

And so, as always with any MMO and especially FFXIV the trick is to knowing the mechanics (or the “dance”) of any given fight well enough to know if you’re able to stretch yourself a bit in one direction or another. This works as good advice for any Job in FFXIV but most especially for Tanks and Healers as the majority of the fight is going to be won or lost on their backs. That isn’t to belittle a DPS, but while they deal with a lot of mechanics, they are not the ones that have as much work to do or as much to pay attention to. Most DPS barely ever even have to worry or think twice about their Enmity or threat no matter what they do, and if they do need or feel the need to worry about it, they usually have abilities to mitigate Enmity making the concern moot.

Maim and Mend II

  • Type: Trait
  • Level Acquired: Level 40
  • Description: Increases action damage and HP restoration actions by 30%.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: A very nice bonus that increases your overall healing power and damage potential by 30%. With Cleric Stance up you’ll get about a 43% bonus to your overall damage, which really isn’t quite bad. It comes as little wonder that WHM is able to put up some pretty decent damage when they’re pressed for it, especially when you’re able to have your SCH or partner Healer take up some of the slack, allowing you to push harder without worrying about your reduced healing capacity and instead focus the full weight of your power on dealing as much damage as possible. While WHM’s mechanics are not meant strictly for DPS they have a small arsenal of strong spells that can really make the difference in a tight DPS push.

Cure III

  • Type: Spell
  • Level Acquired: Level 42
  • Description: Restores HP of all party members within range of target with a Cure Potency of 550.
  • Additional Effect: N/A
  • Casting Time: 2s
  • Duration: N/A
  • Recast Time: GCD
  • Cost: 505 MP
  • Combo Bonus: N/A
  • Notes: Cure III isn’t all that useful, not nearly as much as you might think at least. While it’s got a very strong potency of 550 and it cures people within range of the target, meaning you don’t have to be close (think BRD’s Wide Volley, except on party members) in order to use it and hit other people, the range is pathetic. So much so that unless all the people you intend to hit are literally stacked right on top of each other you’re very likely to miss several people. Add to that the fact that the MP cost is pretty enormous all things considered, weighing in at a whopping 505 MP, enough that two Cure III’s are going to set you back quite a bit more than a single Raise would and on top of that the amount of Enmity accrued would be pretty high as well.

However, Cure III does have its purposes, but they’re relatively niche unfortunately. That’s largely because, once again, the restriction on distance is a pretty massive factor when you consider just how far spread apart your typical setup is going to be. Nobody will want to be, or should be near the Tanks, and the DPS generally have to either be on the side or flank, meaning they’re going to be moving and not always in range of each other or anybody else so they’re out as targets as well. The mages are going to be spread out more than not because if an AOE happens to center on one of them they don’t want to hit each other, same goes for the BRD and so you’re left with the Healers who have the exact same issue as the Healers, who are purposely away from each other in order to prevent damaging one or the other with an AOE centered upon them.

Because of all those things combined, you’re going to have a remarkably hard time hitting anybody reliably with the spell. For a MP to Curing Potency efficiency you’re going to have to hit multiple people for it to make any sort of sense. This means that when you cure one person with a cure II you’re hitting them with 650 Potency and spending 266 MP (Freecure doesn’t count in this analysis since, obviously it’d win no matter what) this gives you a Potency to MP ratio of 2.44 Potency per point of MP. If you cure for example two people with Cure III then you have a combined potency of 1,100 and a cost of 505 MP which gives you a ratio of 2.17 Potency to MP, which is still lower than a single Cure II would be. So because of this and how much closer it is to Cure II then we can see that you need to hit at least three people with Cure III for it to be more effective than Cure II alone would be in terms of overall curing power. Three people getting hit with Cure III gives you a total of 1,650 curing potency for a ratio of 3.26 which is quite higher than a Cure II but also drains your MP considerably more and if you’re always trying to stretch your MP Cure III is a very niche ability.

Three people hit is fairly hard however as usually only one or two people tend to move together or in the same area enough that you could even do it. Of course when people are together in a small area and you want them to group up a Cure III could indeed be quite handy, provided you have a lot of MP to spare, as it will not only cause a great deal of Enmity but drain a lot of MP on top of that. There’s also the trait following this Spell called Overcure that halves the cost of Cure III. The main issue with Cure III even when Overcure is active, which provides Cure III with an MP cost of about 253 MP (and essentially a double efficacy) you only have 15 seconds in order to line up your group and hit them, hopefully at least two, with a Cure III for it to be remotely effective, and that sort of coordination doesn’t really happen especially when doing so would require an on the fly sort of communication that would endanger many different party members at the same time.

Overcure

  • Type: Trait
  • Level Acquired: Level 44
  • Description: Grants a 15% chance that after casting Cure II, your next Cure III will cost half as much MP.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: 15s
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Overcure provides Cure III with a double efficacy but only at a 15% chance off a spell that you’ll likely only be using out of necessity or at a 15% rate itself. Meaning on the whole you’ll probably only be casting Cure II 25% of the time which means that your chance of Overcure procing are abysmally low, hovering around 3.75% chance overall when considering how you’re likely going to be playing through your casting. This makes Overcure less and less useful and though it fits very well with the mechanics WHM has been given so far it’s also somewhat off the mark and feels a bit sloppy. Largely because Freecure is so much better than Overcure and because Freecure is going to get the most use because Cure is so MP efficient that you’ll use it at every single possible point just to squeeze as much MP from your pool as you can possibly manage in order to prevent running dangerously low on MP, a problem which tends to occur anyways as a WHM.

Due to those issues Overcure is severely hamstrung compared to Freecure and therefore you’ll see much less use and utility out of Cure III. A few simple changes would go a very long way towards making it more enjoyable as well. The primary problem comes from Cure III’s horrifically short radius. Instead of Medica or Medica II which both can be cast at relative distance and still hit the whole party easily, Cure III has a very short radius, prompting the need to literally stack up into one another’s models. This causes an issue of everybody being in the same place, and it either removes the Tank as a heal target, or exposes the rest of the party to the AOE dangers of the Tank themselves. Neither of which is a very good solution to a problem that has a very simple answer. If Cure III was just decently AOE instead of so tightly controlled and such a small area then it could be used more effectively. If it extended at least halfway from the rear of a monster to the front, then a WHM could use it on a rear facing melee and hit the flank DPS and Healers that are slightly behind and off to the side from the rear. It would solve a great deal of issues, and if it extended a bit more then you could hit the Tank as well as many of the other party members without having to have every last one of them literally standing inside each other’s models which is simply poor game design.

Because of the short distance and the need to micromanage so very much of your party and the event you see Cure III barely being used even in higher endgame encounters where it could provide some real relief. This is an almost direct result of the radius being too short as Medica and Medica II though both very weak compared to Cure III are used in high amounts largely because of their very big radius. Both spells work incredibly well when an AOE phase goes off and they are used appropriately because of that. However Cure III requires just too many hopes to jump through to be truly effective and the player base at large has pretty much dropped the spell wholesale, save for a few players and a few niche events where Cure III could be usable.

Aero II

  • Type: Spell
  • Level Acquired: Level 46
  • Description: Deal wind damage with a potency of 50
  • Additional Effect: Wind damage over time with a potency of 40.
  • Casting Time: GCD
  • Duration: 12s
  • Recast Time: GCD
  • Cost: 133 MP
  • Combo Bonus: N/A
  • Notes: Aero II is a relatively strong spell though it’s mostly focused as a DOT spell compared to your normal versions which deal decent initial hit damage *and* DOT damage at the same time. However, with WHM the duration of the DOT is really short, only 12 seconds long so it lasts at best 6 ticks for a grand total potency of 290 when you combine the initial hit and the DOTs all added up together like that. However, it’s capable of stacking with Aero and together they allow the WHM to throw up two relatively potent (but short lived) DOTs and then get right back to healing if they want, or go full DPS mode and start pushing out Stone II for maximum damage until their DOTs run out and they need to use them again.

There’s not much else to know about Aero II, it doesn’t get instantly cast like Aero, but it’s also not as weak as Aero so there is a definitive trade happening between the two. There’s also the fact that they both stack atop one another making them work well together. It’s suggested that you first use Aero II when you can as you may end up moving between one cast and the next and in that event you’ll want to make sure you have Aero ready to go because you can cast and keep moving with that spell whereas if you start off with Aero you’ll have to make sure you take a pause to cast Aero II, which is simply poor planning. Once you’ve cast both of them you’re good to go back to Healing, unless you feel like tossing a Thunder into the mix (you should!) for maximum DOT efficacy and *then* you’re free to go back to Healing or return to your CNJ roots and start casting offensively with or without Cleric Stance up (though it is better with it up!).

Enhanced Shroud of Saints

  • Type: Trait
  • Level Acquired: Level 48
  • Description: Increases Shroud of Saints refresh potency to 80.
  • Additional Effect: N/A
  • Casting Time: N/A
  • Duration: N/A
  • Recast Time: N/A
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: As mentioned above, Enhanced Shroud of Saints gives a 33% increase to the effective refresh rate of MP to WHM, boosting the total from 60 to 80 rather nicely. Not much else to say about his trait, it makes a good ability even better and there is never anything wrong with that. With the additional bonus of even more Refresh you’re getting more mileage out of the same thing without having to really do anything different. With that being said, there’s not much else to the trait as it stands, at least not until we get Heavensward in Spring 2015. Expect that they’ll update this trait again.

Medica II

  • Type: Spell
  • Level Acquired: Level 50
  • Description: Restores own HP and the HP of all nearby party members with a Cure Potency of 200.
  • Additional Effect: Regen with Cure Potency of 50
  • Casting Time: 3s
  • Duration: 30s
  • Recast Time: GCD
  • Cost: 450 MP
  • Combo Bonus: N/A
  • Notes: Medica II is where the AOE curing is at, not simply because it’s a “cast and forget” sort of spell (which WHMs could really use more of if we’re being honest here) but because the regen stacks with other casts of Medica II (from any other player) and it stacks with your own and another’s Regen spell from WHM. And so, assuming that for some reason you’re not partied with another Healer playing as a SCH, two WHMs can get a huge Regen ball rolling with Medica II x2, and Regen x2, both of which stack respectively and provide effectively double the regeneration rate which is absolutely insane to see. That doesn’t mean on its own that either skill is weaker, it’s just really neat to see four effective regenerative spells on one person at a time.

Medica II as has been previously mentioned before is something of a “cast and forget” spell, because the majority of its curing power is going to come from its regen effect rather than its initial curing potency. This is because the regen effect is 50 potency over 30 seconds for a total of 10 ticks giving a 500 regen total potency over the life of medica II and generally speaking there is no AOE phase that lasts longer than 30 seconds, making it the perfect tool to pre-cast before you get into such a phase. This allows WHM to top people up with the initial cure and give everybody a ticking regen prior to the strong AOEs going out which they’ll start tossing out Medicas and Cure III as needed. This allows them to be more assured that people will be able to survive the coming damage, coupled with their other high curing power they give people the ability to heal themselves so to speak without having to ever really concern themselves with them. The main issue as you may have noticed is the MP which is a pretty high 450 MP rate. This spell is still worlds more efficient than Cure III as its total potency is around 700 compared to 550 for 55 MP more when using Cure III.

Medica II is best used when you know something AOE related is going to befall your group, it works well at the start for an AOE regen during PvP and it works great during AOE phases in any event because you’re able to focus on individually healing threatening party members who don’t look like they’re going to be able to make it past the phase. This frees up a WHM to act more accordingly and gives them the time and capacity to deal with the phase as they can rather than having them spam spells back to back, which of course they do anyways. Except, with Medica II they can pre-cast it before the phase by as much as ten seconds even, long enough that they can resume focus on the Tanks and let the initial heal plus regen AOE pick the rest of the party back up to full HP just in time for the AOE spam to start.

When the AOE spam starts then the WHM can choose between Medica and Cure III as they prefer, all the while the regen effect of Medica II is ticking away, giving people a fighting chance even if they have low HP. What is interesting to know is that earlier in the game’s life Medica II had half as long duration on the HOT (Healing Over Time) than it does now, but a double regen rate, meaning it was a 100 regen potency with only 15 seconds duration. This caused a lot of Enmity issues for groups less skilled or lettered in the ways of WHM and general tanking, resulting in a lot of issues caused by this for the general community at large. As a direct result of this issue the devs decided to keep the same overall 700 cure potency but to stretch it out over 30 seconds to give some of the tanks a chance to catch up and keep the enmity to themselves.

It makes sense when you think about it because you’re looking at a system where the initial potency hits everybody for 200, which effectively turns it into an Enmity Potency of 800 (remember, half healing as enmity!) and each regen tick was 100 times the number of party members which was usually eight, which becomes 400 enmity potency every tick. As you can see if the WHM is already riding that Enmity already and has no Shroud of Saints to use, they’re screwed in a pretty big way. They can not get out of the issue they’ve made for themselves and a lesser skilled Tank is going to struggle to help them pull out of that nosedive. Instead they are going to ride over that line in short order and pull hate away, possibly killing themselves and if that comes to pass very likely wiping the entire group. Now, if we change that potency to 50 we suddenly halve the enmity per tick from 400 to 200, a much more manageable number. Still high, but not so high that a new tank is going to have a significant issue. And that is a prime example of proper balancing, where the devs don’t hamstring a Job or Class, or set of spells or skills, but instead tweak an existing set to do the same thing differently. That is the hallmark of a good balancing dev team.

White Mage

White Mages (WHM) are a beacon of hope and salvation to the weary and broken people of Eorzea. The damage you sustain in battle even as a Tank is so high that there is no way you can survive for more than the span of a few heartbeats without a dedicated Healer by your side. Of course this relates to endgame activities and dungeon running, not your typical solo activities which honestly don’t require much of anything to accomplish, least of all proper healing.

With that in mind however, a WHM is a powerful ally to have, in battling the Elder Primal Bahamut, or when you’re doing Hunts, they’re valuable and quite honestly very useful to have around no matter what. When they’re not busy healing a WHM can slip into their Cleric Stance and deal considerable damage compared to their normal mode where they’re able to completely switch their INT and MND, allowing all that MND they stack to provide additional damage instead of healing, and for all their offensive spells to increase 10% as a whole. This is added onto the already hefty 30% Maim and Mend II trait they get from CNJ.

A WHM is going to be the strongest healer to date, bar none. A Scholar is good with MP efficiency and is proactive rather than reactive like a WHM. This has something of a shared theme between PLD and WAR as well and I’ll let you draw your own conclusions from that relationship. But what that means is that FFXIV: ARR has a sort of balance between Proactive and Reactive styles. A SCH is much better on the whole as Proactive healing, adding shields and barriers and having their fairy cure and buff is all part of reducing damage that has yet to come. One of their biggest spells, Sacred Soil reduces the damage of everybody inside by 10% which is pretty significant, especially during AOE phases. This just goes to exemplify the proactive nature of what a SCH is and does.

White Mage on the other hand is very reactive, with only two spells capable of being called Proactive, Stoneskin and Medica II, except for the latter that can be cast at any time and still be just as effective, so in reality they only have Stoneskin which is going to help prepare a target for a hard hitting attack coming their way. Regardless of how you see those spells, WHM is going to have a very hard time being played like a SCH and a SCH is going to have a very hard time playing like a WHM. WHM reacts to the damage going out and heals accordingly while a SCH does their best to proactively protect their party with shields and barriers to reduce damage before the damage is inflicted. Adloquium is not going to be particularly useful if it’s used after you’re hit with something that might kill you. It’s main goal is to provide you with a barrier that increases your effective HP and gets reduced - much like Stoneskin but on a far shorter cast time - instead of your actual HP, up until the “HP” of the barrier is fully depleted that is.

WHM has the hardest hitting, most powerful cures on all of Eorzea so far, and while SCH is far more MP efficient and mindful, they lack the capacity to heal as strongly as a WHM. It’s because of this Proactive and Reactive setups that SE has created a very nice balance and synergy between the two sets of Jobs and Classes, namely between PLD and WAR alongside SCH and WHM, each being Proactive and Reactive respectively. This also means to a degree that SCH and WHM both tend to prefer one Job to the other for curing because of the way their abilities naturally align, allowing them to feel a bit more confident in their overall capacity to keep their party alive. WHMs tend to prefer WAR and SCH tends to prefer PLD because they’re both aligned to their specific styles. WHMs have Stoneskin which is very useful on WAR, arguably more than on a PLD, and SCHs have bubbles which play nicely with PLD’s already high mitigation rate. Allowing them to extend the effective duration of their bubble or barrier even further.

Regardless of which Job you may or may not approve of, it is going to be your duty to communicate with your Tanks most of all, as you four players are going to be the backbone to your group, with the majority of the responsibility for failure or success resting on your shoulders. A good line of communication is simply invaluable.

Presence of Mind

  • Type: Ability
  • Level Acquired: Level 30
  • Description: Increases Spell Speed
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 15s
  • Recast Time: 150s (2 Minutes, 30 Seconds)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Spell Speed is increased dramatically, allowing for very fast casting. This is particularly good when you haven’t been able to keep up with your AOE cures and you know that the coming wave is too much for you to be able to take at your normal speed and you use PoM instead. The additional speed reduces your GCD allowing you to both cast much faster and recast just as fast allowing you more cures in the same timeframe. This helps to pick up the slack as it were if you get caught between two AOE phases and your party is more damaged than usual. POM and AOE chain casting is going to get you out of a lot of tight spots that you wouldn’t normally be able to survive. Additionally, if you’re out of Swiftcast, POM can be used in a pinch to shorten Raise’s cast and recast considerably. It’s going to make the most difference there, and yet the difference is still going to be pretty large even when you aren’t talking about a massive 8 second cast. Regardless it’s going to be much, much slower than you’d normally get with Swiftcast, but *anything* beats having to hard cast Raise on a player without any buffs whatsoever.

It’s also useful when you’re going into DPS mode with Cleric Stance. Being able to belt out those spells as fast as you can is a massive improvement to your DPS and overall capability to rush through that DPS phase or check. Of course, the faster you get back to your normal Healing routine the better right? And in that case it allows you to slip into a fast casting DPS mode while you should be normally healing, toss out a Aero, Aero II, Thunder and a few Stone IIs to pick up the damage and then call off Cleric Stance and resume healing just in time to get a few cures under POM as well. You essentially get the best of both worlds, or as I like to call it “WHM Double Dipping” because for a short 15 second window every 2.5 minutes, you’re able to do something not even a SCH can do. And that is worth noting.

Regen

  • Type: Spell
  • Level Acquired: Level 35
  • Description: Grants healing over time effect to target, with Cure Potency of 150.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 21s
  • Recast Time: GCD
  • Cost: 186 MP
  • Combo Bonus: N/A
  • Notes: If you thought Medica II’s potency was strong, meet Regen with its whopping triple regen potency of 150 over the course of 21 seconds, which is around 7 ticks. This gives us a total regenerative rate of 1,050 potency. By far, more than *any* other spell in the entire game to date, Regen is by far the strongest of them all. It restores a whopping 1,050 potency over the 21 seconds and is only a meager 186 MP. Let me just emphasize that a little bit: It costs less than a Cure II and cures nearly double the HP as a Cure II would. There’s also the chance, like with a DOT that the HOT of Regen will critical as well, becoming a 225 heal for that particularly critical hit, and thus summarily increasing the effectiveness of Regen as well.

This is a classic WHM spell from almost every single Final Fantasy game ever made. The classic staple of Regen has been around for ages and it has always been one of the most useful WHM tools in their entire arsenal. The only more interesting note is that two Regens can stack on the same player if cast by different WHMs. This gives you a total whopping regen rate of 300 per tick combined and over 2,100 curing potency over the course of those 21 seconds. Now the problem is that even with a double regen your overall HP recovery is going to be subpar to what they could heal you with. A Cure is going to run 400 potency and is capable of being cast before and during a regen tick, which is why this spell is so very powerful and useful. It is however, not the end all be all of curing. It’s an incredibly useful and valuable tool in your toolbox for Healing, but should never be considered all that you have to really do. This is because Cure and Cure II are going to get you out of more sticky situations than Regen ever could, largely because Regen is going to be working in the background, healing 150 potency every 3 or so seconds, whereas you can cast Cure in under 2 seconds with even minimal gear and Cure II under 2.5 seconds and often have that spell be free as well. This means that for every 3 Cures you spend you’re on average only getting two ticks of Regen for a total of 300 potency compared to 1,200 from Cure.

As you can see, while Regen is an incredibly good spell it is not quite as good as you might be led to believe without seeing it extensively practiced. Regen, like many other spells in the game should never fall off your Tanks, if you have to choose between the two available Tanks, then choose the one who is currently main tanking as it is most important for them to have it. Additionally you should really never have any trouble keeping Regen on at least two people at the same time, it’s got a long 21 second duration giving you plenty of time to keep it cycled up on multiple people but you want to focus on people who are going to be *constantly* damaged. This usually means a Tank but not always. The reason is that Regen is utterly useless (aside from gaining you Enmity every tick even if no HP is cured) if your target is going to consistently be taking damage, as then it won’t have anything to heal.

By making sure you cast it on one of your tanks that is currently tanking something you’re going to be sure that Regen is going to be put to best use and that’s something that you should always strive for. Wasting MP, even for a ridiculously MP efficient spell is not something you can afford very much of as a WHM. Keep in mind that you’re not a SCH and have no easy way to return MP like they do, Shroud of Saints is only usable every two minutes and so it is not an entirely reliable method to be using.

Divine Seal

  • Type: Ability
  • Level Acquired: Level 40
  • Description: Increases spell-based HP restoration by 30%
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 15s
  • Recast Time: 60s (1 Minute)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Divine Seal is essentially a WHM only Convalescence. Coupled together they give a greater bonus of 1.69x curing received, or +69%. However if you manage to nab yourself a WAR your increase is going to be even greater because their initial boost of Defiance grants them a 20% boost and their slightly weaker use of Convalescence gets them an additional 20% for three separate buffs of 30%, 20% and 20% for a total of 1.872x curing power, or a gain of +87.2% in terms of overall healing capacity. This is a large part of why WHM’s prefer WAR to PLD just because the high cures they can provide often mean they don’t need to worry about using Cure II quite as often, and if used properly a WAR can mitigate a lot of damage even though they don’t have a passive 20% reduction like PLD does. Their high HP pool coupled with a smart balance of skills and abilities means that on the whole they can survive longer, deal more damage and overall be more useful as a Tank to a WHM than a PLD would be. Of course a SCH is going to generally prefer a PLD to a WAR but that’s just where the current balance lies and at the moment there’s no massive issue with either being preferred as any endgame content is going to require both as they are both much better together (this goes for SCH and WHM as well as PLD and WAR) than they would be apart, or with double of their Job.

The importance of using Divine Seal should not be understated because it provides a significant boost to all your healing spells, not just Cures but Regen as well and your Medica line too. Cure becomes a closer version to Cure II and Cure II becomes a substantial 845 potency on its own. Without the use of a WAR’s Defiance or Convalescence in the mix. However if you were to be using WAR and Divine Seal together, you’d get 624 curing potency for Cure and a massive, absolutely staggering 1,014 potency equivalent cure for Cure II! Of course you could take it even further by timing a WAR’s Convalescence to reach even greater amounts, but I’m sure by now you’ve understood the gist of what’s going on here.

Divine Seal comes with a single minute recast, meaning that in the course of any normal fight you can use it at least ten times, often more and so it should be exercised pretty liberally. It’s got a 25% uptime if you use it every time that you can, but you should also be wary of employing this tactic, particularly before an AOE or early on in the match because it also increases the amount of Enmity you accrue by the same 30% as it increases your curing power which increases the amount cured which, as we all know increases your Enmity regardless of the amount of HP actually cured or if the people were already at max HP or not. This gets into some relatively dangerous territory for WHM as they have high curing power which directly correlates to them having a higher enmity concern than say SCH.

When used wisely, as in you understand when your Enmity can take the additional dump of curing power, Divine Seal can be used almost every time it’s off cool down allowing you to massively boost all your curing spells and saving you significant amounts of MP in the process. However many WHMs do not take advantage of this simple fact because they worry about their Enmity so much. However, unless you’re constantly not able to have the Tank attack the particular mob, and because you might have a high Enmity threshold to begin with it’s always best to feel out the group first. Some fights and some strategies make it much harder for a WHM to hold hate, and others make it very easy to get a WHM who isn’t putting much effort into it, to pull hate instantly. It all depends on the mechanics in play and you should definitely speak with your group and understand the fight that is about to take place so that you’re able to put forth your best effort. And so, as with most things with MMOs but particularly with this game, you’re going to want to make sure you adapt your play style based on the event you’re about to do an the group you’re doing it with.

Holy

  • Type: Spell
  • Level Acquired: Level 45
  • Description: Delivers a magic attack with a potency of 200 to all nearby enemies.
  • Additional Effect: Stun
  • Casting Time: 3s
  • Duration: 4s (PvP 3s)
  • Recast Time: GCD
  • Cost: 532 MP
  • Combo Bonus: N/A
  • Notes: Holy is an incredible spell, it however was nerfed at some point to have less potency but it’s still an incredibly useful and strong spell for speed running any given dungeon. It’s useful for obliterating groups of mobs as well, though that’s mostly what you do in any particularly dungeon speed run as it is! This is perfectly used with both Swiftcast for the initial quick stun, because the cast time is relatively long. Additionally it works wonders with Presence of Mind to increase your Spell Speed and therefore reduce both casting time and recast time so that you can pump out Holy after Holy, stun locking for a few seconds and preventing any damage from going off while your Tank secures enmity on the group, and in the mean while you’re dealing a considerable amount of damage to all targets in range.

Holy by itself is a reasonably strong spell and much more so when you consider that its main draw is that you can easily AOE everything in range and stun lock it for a few seconds, allowing you to deal a few more casts completely uninterrupted. Additionally you’re going to not have to worry about your tanks and their HP because during that period of stun lock the mobs won’t be able to deal any damage since they’ll be immobilized. Though it has its places, generally speaking Holy is not to be used in endgame activities strictly because Stun won’t go off and your damage isn’t going to be particularly welcome honestly, considering the fact that the damage outgoing at such points is going to be so large that you’ll often need two Healers spamming back to back, and you can see why it’s going to be troublesome.

That being said, Holy isn’t useless, just mostly for dungeon running or farming or spirit bonding purposes more than anything else. It is, if not one of the strongest AOEs at least the most easily reproduced one as it can stun and that leads to additional time to be able to cast rather than running and casting like many others might have to. Other than those few instances, Holy isn’t going to be a particularly useful tool for you as WHM. It’s useful in the sense that for what it does, it excels at rather well, it could - obviously - use some more potency behind it or perhaps a longer stun, but either way it’s pretty useful overall.

Benediction

  • Type: Ability
  • Level Acquired: Level 50
  • Description: Restores all of a single target’s HP.
  • Additional Effect: N/A
  • Casting Time: Animation (VERY Long)
  • Duration: N/A
  • Recast Time: 300s (5 Minutes)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Here’s the strongest heal in the game for any single target. However, the major caveat here is that for a spell, or rather an ability of such magnitude, the delay is horrendously long. And this is to the point that it becomes almost a joke really. You effectively need to know when to cast it *before* you use Benediction, because the delay is so oddly long that it won’t instantly go off as you see your Tank’s HP start to decline rapidly. Usually in such a case what will happen is that the Tank will die and your Benediction will go on cool down, providing you with what is essentially the worst of both worlds.

However, if you’re able to appropriately time it, or your Tank informs you that they won’t be able to handle the next attack coming their way, the best bet is to make sure that they don’t have to by tossing a Benediction on them. This can be used partly as an MP saving tactic, because you’re going to be able to restore thousands of HP for zero MP cost. While that usually could be considered a net gain in terms of MP management, you don’t really want to waste your single best healing ability on saving a bit of MP. You use it when you’re in dire straits and need the help to keep yourself, or more than likely, your Tank alive enough to see the end of the battle. Often times a Benediction when timed well will go off just before the final lethal attack but instead the attack gets absorbed into the overall healing power of Benediction. Make no mistake, this is rare and it’s not an easy thing to accomplish, requiring a great amount of practice and knowledge of how the fight and various events work out. Even then, a simple amount of lag can easily play havoc with your timing and make what would be a miraculously recovery into an untimely death.

Benediction needs to be used when it’s best suited, particularly when your Tank is below 20% HP and you or your Healing partner aren’t able to get them up fast enough through conventional means. The issue that compounds onto the Benediction issue is that when you’ve got about a million things going on at once, you don’t really have much mental capacity for expert timing, which makes getting everything you’re going to need lined up almost impossible. This makes Benediction something of a panic button that you can’t really use in a panic because said panic makes your judgment absolutely *horrid* and as a result of said terrible judgment you’re going to likely wait too long to use it and kill your Tank and in effect wipe your entire group as well. This is generally known to give anybody a bad day and it’s no exception that a Healer is going to be blamed for this sort of fiasco even though it’s not really any of their fault and despite this it’s not going to make things any better.

The best way to deal with Benediction is to use it at the latter end of the fight where you know things are already going to be pretty hard and resources stretched to their limits. Once you’ve learned the general pattern of the fight you’ll need to look out for key areas within that fight that are the most dangerous, as in they pose the greatest risk to you and your Tank. Because it is those very same key areas that are going to be integral to using Benediction just before, or at the very least being primed and ready to use it if and when the need arises. Making sure to plan ahead is going to do quite a lot for your skills and capability as a WHM, they aren’t quite as snappy or fast as a SCH and require a bit more thought and planning to be placed into each of their actions before committing to them. In that way, while they’re more reactive, some of their skills and spells take considerably longer than a “reactive” Job should, and as a result you need to plan accordingly for such things if you want to take advantage of all that WHM has to offer.

Despite all of that, Benediction is still your strongest single target heal and should be treated properly. It should be used but not to the point that when you truly need it, it’s not up. This, unfortunately as with almost everything in this game, requires you to be keenly aware of what’s going on at all times and the general pace and mechanics of the fight. By doing so you’re able to keep a good eye out for periods when you can slip and use Benediction for any of the reasons previously listed, or even “just because” as you deem fit really. And it’s really only through manipulating events such as these that you’re able to reach the heights many endgame players demand of their party but rarely ever actually see themselves. Even still, you should strive for the most that you can be as a WHM, there’s no reason you shouldn’t reach for the highest you possibly can.

As a WHM you’ll be the lynchpin to the whole group, they can break or conquer almost entirely based on how well you do as a WHM. A terrible encounter can be turned around by a shrewd WHM acting at just the right time to reverse the run, or an excellent run can be sabotaged by either a very lazy or unskilled WHM. Really, almost any singular job can screw up an entire run but it’s not quite the same when you deal with a Healer or a Tank for example. Since these jobs form the backbone to any good group, you end up having a sort of defining nature to these roles. It’s that very same reason that you can’t get complacent with how you heal or how you deal with your group and the mechanics of the fight. It’s important to not get into a rut or routine where you stop paying attention, because it only takes a moment for a good run to turn into a wipe. So be sure that you’re always aware and try to adapt to each and every fight as if it were your first time. I realize that such a request is pretty difficult at the best of times and is made that much worse because endgame raiding is only updated every 6 months or so and it only takes a good group to clear through the latest content in about one to two months max depending on each group’s schedule and individual skill level. But maintaining that sharp edge on your skills and awareness is precisely what will help you when the new content comes out and you’re thrown up against it, essentially relearning skills you already had. Most groups go through this and it’s one of the contributing reasons people have issues after the long period of having a coil set on farm status. What I’m trying to say is: beware comfort, it is the primary path by which most players end up reducing their ability for growth and learning.

Cross Class Skills

Far less than most Jobs, WHM benefits from Cross Class skills. While that may have seemed similar to Yoda Speak, I assure you it wasn’t. WHM, unlike most other Jobs and Classes out there doesn’t get all that much utility from its chosen sub classes where it can pull its skills from. The biggest benefits are basically from the *other* Healer class, ACN or rather SCH though they don’t take directly from SCH, they borrow two useful skills from ACN. Namely Virus and Eye for Eye which are two of the better skills in the game for protecting a Tank and in general party members who are in great need of defense.

The other cross class abilities are mostly to increase WHM’s already strong utility. This is largely an issue resulting from WHM being so very specific in what it does and what it needs to be able to do and with only two Jobs and Class combinations resulting for it, you get a sort of lopsided manner as we see below. With most of the skills being to increase WHM’s narrow spectrum, allowing them to deal a little bit more damage and with really only one skill not from ACN. That would be Swiftcast and is practically required for either Healer simply because of its great utility with Raise. Without Swiftcast on a Healer a great many more groups would have failed to bypass most of the Binding Coil of Bahamut checks and balances that would have resulted in much longer clear times and far slower progress overall in all types of content. However, because of Swiftcast both SCH and WHM are capable of raising people mid battle in the blink of an eye. Sure, the person is still weakened and nearly dead as it is and weakened to boot, but they’re back up which is a far site better than if they were still dead. This dramatically changes the possible strategies and habits of players, making the entire progression scene far different than it would be if people weren’t able to be raised and instead took the full, excruciatingly long 8 seconds to raise up to their feet again.

No matter which way you look at it, for being only one skill from their selection, it can easily be considered one of the most revolutionary and most powerful because of its utility. The power to be able to turn around a very badly progressing raid that’s already pretty far into the fight is not to be underestimated. With two Tanks it’s not unheard of for one Tank to fall towards the end of the battle and as a result only the backup or Off Tank (OT) is capable of stepping in. After that, there’s still only one tank and that becomes a severe problem if there’s two things that need tanking, or if you end up having some sort of tank swap mechanic in the fight. Because of this you’re going to run into a situation that despite having that OT take the place of the Main Tank (MT) you still will fail because you needed two Tanks not one. However with a simple Swiftcast Raise you’re going to be able to get that MT back up while the OT gives him time to breathe and recover. By doing so you’re essentially letting the weakness timer tick down while the MT doesn’t have to worry about high HP damage moves. And as their weakness timer ticks down, the fight is still progressing without significant loss of DPS due to a Tank being down. Now you’ve still got two tanks even if one of them is weakened which is better than just having one. In such a situation the MT can still function as a damaged OT, essentially taking whatever extra duties the OT would have, making for what would be seen as a role reversal. Depending on gear and skill you might even be able to have the MT resume their MT tasks soon after they’re raised and protected again so that they can continue in the same capacity as before. Normally a single death in most MMOs would spell your doom and the whole party would either wipe, or do a very slow descent of death where player after player dies slowly and the fight drags out.

Despite the utility of Swiftcast, if your group isn’t dying left and right then you’re obviously not going to get much use out of the spell when coupled with Raise. Instead you’ll find far more utility from Eye for Eye and Virus. Both of which will reduce the damage that the boss does to everybody not just the single or duo of tanks which makes it a lot more useful in terms of MP management because that’s an equivalent amount of damage that you simply don’t need to heal anymore. And that’s how you should, as a WHM, be looking at everything. How much HP you have to heal and how much MP you’re spending in order to do it. Sometimes you have to go with the most HP in the least amount of time but *generally* you’re looking for the best MP efficiency that you can squeeze out without having to worry about a specific person dying. If you are, well you can always babysit them a little bit to keep them company and make sure they don’t trip over something sharp and die.

Thunder

  • Type: Spell
  • Level Acquired: Level 6 THM
  • Description: Deals lightning damage with a potency of 30.
  • Additional Effect: Lightning damage over time with a potency of 35.
  • Casting Time: GCD
  • Duration: 18s
  • Recast Time: GCD
  • Cost: 212
  • Combo Bonus: N/A
  • Notes: This is a great DOT, decent strength and a decent duration. Overall it has an initial potency of 30 with a DOT of 35, with a total duration of 18 seconds it has a grand total of 6 ticks (on average) which gives it 210 DOT potency coupled with its initial 30 potency for 240 potency. Which honestly, is not too bad considering that you’re a WHM and DOTs are basically you’re super best friends because they allow you to dish out damage without spiking your Enmity more than it already will be, and they allow you most important to get back to healing right away instead of spamming spells in a rotation like a BLM does.

When coupled with Aero and Aero II you’re able to stack quite a large chunk of DOT damage that proceeds to dish out the pain while you’ve already switched back from Cleric Stance and are instead slinging heals at your weary comrades. Pretty good when you’re able to deal better than average damage without lifting a single finger, huh?

Surecast

  • Type: Ability
  • Level Acquired: Level 8 THM
  • Description: Next spell is cast without interruption.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 10s
  • Recast Time: 30s
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: This ability really isn’t necessary, it’s mostly used in PvP where it allows you to get off an important cast without being interrupted. The problem is that in order for this to do its job you’re supposed to be the target of an attack. In endgame raids you want to *avoid that at all costs* because, obviously that’ll get you killed pretty quickly and that’s something most people attempt to avoid rather wholeheartedly! However, in dungeons or areas you might need to get off casts and might also be attacked at the same time, this is a good skill to slot when you’re in need. Obviously it’s not that useful in most things, but even in an endgame raid if you’re hit by an add or something during a boss fight you’ll need or want to be able to still cast appropriately. Not being able to can be a pretty big difference between life or death, failure and a wipe or success and loot. However you see it, you should know that it’s mostly important to be able to cast your spells whenever you want. Having this on a backup all the time (since you don’t really have that many good options anyways) will ensure you never leave it behind and in the odd chance you’re in need of casting while being whacked around, you’ll be able to without having to specifically slot it and unslot it every single time that you’re going into a raid.

Blizzard II

  • Type: Spell
  • Level Acquired: Level 12 THM
  • Description: Deals ice damage with a potency of 50 to all nearby enemies.
  • Additional Effect: Bind
  • Casting Time: 2s
  • Duration: 8s
  • Recast Time: GCD
  • Cost: 212
  • Combo Bonus: N/A
  • Notes: Blizzard II was nerfed when the whole “Speed Run” craze was at its height. Since then, they’ve done (meaning SE devs) a lot to discourage and prevent speed running as a whole. It’s not entirely gone and I don’t think it’ll ever be possible to completely get rid of Speed Runs no matter what. Regardless of that, Blizzard II is a useful spell for the WHM on the go looking to push their time a little lower in each Speed Run. It’s a centered AOE around yourself just like Holy and it binds, though that doesn’t really matter because any damage taken whilst bound unbinds them and so the capacity of Blizzard II in that regard is pretty useful. However, it’s very useful in PvP when you’re looking to catch people unaware and bind them in place so you can sleep them or just get away. Blizzard II has a *deceptively* large AOE range and often, due to the way the server lags between clients, will catch people who swore they were out of the way in time. Use this to your advantage.

In normal events like dungeon runs and the like though, Blizzard II is going to be used alongside Holy when you want to conserve MP but at the same time have enough enemies around that you’ll warrant using it instead of a single target nuke. You’ll need at least four or more mobs to make it worthwhile, often more and you’ll generally use Blizzard II either before or after your Holy Spam. This is largely up to you and your party setup though.

Swiftcast

  • Type: Ability
  • Level Acquired: Level 26 THM
  • Description: Next spell is cast immediately.
  • Additional Effect: N/A
  • Casting Time: Instant
  • Duration: 10s
  • Recast Time: 60s (1 Minute)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: And here we get to one of the best abilities that you’ll both want and need in your time as a WHM. Swiftcast is going to allow you to instantly cast any spell once a minute. Keep in mind however that the duration is only 10 seconds for the buff and so you can’t really pre-charge it as you might other abilities this makes it uncommonly hard to find any WHM, or Healer really that does *not* have Swiftcast unlocked. As such it’s practically required to have it, even if the only reason you’d have it is because you’d want to be able to use Raise instantly once a minute. Of course you rarely need to use it that often and as a result you’ll likely only really need it for those harrowing periods in which your party is getting ripped apart and you need to go into super WHM mode and protect everybody that you can. That doesn’t mean you can’t or shouldn’t use Swiftcast for things like Stoneskin or a quick Cure III or Medica. You’ve got Swiftcast up to be used on average at least 10 times per fight, you’re only really going to (or should need to, rather) need to use a Swiftcast Raise towards the end of the fight, so let’s say in the last four minutes of an average ten minute fight gives us six Swiftcasts to use for our purposes. Stoneskin with its excruciatingly long cast time is one of the best candidates for using alongside Swiftcast. That’s largely because when you look at it, Stoneskin is really best to use when you’re trying to protect a Tank or somebody else (like a previously killed DPS) just prior to a hard hitting attack coming from the boss or anywhere really.

By casting Stoneskin before an attack it prevents that much damage that you won’t need to heal and in many cases you’ll need to be able to buff that person’s HP specifically because they don’t have enough to weather the damage coming at them. This is particularly true when you have a newer Tank who isn’t quite geared as much as you or they would like, and as a result they need more protection during the hard hitting attacks. Notable instances of this are Twintania’s Death Sentence and Darnus’ Raven’s Beak, and Raven’s Blight “DOT” both bosses deal very high damaging attacks that need to be mitigated as much as possible and in general are supposed to push the party to perform a Tank Swap at that moment but a lot of more skilled groups don’t bother because of how useful it is to keep one Tank in the main slot and one in the Off Tank slot simply for security and for the additional peace of mind of having a static tanking structure. Typically your going to try and put your best geared and most skilled tank into the main slot, so that you can rely upon their tactics and gear to see you through the fight and keep the boss on them without killing others through lack of enmity generation or what not.

Despite this, a lot of groups don’t do it for whatever reason and often stick to whomever was in the main tank slot before, regardless of skill or gear. This shouldn’t be done for a great number of reasons, the most obvious is that said person isn’t going to help your group win any more than if you had a DPS switch to WHM to take over and they had very little experience or personal knack for it.

Regardless, tangent aside you’re going to be able to find quite a lot of uses for Swiftcast outside of the most obvious “use this on Raise so that you don’t sit there for 8 seconds like a target.” Because the truth is that adapting to new situations and making the best of what you have available in your “toolbox” (that’s your skills and spells) is the hallmark of not only a great WHM but an excellent player as well. Neglecting to use your tools properly leads to a lot of issues and mistakes that later down the line are going to cause significant issues, so it’s always best to learn the proper way first and reinforce it by constantly doing it that way. If you do it one way and then rarely do it another, such that you only use Swiftcast with Raise and then once in a while you’ll use it on a Stoneskin you won’t be able to react nearly as fast as you should when you need to use it in such a scenario. Repetition is the key to skill and a lot of people seem to forget this. There is no player that is just naturally “that good” they got that good with likely some natural talent (read: raid / situational awareness) and the constant use of their Job or class and the repetitious practice of a rotation or triggering certain skills such as a WHM speed casting a Stoneskin. While as a WHM you don’t have quite the same amount of predictability as other Jobs have, you still have some of the ability to practice swiftly switching targets on the fly, as you’ll no doubt need to do this while you’re under high stress.

The more you practice such events the less they’ll actually stress you out and the less they’ll cause a freeze or delay in your actions as you try to take everything in. A huge, 3 second cast is really quite long especially when your average boss charge up to a hard hitting, almost KO attack is about a full second or so, depending on the boss and encounter of course. However, this means that you simply do not have to time to see the casting and then cast Stoneskin. It’s just not simply possible to do. However with a properly placed Swiftcast you’ll be able to drop that Stoneskin in time before the move goes off and therefore protecting your Tank and keeping your entire group from wiping unceremoniously.

Other spells, really anything that takes a longer cast than say Cure can be used alongside Swiftcast for a markedly reduced casting time, this allows you to quickly get back into the swing of things, letting you resume your normal duties without a drastic change or reduction in your capacity. Get used to making the most out of Swiftcast, finding the points and spells that you can use it with effectively is going to be one of your main goals as a WHM. You could even use it with a DOT like Thunder or something just to be able to cast it while moving, or just as good, to quickly get it out and then move back towards your healing rotation so you have even less interruption than you would normally. This is especially useful in scenarios where you’re the only healer or worse, the damage coming out is just so much but your group barely lacks the DPS to meet whatever DPS check is currently in play and so you need to DPS but cannot do it in any sort of sustained way (which would of course be preferable and far more effective).

Virus

  • Type: Ability
  • Level Acquired: Level 12 ACN
  • Description: Reduces target’s STR and DEX by 15%
  • Additional Effect: Grants target immunity to the same effect (ie. Another Virus) for 1 minute after effect ends.
  • Casting Time: Instant
  • Duration: 10s
  • Recast Time: 90s (1 Minute)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Virus, while extremely useful has lost some of its utility as a result of the patch that essentially nerfed its continual use. They made it so that an immunity was given to the target of Virus after Virus wears off. This gives them a single minute of immunity from another Virus, and that means that Virus only lasts for 10 seconds and then a full minute before anybody else can cast it. As a result having it on a WHM is less than useful, not useless but not entirely as useful as it once was.

However, reducing your target’s main damage stat (for physical at least) by 15% is a massive thing that should never be *not* used. The damage reduction is significant especially when you stack on Storm’s Path and Rage of Halone, turning a fatal move into one that just is severely damaging instead. Which is a massive difference that you will soon come to appreciate very much indeed. Your inability to be able to really keep Virus up all the time is a pretty big issue that most people don’t like, but they’ve largely adapted to it. You need to treat Virus much like you would a Stoneskin or something like that, it needs to be cast as the boss is casting or readying to use something pretty devastating, because of that you’ll need to keep an eye out or know when a boss is going to use something strong like that. You generally want to save for a Weapon Skill such as that because of the one minute downtime of Virus. This makes it so that you can’t really keep the boss in a perpetual weakened state.

However, this also means you need to coordinate with your SCH so that you don’t both cast Virus at the same time, of course you’ll have it up relatively soon but if there’s another mob or the boss happens to attack again within the 90 second window you’ll both be unable to do much and without a BLM or SMN in the party you’re going to struggle to get a Virus up in time for the weapon skill going off on your Tank or entire group. Whichever it is, it’s best to communicate who is going to use virus when and where, largely to prevent double casting. It doesn’t hurt you more than having the ability down without the capacity to use it when the need arises. Usually that’s not an issue because the boss won’t be doing highly damaging attacks every minute, but some bosses do and while they’re usually rare you need to be ready to use Virus as soon as you can instead of just keeping it around in the event that you end up needing it.

Because Virus is an instant cast you can usually cast Stoneskin first and then virus just before the timer finishes on the charged up skill from the boss and hit them with both Stoneskin *and* Virus. However, usually it’s the SCH’s duty to use Virus because you won’t always be able to pre-charge Stoneskin before the ability starts casting and you won’t always have Swiftcast Stoneskin available. Though it’s a valid point to bring up that Swiftcast is a 60 second cool down while virus is a 90 second cool down, essentially making it *somewhat* possible for you to keep Swiftcast Stoneskin and Virus paired up, but that’s a lot of pressure for one Healer especially when you’re going to be doing other things. And it is because of this reason that most SCHs are the ones that deal with Virus, at least initially. But it’s also because a SCH’s Virus is stronger, reducing MND and INT as well, making the boss that much weaker and effectively weakening any magic damage that they might be pushing out. As some bosses are magically oriented instead of physical this makes SCH’s Virus that much more useful.

Eye for an Eye

  • Type: Ability
  • Level Acquired: Level 34 ACN
  • Description: Erects a magicked barrier arround a single party member or pet.
  • Additional Effect: 20% chance that when barrier is struck, the striker will deal 10% less damage.
  • Casting Time: Instant
  • Duration: 30s | Debuff: 20s
  • Recast Time: 180s (3 Minutes)
  • Cost: N/A
  • Combo Bonus: N/A
  • Notes: Here we get to one of the better skills, largely because it can be used freely and the damage reduction stacks with the effects of Rage of Halone and Storm’s Path making for a very useful skill, however it only lasts thirty seconds, meaning you have half a minute hoping that the 20% proc rate kicks in and the boss gets the debuff. The debuff itself lasts only for 20 seconds, but that’s equivalent to Storm’s Path duration and so not quite as bad. However, the real problem comes that it’s an ability from ACN, meaning only your mages can wield it. This is problematic because for anybody but a SMN or SCH the ability is on a 3 minute cool down timer. This means at best you’re looking at four people who can cast it, two of which are ACN base and so have a cool down of 120 seconds instead of 180, but still that means your other two, your WHM and BLM are going to have the slower version by a full minute. Since Eye for an Eye only lasts 30 seconds that means the total cycling time that the buff can be on a player is 2 minutes, which if everybody were an ACN base would work perfectly as you could keep a rotating Eye for an Eye buff cycle on the main tank or whomever needed it and see pretty significant bonuses from such.

That is, unfortunately not the case at all and in such an event you’re looking at the whole picture, because you just can’t push out Eye for an Eye from all people like that since you’d still have your BLM and your WHM (that’s you!) with a full minute or so left on their timer when their rotation came up on them. At the same time you also need to realize that the very debuff itself is random and when it applies it’s only for twenty seconds. Slim though it may be it’s entirely plausible that you could go a full buff period of 30 seconds and *not* get a proc, either. Which, while very unfortunate does happen at times and you could also get unlucky then “lucky” again at another point in such a way as your debuffs don’t get to overlap. What that means is that you could have a proc at 5 seconds left, and then the next proc would happen right away on the next Eye for an Eye within ten seconds and then the debuff gets reset, that’s true but what’s the point then? If it doesn’t proc again before the timer is up, which is an entirely likely event, then it’s essentially a wasted proc as it didn’t really add anything, hardly 20% of its full potential.

Eye for an Eye is mostly useful when you know a hard hitting attack is coming up soon, but not so soon as you won’t have your tank get a few good hits in beforehand. Ideally you’d do it nearly ten or more seconds before you suspect the hit is coming, giving enough time and enough hits to happen for the dice roll to finally be in your favor, giving you the near certainty of hitting Eye for an Eye as a proc and reducing the damage taken. If you’ve also got yourself a WAR that happens to be smart and capable and can keep Storm’s Path up, or at least keep it up at the important times, then you’re in even more luck and you’ll have a 20% reduction in damage from the boss during the larger, more devastating hits.

Of course, you can’t really predict whether or not this is going to happen in such an exact way and that only makes it that much worse because it’s so unpredictable by its very nature. This makes is difficult to use as an anticipated reduction of damage, such as you would use say, Stoneskin for when preparing for a large damaging hit to come onto your tank. That being said, your best bet is to *try* and make sure it procs for a useful spell or ability, something to the point that the tank and preferably the entire party will benefit from, but that’s usually too hard to do. Even if you manage to weigh the odds in you favor, there’s no telling when the proc will happen and especially no knowing if it’ll proc when you want it to, resulting in a random and unpredictable string of events that don’t really explain how or when you’ll get an Eye for an Eye debuff on the boss.

As a result of the random nature of Eye for an Eye you’re going to be less than enthused to learn that you can’t effectively predict much of anything. That’s because as we mentioned before, while you can keep a relatively decent cycle of Eye for an Eye on, which reduces in potency and potential as you remove ACN base Jobs such as SMN and SCH from the mix, you can’t influence *when* it will proc. As the ability does nothing by itself when cast upon the person. This means that your best bet and most likely act is going to be just pushing out as many Eye for an Eyes as you can and constantly trying to get up something of a rotation. By doing this you’re affording yourself the highest chance of a proc but you aren’t making yourself too rigid or otherwise overburdening yourself in such a way as you make it harder to do as you normally would. What that means is that instead of trying to form a strategy around the mechanics of the fight and how you might optimize your chances at getting a proc, you instead are just pretty much casting it whenever it’s up, in order to optimize the overall uptime versus the rarer chance to have it up specifically to prevent a high damaging move.

The odds are pretty much in your favor that the above is going to happen anways, so why put undue stress on yourself to perform when you can just work out a rotation with your fellow mages, giving them a heads up when you intend to use it, and otherwise watching for when the *debuff* not the buff, wears off. So long as you do those things there’s really no need to be more thorough. You’ll get what you intended more often than not and you don’t have to overcomplicate your job any which is always a definite plus.

In Closing

In closing, it should be stated that WHM is the quintessential Healer, among all other jobs and classes in the game they are likely to remain the primary healer that starts as such from day one. We’ve yet to see what the new classes or jobs (let’s hope they’re only jobs) from 3.0 / Heavensward are, but whatever it is, is unlikely to be quite as proficient or made from the ground up as a WHM is. However, keep in mind that a WHM is more than just a Healer, they’re also quite good at dealing damage, far more than you would expect at first look and while they may not be incredibly good in a raid environment due to the need to continually heal and inevitably they are held back by their shallow DPS spells and access to said abilities in solo or PvP they are quite powerful in their own right.

What’s more, when Spiritbonding WHM is considered usually one of the best jobs to go as, even more than any other job such as BLM or SMN. SCH is considered one of the best for pulling due to the passive heals from the fairy and the pretty much infinite MP pool when they’re not casting in a raid environment, but WHM has far more damage potential and can deal heavy loads of damage to a wide area, however such power comes at a relatively sharp cost to MP. This is why, when spiritbonding SCH and WHM work well together, each of them are out of a party themselves, which allows them to deal a great amount of damage right off the bat with only using a simple, single spell, Holy. This allows both people to be outside of a party, thus reducing the 40% spiritbinding rate cut for being in a party and yet both getting credit as the 30-40% requirement for getting credit is easily achievable by a WHM who is spamming Holy nonstop. During the downtime between pulls when the SCH runs out to get more, the WHM has enough time to rest and recover their MP to be used again, this is the primary method of efficient and high level spiritbonding which works extraordinarily well. Keep a lookout for a guide on spiritbonding and the new changes that were implemented as of patch 2.35 which dramatically and forever altered how materia is not only gained but also how spiritbonding works!

Games


QR Code
QR Code ff_14_conjurer_overview (generated for current page)
 

Advertise with Anonymous Ads