Introduction
White Mage is the straight forward, easy healer of the game, utilizing more aggressive cooldowns and has a much lower skill requirement than the other healers. As a White Mage the only thing you will find lacking from your repertoire is that you don't have enough MP to go around blasting your abilities at full throttle all the time but worry not your power, utility, and cool downs take you a long way. White Mage is fairly simplistic but there are a few subtleties that can slip through, and this guide will help you catch them all.
White Mage is the straight forward, easy healer of the game, utilizing more aggressive cooldowns and has a much lower skill requirement than the other healers. As a White Mage the only thing you will find lacking from your repertoire is that you don't have enough MP to go around blasting your abilities at full throttle all the time but worry not your power, utility, and cool downs take you a long way. White Mage is fairly simplistic but there are a few subtleties that can slip through, and this guide will help you catch them all.
Requirements
Conjurer Level 30, Arcanist Level 15
Conjurer Level 30, Arcanist Level 15
Healer Tips
Ally List
The most important asset to any healer is the ally list. Watching health bars over head moving targets is lenient to folly and in an 8 man or 24 man group will lead to failure nigh guaranteed. Use the party list, defaulted to the upper left of the screen to select who to heal.
Mouse Over (PC)
Mouse over macros are an option for healers who don't want to be retargeting with their healing spells. This allows you to keep your target on an enemy and view their cast bars without use of focus targeting, and allows you to heal targets without having to click/switch between them. I do not utilize this strategy, at it can easily wrong and I use my mouse to move my camera around to navigate more easily, however this is a valid way of playing.
To use effectively, change your ui so that the ally list is centered above your hot bar, so that all zones of interest (ally list, ablities, target health bar, and your position for telegraphs) are all visible in a column. To perform mouse over, you must make every ability you desire to be a mouse over (doesnt work on placements aoes, you must click them down) into a macro. The macro would look like such:
/micon "ability"
/ac "ability" <mo>
Cool Downs
Utilize buffs on an as need basis. Foolishly throwing away cool downs can result in crunches or failures when things get spicy, and as a healer you are the last line of defense against a wipe.
Priorities
Stay Calm. Most people panic when their character is about to die, or healers panic when everyone is at low health. The most important thing is to stay calm and cool during tense situations. Remember and stick to this priority list.
Above all players YOU must stay alive. Never heal someone else if you will die because of it. You are a healer, you can bring them back, only healers and summoners can bring you back.
Other healers must also be kept alive over everyone else for the same reason.
Tanks must be kept alive over DPS (as long as they are doing their job, if not let them die as they are just eating your MP for bad DPS) as to mitigate the amount of heals you will have to be throwing out.
Revive summoners, bards and machinists before other DPS roles if multiple Players have died and all tanks and healers are revived. Summoners can aid in reviving and healing, and bards and machinists can restore your MP.
MP and Refreshes
MP naturally restores in combat at 2% every 3 seconds, but is consumed at greater and greater rates later in the game. A refresh ability will restore about 23% MP over its duration before it is buffed around level 48, and then 30% when it is buffed. The percentage is based on the ratio of Mind to Piety so it fluctuates and is affected by gear but that is roughly how it works. Refresh spells have potencies but are independent of cleric stance, so it will restore the same amount whether it was activated in or out of cleric stance.
Ally List
The most important asset to any healer is the ally list. Watching health bars over head moving targets is lenient to folly and in an 8 man or 24 man group will lead to failure nigh guaranteed. Use the party list, defaulted to the upper left of the screen to select who to heal.
Mouse Over (PC)
Mouse over macros are an option for healers who don't want to be retargeting with their healing spells. This allows you to keep your target on an enemy and view their cast bars without use of focus targeting, and allows you to heal targets without having to click/switch between them. I do not utilize this strategy, at it can easily wrong and I use my mouse to move my camera around to navigate more easily, however this is a valid way of playing.
To use effectively, change your ui so that the ally list is centered above your hot bar, so that all zones of interest (ally list, ablities, target health bar, and your position for telegraphs) are all visible in a column. To perform mouse over, you must make every ability you desire to be a mouse over (doesnt work on placements aoes, you must click them down) into a macro. The macro would look like such:
/micon "ability"
/ac "ability" <mo>
Cool Downs
Utilize buffs on an as need basis. Foolishly throwing away cool downs can result in crunches or failures when things get spicy, and as a healer you are the last line of defense against a wipe.
Priorities
Stay Calm. Most people panic when their character is about to die, or healers panic when everyone is at low health. The most important thing is to stay calm and cool during tense situations. Remember and stick to this priority list.
Above all players YOU must stay alive. Never heal someone else if you will die because of it. You are a healer, you can bring them back, only healers and summoners can bring you back.
Other healers must also be kept alive over everyone else for the same reason.
Tanks must be kept alive over DPS (as long as they are doing their job, if not let them die as they are just eating your MP for bad DPS) as to mitigate the amount of heals you will have to be throwing out.
Revive summoners, bards and machinists before other DPS roles if multiple Players have died and all tanks and healers are revived. Summoners can aid in reviving and healing, and bards and machinists can restore your MP.
MP and Refreshes
MP naturally restores in combat at 2% every 3 seconds, but is consumed at greater and greater rates later in the game. A refresh ability will restore about 23% MP over its duration before it is buffed around level 48, and then 30% when it is buffed. The percentage is based on the ratio of Mind to Piety so it fluctuates and is affected by gear but that is roughly how it works. Refresh spells have potencies but are independent of cleric stance, so it will restore the same amount whether it was activated in or out of cleric stance.
Over healing, Don't Do It
Over healing is a waste of MP and draws unnecessary enmity to you, unless you want to be risking your own hide or teach your tank a lesson in enmity. Which leads us to...
Over healing is a waste of MP and draws unnecessary enmity to you, unless you want to be risking your own hide or teach your tank a lesson in enmity. Which leads us to...
![Picture](/uploads/5/7/1/2/57120091/_1437790259.png)
Enmity
This game calls the enemy attention mechanic “enmity”. You may know this as hate, aggro, threat, rage, etc. Enmity generation is also your concern as a healer. Now enmity generation is tied to damage dealt and healing, but they are not the same thing. There are moves which provide enmity bonuses which means they produce double the enmity for the damage.
This is how enmity works so you understand. I shall use a single unit of damage/healing to show perspective
1 damage = 1 enmity point
1 damage from an enmity bonus attack = 2 enmity points
1 healing = 0.5 enmity points to all enemies that are currently engaged by that target
You must avoid reaching above the tanks enmity as much as possible. Current enmity totals are shown (although not numerically) in two areas.
The first is detailed for a single target. With a target selected, you can view who has how much enmity in the party window. This will also let you know who is closest and by how much. This will inform your enmity generation and dps decisions.
The second is the enemy list. If you have an green circle for all of them, you are golden. If you have an orange triangle or square then you should not be dpsing that target anymore and you can even mark the enemy or use a macro to let the tank know they lost enmity
AoEs/Telegraphs
If a player is not running out of AoEs/telegraphs consistently, because they believe their role is more important than yours, feel free to remind them that without you they will spend a whole lot of time on the floor doing nothing. Not healing a player who can't be bother to dodge telegraphs is PERFECTLY FINE. Its their fault they took damage, you don't have to heal it (now if they only screw up every once in a while, you shouldnt punish imperfection). Variants on this strategy to imply this effect without completely doing it are: using only aoe regens when everyone is hurt, using one regen on them per fight when they mess up, or using one stoneskin on them the first or every time they get hit. This will not providing them with enough healing to sustain their bad (and incredibly rude) habit, but will show you gave them something.
This game calls the enemy attention mechanic “enmity”. You may know this as hate, aggro, threat, rage, etc. Enmity generation is also your concern as a healer. Now enmity generation is tied to damage dealt and healing, but they are not the same thing. There are moves which provide enmity bonuses which means they produce double the enmity for the damage.
This is how enmity works so you understand. I shall use a single unit of damage/healing to show perspective
1 damage = 1 enmity point
1 damage from an enmity bonus attack = 2 enmity points
1 healing = 0.5 enmity points to all enemies that are currently engaged by that target
You must avoid reaching above the tanks enmity as much as possible. Current enmity totals are shown (although not numerically) in two areas.
The first is detailed for a single target. With a target selected, you can view who has how much enmity in the party window. This will also let you know who is closest and by how much. This will inform your enmity generation and dps decisions.
The second is the enemy list. If you have an green circle for all of them, you are golden. If you have an orange triangle or square then you should not be dpsing that target anymore and you can even mark the enemy or use a macro to let the tank know they lost enmity
AoEs/Telegraphs
If a player is not running out of AoEs/telegraphs consistently, because they believe their role is more important than yours, feel free to remind them that without you they will spend a whole lot of time on the floor doing nothing. Not healing a player who can't be bother to dodge telegraphs is PERFECTLY FINE. Its their fault they took damage, you don't have to heal it (now if they only screw up every once in a while, you shouldnt punish imperfection). Variants on this strategy to imply this effect without completely doing it are: using only aoe regens when everyone is hurt, using one regen on them per fight when they mess up, or using one stoneskin on them the first or every time they get hit. This will not providing them with enough healing to sustain their bad (and incredibly rude) habit, but will show you gave them something.
![Picture](/uploads/5/7/1/2/57120091/7491030.png?250)
Healer DPS
Healer DPS is incredibly underestimated by most players in the game, especially STR geared tanks. In my experience healers can put out 90% of the damage a DPS can on equal gear while still healing a decently tough tank, and in many cases I have surpassed the damage of a DPS or in fewer cases I have dealt the highest DPS in the group.
Cleric stance is key to healer DPS, as it makes your healing stat into the damage stat for spells, HOWEVER it must be used appropriately as it locks you in the stance for 5 seconds (two global cool downs) and makes your healing as effective as a spoon at cutting. As a healer you will develop a feel for your tanks health and the damage of the fight and know when its best to use cleric stance, but mistakes do happen, dont beat yourself up about it.
If in a high damage dungeon or running with a squishier (ahem warrior ahem) tank, avoid dpsing until the enemy count is low or the boss is in a low damage phase.
MOST IMPORTANTLY do not exceed use beyond 60% of your MP. If your MP bar is nearing half, stop DPSing unless you are POSITIVE you can recover it or will not need it.
ALSO remember although healer DPS makes things faster, it is rarely necessary for fights. If DPSing makes you uncomfortable stick to just the heals. No one can get mad at you for doing just your job.
Healer DPS is incredibly underestimated by most players in the game, especially STR geared tanks. In my experience healers can put out 90% of the damage a DPS can on equal gear while still healing a decently tough tank, and in many cases I have surpassed the damage of a DPS or in fewer cases I have dealt the highest DPS in the group.
Cleric stance is key to healer DPS, as it makes your healing stat into the damage stat for spells, HOWEVER it must be used appropriately as it locks you in the stance for 5 seconds (two global cool downs) and makes your healing as effective as a spoon at cutting. As a healer you will develop a feel for your tanks health and the damage of the fight and know when its best to use cleric stance, but mistakes do happen, dont beat yourself up about it.
If in a high damage dungeon or running with a squishier (ahem warrior ahem) tank, avoid dpsing until the enemy count is low or the boss is in a low damage phase.
MOST IMPORTANTLY do not exceed use beyond 60% of your MP. If your MP bar is nearing half, stop DPSing unless you are POSITIVE you can recover it or will not need it.
ALSO remember although healer DPS makes things faster, it is rarely necessary for fights. If DPSing makes you uncomfortable stick to just the heals. No one can get mad at you for doing just your job.
Abilities, Combos, and Execution
Here we will review in sections the various abilities you will have, how you should use them, and how they will change your playstyle. A list of the specific details of the abilities can be viewed Here and Here. Note what I consider to be a cool down constitutes a buffing action and longer recast time of 60 or more seconds. Attacks and single use buffs with shorter recast time, I consider to be Off GCD abilities and are included in the main sections. You may disagree with these definitions, but that is how the format of the following is written. Key abilities are described in their own sections for clarity of function and purpose.
Here we will review in sections the various abilities you will have, how you should use them, and how they will change your playstyle. A list of the specific details of the abilities can be viewed Here and Here. Note what I consider to be a cool down constitutes a buffing action and longer recast time of 60 or more seconds. Attacks and single use buffs with shorter recast time, I consider to be Off GCD abilities and are included in the main sections. You may disagree with these definitions, but that is how the format of the following is written. Key abilities are described in their own sections for clarity of function and purpose.
Cross Class
Recommended:
Swiftcast- this is almost required if you ever want to raise someone practically in a fight, it also serves the additional benefits of emergency healing and quick casting buffs like protect. stoneskin, and stoneskin 2
Eye for Eye- excellent source of mitigation, always use on the tank in a boss fight, but the cool down is rather long as cross class so don't waste it.
Good:
Virus- Useful for reducing physical damage from a target in both solo and party play. The short cool down allows you to use it pretty often so feel free in trash fights
Surecast- is a nice buff to have if you are forced to hard cast a raise but server no purpose usually. Its simple prevent damage from canceling your cast but anything else still does.
Bad:
Ruin-This can be a very cheap form of very poor dps. So you can spam the living hell out of this ability and never make a dent in your mp, but equally its not gonna kill anything anytime soon.
Blizzard 2- other than as a pinning move, this spell is pathetic damage and a waste of mp and movement.
Physick- as sexy as this move looks compared to cure (just my opinion) dont use it as it will not proc your Freecure trait which is a major source of sustaining your healing.
Recommended:
Swiftcast- this is almost required if you ever want to raise someone practically in a fight, it also serves the additional benefits of emergency healing and quick casting buffs like protect. stoneskin, and stoneskin 2
Eye for Eye- excellent source of mitigation, always use on the tank in a boss fight, but the cool down is rather long as cross class so don't waste it.
Good:
Virus- Useful for reducing physical damage from a target in both solo and party play. The short cool down allows you to use it pretty often so feel free in trash fights
Surecast- is a nice buff to have if you are forced to hard cast a raise but server no purpose usually. Its simple prevent damage from canceling your cast but anything else still does.
Bad:
Ruin-This can be a very cheap form of very poor dps. So you can spam the living hell out of this ability and never make a dent in your mp, but equally its not gonna kill anything anytime soon.
Blizzard 2- other than as a pinning move, this spell is pathetic damage and a waste of mp and movement.
Physick- as sexy as this move looks compared to cure (just my opinion) dont use it as it will not proc your Freecure trait which is a major source of sustaining your healing.
EHPSPMP
This is a measure of how effective a spell is at healing and will be mentioned in the healing abilities. It stands for Effective Healing Per Second Per MP (Mana/Magick Points). It is calculated with the frequency or speed at which you can cast the spell, the amount it heals, the amount of time it takes to heal, and the MP it costs. The higher the better.
This is a measure of how effective a spell is at healing and will be mentioned in the healing abilities. It stands for Effective Healing Per Second Per MP (Mana/Magick Points). It is calculated with the frequency or speed at which you can cast the spell, the amount it heals, the amount of time it takes to heal, and the MP it costs. The higher the better.
Conjurer (level 1-30)
Stone
Strategy: Main damage move til level 22. Additionally inflicts heavy, which slows a targets approach and may prevent them from leaving tank side if the tank loses enmity.
Cure
Strategy: Your basic heal. Even at end game you will still desire to use this spell as long as it is ample healing for the situation for two reasons. Your base healing on all healers will always be the highest EHPSPMP except for off gcds. The second is that as a white mage, your cure at level 32 will give you a 15% chance for a free cure 2, which is incredibly useful for maintaining MP or DPSing guilt free of the MP costs.
Aero
Strategy: This is both your quick cast damage and your DOT. Apply to all enemies (After your tank has gained enmity) to maximize DPS (healing permitting). You may also use it to get a quick hit in on a low health enemy that would die before a full stone cast. Always keep this on targets (healing permitting) until they have less than 18 seconds of health remaining. One full Aero is worth more damage than stone or stone 2 and is cheaper so keep it on for as long as it is useful.
Cleric Stance
Refer to Healer DPS section
Protect
Strategy: should always be on everyone as it boosts their defense which means less healing. Can only be cast on party members.
Medica
Strategy: this is your aoe heal for all lower content and is still relevant in tougher situation at high level. This is only worth casting if three targets are injured or two targets are injured with one of them being severely injured (but this heal will sustain them into next heal) in term of ehpspmp.
Raise
Strategy: For now this only serves as a raise out of combat, in which most cases it better simply to release (click okay to resurrect at the beginning of the dungeon) to avoid 2 minutes of being diminished by 15 or more %. After level 28 you can raise in combat which is completely neccesary. Do yourself a huge favor and use my raise macro in macro section to so you dont have double raising of party members in full parties.
Fluid Aura
Strategy: This off gcd and when soloing can be used for DPS. DO NOT USE THIS IN DUNGEONS FOR DPS UNLESS THE ENEMY HAS JUST ENOUGH HP THAT THIS WILL KILL IT AND EVEN THEN IT IS A WASTE. The dps loss experienced but the other 3 party members or more will ALWAYS be more than this one move will do. To use this move effectively use in one of two ways. The first is damage reduction; after the tank establishes enmity, use this to shoot of one of the engaged targets and lock them far away from where they can hurt the tank. If you or anyone else damages this enemy, it will be set free. The other way is use it when the tank loses enmity on something and knock it away from whoever else it is attacking so the tank will see they lost something. If you strictly use it in the latter situation use the macro I supply below.
Esuna
Strategy: Esuna will cleanse away most negative status effects but many are not worth dispelling as it is costly and a few cannot be disspelled (which are too varied to list but as you play you'll discover). Always cleanse paralyze and slow. Always cleanse vulnerabilities on the tank. Usually cleanse poison but if its going to keep getting reapplied (like aaitar in brayflox) wait for 2 or 3 stacks before cleansing. On DPS you can leave many status effects but if your nice and have the mp to spare in the fight then go ahead and help them out. OR you may use the debuffs they receive as punishments for not doing their job and avoiding whatever put it on them.
Stone 2
Strategy: can replace Stone 1 almost completely but does drain MP rather quickly at low levels. Use wisely.
Repose:
Strategy: Repose places a single target under sleep. This useful to reduce incoming damage to permit dpsing or ease healing. Many targets late game are immune to this effect and any damage to a sleeping target wakes it up.
Level 28 you can now raise in combat
Cure 2
Strategy: When you first receive cure 2 its a mega heal, healing 60-75% of a targets health. As you increase in level this will diminish but cure 2 will always serve as your replacement for cure 1 when incoming damage is high. Above 75% health this is most probably a waste and remember that cure 2 has worse EHPSPMP than Cure. This brings us to the most important feature of this spell. At Level 32, every cure has a 15% chance to give you a buff that makes your next cure 2 free of mp. So use this only if the person cannot be sustained with cure to save on mp.
Stone
Strategy: Main damage move til level 22. Additionally inflicts heavy, which slows a targets approach and may prevent them from leaving tank side if the tank loses enmity.
Cure
Strategy: Your basic heal. Even at end game you will still desire to use this spell as long as it is ample healing for the situation for two reasons. Your base healing on all healers will always be the highest EHPSPMP except for off gcds. The second is that as a white mage, your cure at level 32 will give you a 15% chance for a free cure 2, which is incredibly useful for maintaining MP or DPSing guilt free of the MP costs.
Aero
Strategy: This is both your quick cast damage and your DOT. Apply to all enemies (After your tank has gained enmity) to maximize DPS (healing permitting). You may also use it to get a quick hit in on a low health enemy that would die before a full stone cast. Always keep this on targets (healing permitting) until they have less than 18 seconds of health remaining. One full Aero is worth more damage than stone or stone 2 and is cheaper so keep it on for as long as it is useful.
Cleric Stance
Refer to Healer DPS section
Protect
Strategy: should always be on everyone as it boosts their defense which means less healing. Can only be cast on party members.
Medica
Strategy: this is your aoe heal for all lower content and is still relevant in tougher situation at high level. This is only worth casting if three targets are injured or two targets are injured with one of them being severely injured (but this heal will sustain them into next heal) in term of ehpspmp.
Raise
Strategy: For now this only serves as a raise out of combat, in which most cases it better simply to release (click okay to resurrect at the beginning of the dungeon) to avoid 2 minutes of being diminished by 15 or more %. After level 28 you can raise in combat which is completely neccesary. Do yourself a huge favor and use my raise macro in macro section to so you dont have double raising of party members in full parties.
Fluid Aura
Strategy: This off gcd and when soloing can be used for DPS. DO NOT USE THIS IN DUNGEONS FOR DPS UNLESS THE ENEMY HAS JUST ENOUGH HP THAT THIS WILL KILL IT AND EVEN THEN IT IS A WASTE. The dps loss experienced but the other 3 party members or more will ALWAYS be more than this one move will do. To use this move effectively use in one of two ways. The first is damage reduction; after the tank establishes enmity, use this to shoot of one of the engaged targets and lock them far away from where they can hurt the tank. If you or anyone else damages this enemy, it will be set free. The other way is use it when the tank loses enmity on something and knock it away from whoever else it is attacking so the tank will see they lost something. If you strictly use it in the latter situation use the macro I supply below.
Esuna
Strategy: Esuna will cleanse away most negative status effects but many are not worth dispelling as it is costly and a few cannot be disspelled (which are too varied to list but as you play you'll discover). Always cleanse paralyze and slow. Always cleanse vulnerabilities on the tank. Usually cleanse poison but if its going to keep getting reapplied (like aaitar in brayflox) wait for 2 or 3 stacks before cleansing. On DPS you can leave many status effects but if your nice and have the mp to spare in the fight then go ahead and help them out. OR you may use the debuffs they receive as punishments for not doing their job and avoiding whatever put it on them.
Stone 2
Strategy: can replace Stone 1 almost completely but does drain MP rather quickly at low levels. Use wisely.
Repose:
Strategy: Repose places a single target under sleep. This useful to reduce incoming damage to permit dpsing or ease healing. Many targets late game are immune to this effect and any damage to a sleeping target wakes it up.
Level 28 you can now raise in combat
Cure 2
Strategy: When you first receive cure 2 its a mega heal, healing 60-75% of a targets health. As you increase in level this will diminish but cure 2 will always serve as your replacement for cure 1 when incoming damage is high. Above 75% health this is most probably a waste and remember that cure 2 has worse EHPSPMP than Cure. This brings us to the most important feature of this spell. At Level 32, every cure has a 15% chance to give you a buff that makes your next cure 2 free of mp. So use this only if the person cannot be sustained with cure to save on mp.
White Mage (30-60)
Presence of Mind
See Restricted Cool Downs
Level 32 You can get Freecure buff giving free cure 2's from cure 1
Stoneskin
Strategy: I would normally say praise your designated deity(ies) for this ability but you get an even better version from the heavenwards expansion. REGARDLESS this ability is glorious. This allows you to place a 10% hp buffer on target that last for 30 minutes or until consumed. Essentially it will always be consumed. Now this being said this ability has horrible EHPSPMP if you look at it as such (as most barrier abilities). Using this on a tank in combat instead of a cure is a HORRIBLE idea. It is only recommend to reapply this between combat as it eats a fairly large amount of mp. You should apply to this everyone before a boss fight begins to potentially save you healing throughout the fight.
Regen
Strategy: This is your highest EHPSPMP singe target heal. Beware that as the rule of enmity go, if you have this on someone who pulls a group, your heal shall create enmity on all enemies within that group and make them attack you. To avoid this, DON'T preapply this ability before combat NOR use this towards the end of a fight for if it carries over to the next pull the same thing will happen. Now that we covered the downside, this should be on your tank most of every fight to ease the number of cures and cure 2's. You may also utilize this if someone has sustained damage larger than a single cure, but has ample time to receive the healing. Another strategy is to use this complimentary to aoe healing if things get intense, but you will be consuming mp rapidly and this is extremely rare as well as overkill.
Shroud of Saints
See Restricted Cool Downs
Divine Seal
See Unrestricted Cool Downs
Cure 3
Strategy: This is a VERY situational ability. This is the only aoe heal centered on your target rather than you, but at a cost that the targets must be very close (1/3rd of medica range from each other). If all targets are in that range this is an excellent ability, but that like never happens. Even with the guaranteed crit trait you gain later, this ability is also horrible EHPSPMP on a single target so unless the above situation is met you shouldn't use this (and I have simply unmapped it because of 1) the circumstances for it to be used nearly never arise and 2) because they are so rare I never think to use it in those situations).
Holy
Strategy: This will be your main source of AoE damage and later burst aoe damage. This ability is very powerful but very costly and is PBAOE so it is centered on you not your target. This is not only aoe damage but a stun as well meaning that it will give you a period of time after using it in which no one will be receiving damage. I recommend using this once per trash fight, but no more than 3 times as it is incredibly expensive mp wise.
Aero 2
Strategy: Aero 2 is a very unique dot. It's a short term dot. It his hard and fast for a dot, faster than any other in this game (pre buff venom doesnt count). Its shorter term allows this to be used more frequently even closer to end of combat. This does stack with aero, so you both for a powerful dot combo. I recommend tagging all enemies for as long as this is useful (healing permitting).
Medica 2
Strategy: This a large over time aoe heal that requires nigh no movement on your part. This aoe is 25 yalms (full/long range) as opposed to 15 yalms (mid range) of medica so as long as someone is within a single target healing range, you can hit them with this aoe (aka you dont have to really move to center unless its a large field). If you hit everyone this is your highest EHPSPMP (except cds). You'll end up using this instead of medica unless you need alot of healing immediately in which case you end up using both. Beware the same rules of regen in relation to enmity and pulling.
Stoneskin 2
Strategy: This ability is what other healers covet you for. You'll be able to apply stoneskin in the same manner as protect. The cast is incredibly long however so I would save swiftcast for this. This can only be casted out of combat however so its a pre fight utility only.
Benediction
See Restricted Cool Downs
Asylum
See Unrestricted Cool Downs
Stone 3
Strategy: Same concept of evolution as from stone 1 to stone 2. Use in place of at higher cost but higher dps.
Assize
See Unrestricted Cool Downs
Aero 3
Strategy: This is an aoe dot, so you dont have to use on every target. Initiate any aoe dps with this. This stacks with other aeros so you can throw out a powerful dot chain now and is still viable on a single target but only barely.
Tetragrammaton
See Unrestricted Cool Downs
Presence of Mind
See Restricted Cool Downs
Level 32 You can get Freecure buff giving free cure 2's from cure 1
Stoneskin
Strategy: I would normally say praise your designated deity(ies) for this ability but you get an even better version from the heavenwards expansion. REGARDLESS this ability is glorious. This allows you to place a 10% hp buffer on target that last for 30 minutes or until consumed. Essentially it will always be consumed. Now this being said this ability has horrible EHPSPMP if you look at it as such (as most barrier abilities). Using this on a tank in combat instead of a cure is a HORRIBLE idea. It is only recommend to reapply this between combat as it eats a fairly large amount of mp. You should apply to this everyone before a boss fight begins to potentially save you healing throughout the fight.
Regen
Strategy: This is your highest EHPSPMP singe target heal. Beware that as the rule of enmity go, if you have this on someone who pulls a group, your heal shall create enmity on all enemies within that group and make them attack you. To avoid this, DON'T preapply this ability before combat NOR use this towards the end of a fight for if it carries over to the next pull the same thing will happen. Now that we covered the downside, this should be on your tank most of every fight to ease the number of cures and cure 2's. You may also utilize this if someone has sustained damage larger than a single cure, but has ample time to receive the healing. Another strategy is to use this complimentary to aoe healing if things get intense, but you will be consuming mp rapidly and this is extremely rare as well as overkill.
Shroud of Saints
See Restricted Cool Downs
Divine Seal
See Unrestricted Cool Downs
Cure 3
Strategy: This is a VERY situational ability. This is the only aoe heal centered on your target rather than you, but at a cost that the targets must be very close (1/3rd of medica range from each other). If all targets are in that range this is an excellent ability, but that like never happens. Even with the guaranteed crit trait you gain later, this ability is also horrible EHPSPMP on a single target so unless the above situation is met you shouldn't use this (and I have simply unmapped it because of 1) the circumstances for it to be used nearly never arise and 2) because they are so rare I never think to use it in those situations).
Holy
Strategy: This will be your main source of AoE damage and later burst aoe damage. This ability is very powerful but very costly and is PBAOE so it is centered on you not your target. This is not only aoe damage but a stun as well meaning that it will give you a period of time after using it in which no one will be receiving damage. I recommend using this once per trash fight, but no more than 3 times as it is incredibly expensive mp wise.
Aero 2
Strategy: Aero 2 is a very unique dot. It's a short term dot. It his hard and fast for a dot, faster than any other in this game (pre buff venom doesnt count). Its shorter term allows this to be used more frequently even closer to end of combat. This does stack with aero, so you both for a powerful dot combo. I recommend tagging all enemies for as long as this is useful (healing permitting).
Medica 2
Strategy: This a large over time aoe heal that requires nigh no movement on your part. This aoe is 25 yalms (full/long range) as opposed to 15 yalms (mid range) of medica so as long as someone is within a single target healing range, you can hit them with this aoe (aka you dont have to really move to center unless its a large field). If you hit everyone this is your highest EHPSPMP (except cds). You'll end up using this instead of medica unless you need alot of healing immediately in which case you end up using both. Beware the same rules of regen in relation to enmity and pulling.
Stoneskin 2
Strategy: This ability is what other healers covet you for. You'll be able to apply stoneskin in the same manner as protect. The cast is incredibly long however so I would save swiftcast for this. This can only be casted out of combat however so its a pre fight utility only.
Benediction
See Restricted Cool Downs
Asylum
See Unrestricted Cool Downs
Stone 3
Strategy: Same concept of evolution as from stone 1 to stone 2. Use in place of at higher cost but higher dps.
Assize
See Unrestricted Cool Downs
Aero 3
Strategy: This is an aoe dot, so you dont have to use on every target. Initiate any aoe dps with this. This stacks with other aeros so you can throw out a powerful dot chain now and is still viable on a single target but only barely.
Tetragrammaton
See Unrestricted Cool Downs
Unrestricted Cool Downs
Divine Seal
Strategy: Again utilize as you please. This is better used for when healing gets tough rather than to just get a super powered regen(s) off but its cool down is rather short.
Asylum
Strategy: Sets up a zone of regen for all who enter. Use as much as you desire as its free healing but you may want to save it for when things get tough for boss. Cool down is brief so dont be afraid to use in trash fights (except one before boss).
Assize
Strategy: This is the main reason to be white mage honestly. Its an incredibly powerful hit on single target or aoe and its free healing. Use whenever possible, but you may save it for when things get tough as well (but I would not).
Tetragrammaton
Strategy: Use to supplement your healing. This is off gcd and instant so use on side targets that need a larger heal or emergency heal. The cool down isnt too long so dont be afraid to use it.
Divine Seal
Strategy: Again utilize as you please. This is better used for when healing gets tough rather than to just get a super powered regen(s) off but its cool down is rather short.
Asylum
Strategy: Sets up a zone of regen for all who enter. Use as much as you desire as its free healing but you may want to save it for when things get tough for boss. Cool down is brief so dont be afraid to use in trash fights (except one before boss).
Assize
Strategy: This is the main reason to be white mage honestly. Its an incredibly powerful hit on single target or aoe and its free healing. Use whenever possible, but you may save it for when things get tough as well (but I would not).
Tetragrammaton
Strategy: Use to supplement your healing. This is off gcd and instant so use on side targets that need a larger heal or emergency heal. The cool down isnt too long so dont be afraid to use it.
Restricted Cool Downs
Presence of Mind
Strategy: This is best utilized in emergencies, whether they be that your tank pulled too much, there is too much damage going around, or everyone is low because of raid-wides or ultimates. This will allow to get off quite a few rapid heals. If your using this, you should also use divine seal.
Shroud of Saints
Strategy: Save this for when your mp gets lower than what is generally recoverable between combat. I recommend using at 60-70% mp depending on comfort, necessity, and mp use. Dont wait until you are actually low on mp or out of mp to use this. This ability takes time to recover mp and there is no point in using it at a low point of mp when you can still receive the full amount at 60-70% and have the cool down ticking away.
Benediction
Strategy: This is the oh-shit button. It is a full heal for a single target regardless of hp. Its off gcd and instant so you can save yourself in all situations except while casting. HOWEVER the cool down is huge so don't use unless necessary (or to screw with your tank).
Presence of Mind
Strategy: This is best utilized in emergencies, whether they be that your tank pulled too much, there is too much damage going around, or everyone is low because of raid-wides or ultimates. This will allow to get off quite a few rapid heals. If your using this, you should also use divine seal.
Shroud of Saints
Strategy: Save this for when your mp gets lower than what is generally recoverable between combat. I recommend using at 60-70% mp depending on comfort, necessity, and mp use. Dont wait until you are actually low on mp or out of mp to use this. This ability takes time to recover mp and there is no point in using it at a low point of mp when you can still receive the full amount at 60-70% and have the cool down ticking away.
Benediction
Strategy: This is the oh-shit button. It is a full heal for a single target regardless of hp. Its off gcd and instant so you can save yourself in all situations except while casting. HOWEVER the cool down is huge so don't use unless necessary (or to screw with your tank).
![Picture](/uploads/5/7/1/2/57120091/__4603319.png)
Macros and UI Help
Do not rapidly press macro buttons, this will start them over and over and will screw up many of their workings. Macros also do not work with forgiveness zones, meaning pushing it .25 seconds from when Global Cool Down is over, will not push the action through. Global Cool Down must finish completely before a macro (that uses an on GCD ability) can be processed, making them slightly slower (cool downs and off gcds function fine). A well-controlled use of hotkeys is needed for macros, otherwise they are diminished. Furthermore macros can at shortest work in terms of half seconds, anything shorter will cause abilities to not go off.
To be more aware of when your Cool Downs are Available for use again consider one of the two following methods
Visual (PC): enter your HUD layout through the system menu. Place a hot bar nearer to the center of your screen but far enough away you have enough visual space to see your character. Make this hot bar larger using CTRL+HOME. In this bar place a secondary icon of the abilities you wish to know the availability of, whether they be Cool Downs, Off GCDs, or Procs. The following is an example.
Audio: Use a macro on the ability to inform you when its cool down has passed.
/macroicon “Ability”
/ac “Ability”
/wait # (put the recast time in seconds or a few second short to warn you early for reaction time)
/e Ability is ready <se.#> (pick a number for the sound effect you desire)
You’ll need to replace quotes “ “ in game OR use tab/auto-translate feature to input ability names. Start typing the ability name at the appropriate spot in the macro and press tab, then select the ability from the drop down list.
Tank lost aggro (you may omit the fluid aura at the bottom)
/p Tank lost aggro on <t> <se.10>
/mk cross
/ac "fluid aura"
Sleeping key (combined with blm so you can use it on both)
/p sleeping <t>
/mk bind1
/ac repose
/ac sleep
Raise
/macroicon raise
/action Swiftcast
/wait 1
/p raising <t>
/ac raise <t>
Stone omni key
/macroicon stone
/ac "Stone III"
/ac "stone II"
/ac stone
Emergency buff
/micon "Presence of Mind"
/ac "Presence of Mind"
/wait .5
/ac "Divine Seal"
Virus Cross Class
/macroicon virus
/ac virus <t> <wait.1>
/p Virus used on <t> <se.1>
Eye for Eye cross class (combined with scholar, summoner and blm so you can use it on all 4)
/macroicon "eye for an eye"
/ac "Eye for an Eye"
/ac "eye for an eye" <tt> <wait..5>
/ac "apocatastasis" <tt>
/ac "Deployment Tactics"
/ac "Deployment Tactics" <tt>
Do not rapidly press macro buttons, this will start them over and over and will screw up many of their workings. Macros also do not work with forgiveness zones, meaning pushing it .25 seconds from when Global Cool Down is over, will not push the action through. Global Cool Down must finish completely before a macro (that uses an on GCD ability) can be processed, making them slightly slower (cool downs and off gcds function fine). A well-controlled use of hotkeys is needed for macros, otherwise they are diminished. Furthermore macros can at shortest work in terms of half seconds, anything shorter will cause abilities to not go off.
To be more aware of when your Cool Downs are Available for use again consider one of the two following methods
Visual (PC): enter your HUD layout through the system menu. Place a hot bar nearer to the center of your screen but far enough away you have enough visual space to see your character. Make this hot bar larger using CTRL+HOME. In this bar place a secondary icon of the abilities you wish to know the availability of, whether they be Cool Downs, Off GCDs, or Procs. The following is an example.
Audio: Use a macro on the ability to inform you when its cool down has passed.
/macroicon “Ability”
/ac “Ability”
/wait # (put the recast time in seconds or a few second short to warn you early for reaction time)
/e Ability is ready <se.#> (pick a number for the sound effect you desire)
You’ll need to replace quotes “ “ in game OR use tab/auto-translate feature to input ability names. Start typing the ability name at the appropriate spot in the macro and press tab, then select the ability from the drop down list.
Tank lost aggro (you may omit the fluid aura at the bottom)
/p Tank lost aggro on <t> <se.10>
/mk cross
/ac "fluid aura"
Sleeping key (combined with blm so you can use it on both)
/p sleeping <t>
/mk bind1
/ac repose
/ac sleep
Raise
/macroicon raise
/action Swiftcast
/wait 1
/p raising <t>
/ac raise <t>
Stone omni key
/macroicon stone
/ac "Stone III"
/ac "stone II"
/ac stone
Emergency buff
/micon "Presence of Mind"
/ac "Presence of Mind"
/wait .5
/ac "Divine Seal"
Virus Cross Class
/macroicon virus
/ac virus <t> <wait.1>
/p Virus used on <t> <se.1>
Eye for Eye cross class (combined with scholar, summoner and blm so you can use it on all 4)
/macroicon "eye for an eye"
/ac "Eye for an Eye"
/ac "eye for an eye" <tt> <wait..5>
/ac "apocatastasis" <tt>
/ac "Deployment Tactics"
/ac "Deployment Tactics" <tt>