Esuna [Removes 1 detrimental status effect] Without Cleric Stance this spell does not do enough damage to warrant ever using it. Consuming three Lilies allows the execution of Afflatus Misery. Makes your next spell an instant cast. By continually recognizing and analyzing how and why you made these mistakes, you will get better at being able to quickly choose the correct option as you keep playing. As a White Mage, you only have so many abilities/mana/time/heals/etc. Cannot be used outside of combat or when target is suffering from certain enfeeblements. Having Regen/Medica II applied to party members BEFORE they start being bursted. Very strong when paired with Divine Seal as the healing potency bonus carries out for the whole 21 second duration. Letting your team know your situation, e.g. Here's primarily what you should be using it for (1&2 are top priority purifies, 3+ are other situations where it's appropriate but not necessarily mandatory): Sacred Prism [One of your "bubble" spells. Determination is always a solid choice since it is just a straight boost to all heals. Watch out especially for SMNs who can pair Hawk Eye with Wither to get a guaranteed dispel on one of your buffs even when you're in attunement. The secondary effect means this spell on average costs ~494.4 MP. My name is Bartleby Adrastos and I have created this guide to give new and intermediate players an introduction in how to play WHM in PvP. Typical procedure is to use it while running, round the corner, and then start your cast with a bit of extra insurance on it. so you can just use it on them. It has a fast cooldown, and can be weaved in between your spells meaning you can use it even when under a lot of pressure. This ability is incredibly powerful when paired with Regens/Medica II as it will persist for the whole length of the regen. This is the level 1-29 equivalent of the White Mage — and will be able to upgrade to the full Job at level 30. Gives you a big movement buff allowing you to outpace other DPS chasing you (unless they pop sprint as well). You will also typically want to cancel it early if you see the dps have left you to start focusing someone else. Generally, if you have a BLM, you should avoid using repose as much unless you think you have a particularly powerful opportunity (or if they're just a bad BLM and don't use sleep well) as your job of making sure people don’t die typically takes preference over whatever the BLM is doing. Fluid Aura is an oGCD that will knock back a player and then bind them in that spot. Job Quest, Thin Air Knowing when to purify yourself/someone else. Shroud of Saints [Grants a 80 potency refresh effect for the next 15 seconds.] Deals unaspected damage with a potency of 120. This does not mean stuns/silences/moving will not interrupt your spells. Restores all of the targets HP. Surecast - basically a single-time version of Equanimity, allows your next spell to not be interrupted by damage taken/crits. Tetragrammaton (try saying that fast 3 times) [An instant cast ability that has a 700 cure potency] Physick: Still useless.Cure is still more synergistic with your overall kit. A 15% nerf to their STR and DEX, this will help reduce their burst damage for the next 10 seconds. Fill in the last 3 however you want. Adds an additional effect to Asylum that increases HP recovery via healing actions by 10%. Behind repose, this is one of your best spells for enfeebling an enemy. First and foremost tip: position yourself such that you are not an easy target. The quick oGCD medica I is also very useful as a quick supplemental heal which can be used while you're on the move. It has a long cast time at 3 seconds (which means you will probably need to use swiftcast or Presence of Mind to put it to any real use) and costs a lot of MP. That said, this ability plays a HUGE role in nullifying enemy burst both for you and your teammates (just pray to God they actually stand in it). Hey, everyone here is the Fire Mage Shadowlands PVP quick starter guide for 9.0. While I wouldn't say White Mage has any glaring flaws, its biggest weaknesses are lack of oGCD/insta-cast heals (and as a result lowered mobility), its MP regeneration abilities/MP management, and its lack of a 'shield' option. A very powerful spell when used correctly, albeit it can be quite difficult to do so. In the PvP section, you will find information about its PvP actions and adrenaline gauge. when you see them popping all their CDs like Blood for Blood, Berserk, Raging Strikes, etc. Typically, you will see a healer round a corner, start casting this, and as the melee/tank catch up the spell will finish - binding them and giving the healer lots of time to run away. In total heals for 1050 potency over its duration. Should almost never be used during a fight, it is weaker than your cure/regen spells by far and costs quite a bit of MP. First, White Mage brings some of the strongest CC (Crowd Control, i.e. If you have Melee/Tank focusing you, just using this on one of them relieves sooo much pressure. If your sleep duration is 4s or greater consider popping your purify. This ability cannot be used in any PvP mode and as such should be removed from your PvP bars. If you aren't, go spam PvE dungeons/hunts until you are. Some examples include: Most of these things, and others, generally come from lots of experience. (Unless you're playing Frontlines, in which drugs and potions are perfectly fine.). Class Quest, Presence of Mind When discussing how to stay alive, there are several things you need to consider up front; what jobs you're being attacked by, what tools they have access too, how certain people like to burst, etc. Being able to keep track of when enemy buffs are ready. morale +10 = item level + 10 in PvP instances). I also occasionally stream at: https://www.twitch.tv/bartleby704. They may then be consumed to execute certain actions such as Afflatus Solace (acquired at level 52) and Afflatus Rapture (acquired at level 76). Here are just a few ideas of on how you can use repose: What you do need to be careful though is to not abuse it. Stoneskin II [Stoneskin I but AoE around you. Uncle Acid - https://www.twitch.tv/uncleacidyaknow Generally speaking, if you can hit 2+ people (who need curing) with this, it is your highest MP/potency spell. This is basically the magical version of Sacred Prism. If you’re being Stunned. Deals unaspected damage with a potency of 300. When played right, I feel as though White Mage can be the most rewarding and fun job in PvP and would highly encourage anyone looking to challenge themselves to pick it up and give it a try. as they are abilities, not spells. Very powerful for spells with long cast times such as Medica II or if you need to get a spell out immediately while you’re on the move, such as a Cure II or a quick Repose. There are two main ways to deal with being focused: kiting it, or tanking it. These actions are only available during PvP and are unique to each role. Your best mp/cure potency spell. Conjurers are trained to coax metaphysical forces forth from the elements which comprise all of creation, allowing them to weave powerful spells. Don't try to hold onto it too long, if used at the beginning of a Feast match (within the first 2 minutes), you should be able to get a 2nd use out of it at the end. the ones you can use while running around. Sleep enemy healer either forcing a purify or greatly increasing your team’s chances of getting a kill within the next 8 or so seconds. Be aware that Tanks can strip this off with Weapon Throw (which will also heavy you). The best Covenants and Soulbinds for your Fire Mage in PvP. It can also be the difference in keeping a teammate (or multiple teammates) alive through Cure II spamming. This spell is best used on physical dps, but can also be useful on tanks (especially WARs). Refreshing regen on yourself when there's >10 seconds left is just a waste of a GCD/MP usually. Deals unaspected damage with a potency of 400 to all nearby enemies. It is a lot easier to get interrupted when you are being focused (stuns/silences/crits). Level 36 – Equanimity (Slot 2). That being the case, upgrade whatever floats your boat after the “core” (level 1-19) upgrades listed above. Asylum [A bubble spell which applies a 100 potency regen to anyone standing within it] if you’re low on mana, if your Purify is down and you’re going to need one soon, telling them to start retreating to base if you think you are about to die in the next ~10 seconds (Feast) or if there are enemies incoming (Frontlines), etc. Medica I could be useful for small patch-ups in between fights but even then, its MP cost is too high. This guide takes you through how useful (or not!) I am Alamaxia, a level 80 Hume White Mage from the server Diabolos. A lot of WHMs avoid/do not prefer to stack Crit due to its random nature but it is not bad per se. The basics of WHM, such as how your spells work, what spells you have access too; i.e. While its MP cost can be cut in half with an Overcure proc, it still is 100 potency short of Cure II meaning that this spell should really only be used to burst heal 2+ targets. It is probably the most skill-intensive role in PvP and if you can weather the countless deaths, insults, and losses, you will emerge on the other side as a jaded, thick-skinned, healing badass. Envelops a designated area in a veil of succor, granting healing over time to self and any party members who enter. The ideal White Mage can and will use all of the abilities at their disposal to enfeeble the enemy, making it easier for their teammates to kill opponents (such as by sleeping enemy healers, heavying focus targets, etc.) Virus [Reduces Strength & Dexterity of target by 15% for 10 seconds] Materia Melds do not work in PvP zones due to the ilvl sync. Similar to Benediction, this spell has a roughly ~1 second animation delay on it so use it a bit earlier than you think you need it. Sacred Prism - your ultimate ability. Level 20 – Mana Draw (Slot 1) Without MP, you cannot heal. For this reason, it is recommended that you leave some points unallocated before entering your match (you don’t want points in Focalization if they don’t have a caster). I'll split it up into 2 phases; the preburst (preparation) and the actual burst phase (where they're attacking you). Asylum - If you have a Medica II, Regen, and this all rolling on you that's a LOT of regen (almost as much as a Cure 1 every tic) making this a great option when you need to plant your feet somewhere. Kiting typically requires Sprint as well as more oGCD heals (as you need to be able to run and cast) so you'd ideally want a Swiftcast or Tetra ready. By the time you reach about level 24 though it starts to enter preferential/gametype specific choices. It may not seem like a lot on one piece of gear, but altogether over your 12 gear pieces, it adds up. White Mage Guide by Birgitte/Macros < White Mage Guide by Birgitte Edit History Talk (9) Share watch 02:26 The Loop (Games) Do you like this video? Holy shit that guy (or maybe yourself) has like 20 different status effects on him and his HP is going down faster than a hooker bobbing for apples. Remember that sometimes you may have to let one teammate die in order to make sure other teammates survive (yourself included). Tanking requires more healing output but synergizes well with your bubble spells and Divine Seal. Increases base action damage and HP restoration by 30%. Purifying stuns can be hard though, you need to be expecting/ready for it. Extremely valuable when kiting as you won't have to stop moving to cast a spell. In PvP duties, adrenaline rush will replace the limit break action and, unlike limit break, can be used by single players. What does the ideal White Mage play like? (Warning: if you use regen while this is up, the regen will consume the swiftcast even though regen already has no cast time). This is basically your invincible button, try to have regens up on yourself when you pop this (and/or be in a bubble). If there aren't any casters on the enemy team you can still throw it up every once in a while just to act as a dispel dummy buff. Good when you are being chased/focused down. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. If anyone was going to make the argument that Repose isn't your strongest tool, they'd probably be instead arguing that it is Fluid Aura. Deals unaspected damage with a potency of 2,400 to target and all enemies nearby it. Repose has a 2.5 second cast time and during that cast time, you aren't curing party members. Take solace in keeping your team alive to cure your feast woes, while distributing misery … If you want to revive someone, stick to Divine Breath, other than that it isn't worth your time/MP. Full Swing (increases damage taken by 20% for 20 seconds). Not to say that 4v4 is impossible at previous levels, but it can be incredibly difficult if you are matched against strong opponents and you do not have some of your vital abilities at full strength. Watch out for people who try to push you out of it though. Adds a Lily to your Healing Gauge for every 30 seconds you are engaged in combat, up to a maximum of 3. This is important because sometimes it means you can sacrifice some spell speed for another stat (det/crit/pie) without losing any cast time benefits. Lastly, it does do a small bit of damage and has no cast time so if you need to chase a fleeing enemy and don’t need to heal anyone this spell can very rarely help secure a kill in a pinch. White Mage (WHM) Cross-class skills discussion Ruin: Useless.Use Stone II over this anyday. Use them wisely (but don't be afraid to use them). Aetheric Burst [Reduces the skill speed (i.e. Level 32 – Equanimity (Slot 1) Deals earth damage with a potency of 240. Pretty strong when you consider that that might mean 2-3 people attacking you and your teammates will each be doing 10% less damage (making your job that much easier/stress free). YOU DON'T WANT TO BE THAT HEALER! Try to take a quick second to see if they have those buffs up before you push them but in SoloQ this won't be too often with a lot of the players you encounter... if you want to be safe, most Tanks almost never pop Pushback for this (but if you're a tank reading this, this is a really good way to fuck up a WHM!) It deals light damage to enemies as well as restores a decent bit to any teammates within range. Here you will find our most current information on how to play Black Mage at a high & respectable level. If they aren't popping as many buffs and you want to tank it, put down Asylum. A powerful shielding tool for an ally that is being bursted or looks like they are about to be bursted. Dia every 30 seconds, weaving Divine Benison into the mixture. Deals earth damage with a potency of 280. Presence of Mind - This ability has a lot of uses in other areas but it's also great when you're being focused for obvious reasons. The knockback is especially useful for a variety of reasons: knocking players out of defensive positions (such as bubbles/defensive shields), putting players behind walls so that they can't cast on their allies (or be casted on by their allies), getting someone away from attacking you (or a teammate), interrupting a spell/Limit Break, etc. Role actions are abilities common to classes and jobs with the same role. hopefully the enemy will dispel this buff over one of your important/valuable buffs) but that is still a relatively rare occurrence. You can upgrade Divine Breath if you feel like it (but I generally don’t recommend with the first upgrade), other than that you can more or less throw them into upgrading VIT or MND by a small amount and/or grabbing a few small upgrades for some other skills. Still, a very potent ability when you are being focused down. While the previous upgrades are very set in stone for how important they are, at this point it begins to come down to preferences. Also, don't be afraid to cancel this ability early either by clicking it off or by creating a /statusoff macro; many times the dps will stop targeting you and will start focusing down someone else which means you need to un-immobilize yourself so you can heal them. If you really don't have any other abilities up and don't want to stop moving, cast the regen on a teammate instead (they might need it if you're about to go down). at your disposal. Feel the humiliation of letting a teammate die because you tried to do something fancy. You can (and should) reapply this between downtime during Frontlines, but in Feast I wouldn't recommend it as it will hurt your MP too much for too little gain. Being able to quickly gauge what abilities you have at your disposal to counter enemy bursts you might not have predicted. Blizzard 2 - If you've ever played a melee/tank you'll know how frustrating being bound is. There are two ways to unlock the White Mage in FF14. Or if you don't feel like that's a good idea just keep running and keep your regen up. Then what does WHM lack in comparison to other healers? You’ll find here a few links for streamers/youtube videos where you can watch high level White Mage gameplay. Ava Jinsoku/Aviars Lightsworn - https://www.twitch.tv/avarence Cleric Stance Throw this on top of a dps that is being focused (and proceed to watch them run directly out of it), or throw it down for yourself. Elvaan - Galka - Tarutaru - Hume - Mithra The following is my opinion of each Race's advantages and disadvantages in playing White Mage. Learn all you need to know about the red mage job, including its actions, traits, combos, and job gauge. This gives you precious time to start preparing (setting up bubble/regen/get to a better position to kite). Purify [Removes all detrimental status effects from target.] Level 28 – Equanimity (Slot 1) This ability is great when you’re being focused by enemy DPS as it will allow you to cast much easier. In this section, we’ll go over the building blocks of playing the class effectively; from how to gear and spec your PvP abilities, to the general idea of how to play and survive as a WHM. I highly recommend beginner WHMs steer away from this spell until they’re confident that they can recognize the right situation for it. all the while … Generally, the only stun you’ll want to consider purifying is a 3/4 second one. Sometimes you'll just have a ton of 'lesser' debuffs, whether its several dots from various classes, debuffs, heavy, etc. Staying spread out gives you time to react as you have 2-3 seconds as you watch the melee/tank/ranged all have to stop attacking their current target and find you. If you get slept. You typically want to use this on the melee (as they will usually be dishing out more burst) but sometimes you might want to pop it on the tank (if it’s a PLD that is getting ready to stun lock or a WAR in Berserk). Like most of your really big abilities, try to get as much use out of this as you can; don't be too afraid to place it down early and often. It is highly recommended that you wear at least 1 Vitality Accessory (and I highly recommend that you start with the Asuran Earrings of Fending as they are both easy to obtain and undoubtedly the best fending accessory since they give +det/crit). Placing Sacred Prism when you’re expecting an incoming enemy burst. Try not to cast it if their melee has fetterward up as it will not affect them. For Galka, I took my opinions from experiences partying with them and generally known knowledge of them. But what's important here is that you put these things up (regens/bubbles/Virus/etc.) This is what makes White Mage extremely powerful in the hands of a good player. Attuned to the essence of all things around them, the Conjurers' intimacy with all forms of being enables them to shift between both offensive and defensive magic as n… Lastly, SCH and AST have access to a shield-type heal which can favor certain burst heavy match-ups more. Furthermore, since it has a 3 second cast time, you should not be casting this spell if someone is taking medium/heavy damage as it is quite easy to fall behind healing burst after spending so long casting this spell. Generally, you cannot afford to waste a GCD reapplying regen in the middle of the burst so it’s really important you have this on at the start. Some healers are comfortable with less HP and stronger cures, others prefer weaker cures but more HP. This is used a lot in kiting when you have to stop and cast a spell (whether it’s a Cure II or Bliz 2 or whatever). This ability is very, very important. Using sprint at the right (or wrong) time can often make the difference. One mistake a lot of healers will make is their spell will get interrupted and they'll sit there stupefied and it will take them an extra 1-2 seconds to start casting again. Know comfort you 've ever played a Melee/Tank you 'll know how frustrating being bound is hands of a Player... Regen [ Grants a wide AoE cure that also completely cleanses any status debuffs bonus. Foolish and when to pick up medals or when target is suffering from certain enfeeblements well paired with. Interrupt and it will not affect them n't worth your time/MP rest of the best White Mages already... Highest MP/potency spell cure II [ deals a bit more Earth damage than Stone II, adds. 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