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@ -168,7 +168,9 @@ represents basic card usage in my opinion.
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with these resources (TP for physical jobs, MP for casters). _Does not_
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increase DoTs potency. May has some other usages, for example, my co-healer
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found it is useful if you need to ressurect several people in limited time with
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no Lightspeed and Swiftcast cooldown
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no Lightspeed and Swiftcast cooldown (To be honest in my opinion it is trash
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uses anyway: Enhanced Arrow gives you 20% of 8 sec base cooldown which is
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still too low.)
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* enhanced: not the best combination, in my opinion the best usage is to buff
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BLM
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* expanded: alternative to AoE Balance
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@ -334,6 +336,25 @@ they wanna have good numbers during opener. Expanded Balance should be followed
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by Celestial Opposition. Balance can be replaced by Arrow or Spear, but they are
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not so good as Balance is.
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# Gearing and melding
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In general you might want to prioritize stats in the following order:
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Mind >> Crit Hit >> Determination ~ Spell Speed > Piety
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* Some people [say](http://dtguilds.enjin.com/davidsastguide) that until you get
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Crit Hit more than 2700, Determination is better. I cannot verify or deny it
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because have no ability to do precise metering. In general Crit Hit is better
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than Determination at least because of Lightspeed procs.
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* Another question is Determination vs Spell Speed. Before 4.0 usually Spell Speed
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and Determination had close values of stat weights. I would recommend you to
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prioritize Spell Speed over Determination as soon as it allows you to be more
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mobile.
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* You should get Piety as much as you are comfortable. But it should has the
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lowest priority. Try to use some Ethers.
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* You _can_ meld Direct Hit (healers gear does not have it itself), but it does
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not affect your healing potency, so I would prefer Crit Hit.
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# Potions and food
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Get some good HQ Ether potions and Mind ones. Ether can be used to restore your
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@ -353,10 +374,16 @@ tank buster (I'm not talking about doing mechanics here - like Doom, or Living
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Dead). Good choice is Aspected Helios with HoT effect. You are good if your
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overheal is below 20-30% (some overheal is allowed because of HoT effects or if
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you are going to shield members with full HP).
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* The previous mean that in general you don't need to keep tank's HP full. 50%
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and no tank buster expected? Okay, no heal for you then. Good example is Susano
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Extreme first phase - the only one skill I used to heal MT is Essential Dignity
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and Aspected Benefic sometimes.
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* Know fight and your cast time, try to heal tank right after tank buster. It
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means that you need to start casting Benefic (II) during tank buster cast, not
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after. Same for AoE healing.
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* Use Benefic for spamming. It is more efficient and has Benefic II proc.
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* Check if you have Benefic II proc, critical healing with Benefic II is cool.
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(but don't use it if you can heal just by Benefic).
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* If you are main healier - your goal is to heal party, don't hope and don't
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trust your co-healer, if someone died because of lack of healing - it is your
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fault. In other hand if someone got additional damage because of mechanics -
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