mirror of
https://github.com/arcan1s/arcanis.me.git
synced 2025-04-24 23:37:19 +00:00
update page
This commit is contained in:
parent
6d88533a90
commit
e9410eeabd
@ -7,33 +7,73 @@ tags: ffxiv, astrologian
|
|||||||
title: FFXIV Astrologian guide
|
title: FFXIV Astrologian guide
|
||||||
short: ffxiv-astrologian
|
short: ffxiv-astrologian
|
||||||
---
|
---
|
||||||
Astrologian is stance based healer, which can play-main healer role as well as
|
Astrologian is stance based healer, which can an fill in both main- and off-
|
||||||
off-healer one. This guide aims mostly to help new users which just got job
|
healer roles. This guide aims mostly to help new players which just got job
|
||||||
crystal and have no idea how to play as astrologian. In other hand I hope some
|
crystals and have only vague idea how to play as an Astrologian. On the other
|
||||||
experienced users may find useful some tips as well. Please note I'm not going
|
hand I hope some experienced players may find some useful tips as well. Please
|
||||||
to describe each skill, so for descriptions and so on please follow
|
note that I'm not going to describe each skill, because there is a very detailed
|
||||||
[the link](http://na.finalfantasyxiv.com/jobguide/astrologian/).
|
official Astrologian skills and abilities guide [here](http://na.finalfantasyxiv.com/jobguide/astrologian/)
|
||||||
|
which can be used for further reference.
|
||||||
|
|
||||||
<!--more-->
|
<!--more-->
|
||||||
|
|
||||||
# Disclamer
|
# Disclamer
|
||||||
|
|
||||||
As I said this guide does not explain _each_ skill, just does some core skills
|
As I said, the primary goal of this guide is to discuss general Astrologian
|
||||||
and their basic usage, so please read skills descriptions first. Also it is not
|
gameplay, core skills, their basic and advanced conjoint usage. This implies
|
||||||
the best guide, but it is just one of point-of-views by raiding healer. This guide
|
basic knowledge of skills and abilities, so please read skills descriptions first.
|
||||||
does not teach you how to play in casual content (like usual 4-ppl dunges), it
|
Also, take into account that this guide is just one of point of views of a
|
||||||
aims mostly how to play in end-game content. No pictures (yet?).
|
raiding healer and it aims mostly to discuss how to play in end-game content.
|
||||||
|
This guide does not teach you how to play in casual content (like usual 4-ppl
|
||||||
|
dungeons), but you can certainly use all advises and raiding practices in
|
||||||
|
casual content. No pictures (yet?).
|
||||||
|
|
||||||
Guide is actual for 4.05.
|
The guide is actual for 4.05.
|
||||||
|
|
||||||
Special thanks to Nan Talion (Odin) for reading this template and pointing out
|
Special thanks to Nan Talion (Odin) and Marisha White (Odin) for reading this
|
||||||
some shortcomings and vaguenesses.
|
template and pointing out some shortcomings and vaguenesses.
|
||||||
|
|
||||||
**NOTE** this guide is currently under development.
|
**NOTE** this guide is currently under development.
|
||||||
|
|
||||||
|
# Changelog
|
||||||
|
|
||||||
|
* Jul 20 2017: initial version
|
||||||
|
* Jul 21 2017: add gear information
|
||||||
|
* Jul 29 2017: add Marisha's remarks
|
||||||
|
|
||||||
|
# Terms and concepts
|
||||||
|
|
||||||
|
Before we bury ourselves with advanced stuff let’s introduce some basic terms
|
||||||
|
and concepts we will be using further.
|
||||||
|
|
||||||
|
* DoT (damage over time) is a damage inflicted continuously over a period of time.
|
||||||
|
* HoT (healing over time), same as DoT, is a healing inflicted continuously over
|
||||||
|
a period of time; regeneration.
|
||||||
|
* HPS is healing per second, and it reflects how much raw healing is done on the
|
||||||
|
average. In this guide we are using the following formulae:
|
||||||
|
|
||||||
|
* `HPS = (Potency * Targets) / max(cast, recast)`
|
||||||
|
* `Efficiency = HPS / MP_cost`
|
||||||
|
|
||||||
|
So, for example Helios (base cast and recast times are 2.5 sec) affects 8 players
|
||||||
|
and have potency 300: `(300 * 8) / 2.5 = 960`.
|
||||||
|
|
||||||
|
* oGKD skills are skills that are instant and don’t trigger global skills
|
||||||
|
cooldown.
|
||||||
|
* Overhealing is healing a target when it’s HP is already full. You can’t evade
|
||||||
|
it altogether, but general consensus is that too much overhealing is bad. It
|
||||||
|
means that a healer uses too much mana and generates too much agro. Both can
|
||||||
|
potentially cause a wipe if a healer runs out of mana or steals agro from tanks.
|
||||||
|
* Shield is a buff that, if applied preventively, reduces the damage received by
|
||||||
|
a target by shield’s potency.
|
||||||
|
|
||||||
# Stances
|
# Stances
|
||||||
|
|
||||||
Astrologian has two stances:
|
There are two stances which an Astrologian can use. These stances determine
|
||||||
|
additional effects of two skills, Aspected Benefic and Aspected Helios. That
|
||||||
|
might seem not too much at first glance, but stance effects of these two skills
|
||||||
|
are what determine two very different Astrologian play styles and her or his role
|
||||||
|
in raid.
|
||||||
|
|
||||||
* Diurnal Sect
|
* Diurnal Sect
|
||||||
|
|
||||||
@ -47,9 +87,6 @@ Astrologian has two stances:
|
|||||||
|
|
||||||
# Healing efficiency
|
# Healing efficiency
|
||||||
|
|
||||||
* `HPS = (Potency * Targets) / max(cast, recast)`
|
|
||||||
* `Efficiency = HPS / MP`
|
|
||||||
|
|
||||||
## Main skills
|
## Main skills
|
||||||
|
|
||||||
* Benefic
|
* Benefic
|
||||||
@ -73,22 +110,27 @@ Astrologian has two stances:
|
|||||||
* efficiency: 0.67
|
* efficiency: 0.67
|
||||||
* comment: main AoE healing skill
|
* comment: main AoE healing skill
|
||||||
|
|
||||||
You can see than Benefic - Benefic II window is 50-70%, it depends on several
|
For Benefic or Benefic II a window when you want to use it is 50-70%. The choice
|
||||||
factors: for example, if you need to heal target as soon as possible you would
|
of which skill to use depends on several factors. If you need to heal a target to
|
||||||
prefer Benefic II. Just try to use Benefic II on as low HP as you (and tank)
|
full HP as soon as possible, you will generally prefer Benefic II. But a tank
|
||||||
comfortable - for example, I found that during dancing on Susano Extreme Benefic
|
with 50% HP and a mage with 50% HP are two very different things because they
|
||||||
is more than enough despite the fact that lightning deals damage which is more
|
have very different HP pool. So using Benefic I for a mage might be more than enough.
|
||||||
than 50% of DPS' HP.
|
It leads us to a very interesting thing: experimenting with our skills. Just try
|
||||||
|
to use Benefic II on as low HP as you (and tank) are comfortable. For example, I
|
||||||
|
found that during active movement and mechanics avoidance phases (also referred
|
||||||
|
as "dancing") on Susano Extreme Benefic I is more than enough despite the fact
|
||||||
|
that lightning damage is more than 50% of DPS' HP.
|
||||||
|
|
||||||
## oGCD skills
|
## oGCD skills
|
||||||
|
|
||||||
* Essential Dignity
|
* Essential Dignity
|
||||||
|
|
||||||
* potency: from 400
|
* potency: from 400 to 1000
|
||||||
* comment: main oGCD healing skill; as soon as it is scales on target's HP
|
* comment: it is main oGCD healing skill. The main principle of use: the less
|
||||||
should be never used if HP is above 50%. Obviously it should be never used
|
HP the target has the better because it scales on target's HP; should be never
|
||||||
_after_ Benefics (exceptions are healing WAR/DRK after their Holmgang/Living
|
used if HP is above 50%. Obviously it should be never used _after_ Benefics
|
||||||
Dead in which I prefer Benefic->Essential Dignity->Benefic II combination).
|
(exceptions are healing WAR/DRK after their Holmgang/Living Dead in which I
|
||||||
|
prefer Benefic->Essential Dignity->Benefic II combination).
|
||||||
|
|
||||||
* Collective Unconscious
|
* Collective Unconscious
|
||||||
|
|
||||||
@ -102,10 +144,10 @@ than 50% of DPS' HP.
|
|||||||
|
|
||||||
* Lady of Crowns
|
* Lady of Crowns
|
||||||
|
|
||||||
* potency: 50
|
* potency: 500
|
||||||
* comment: see notes below
|
* comment: see notes below
|
||||||
|
|
||||||
General rule - use them by CD.
|
General rule - use them as soon as they are up when appropriate.
|
||||||
|
|
||||||
## Stance based skills
|
## Stance based skills
|
||||||
|
|
||||||
@ -123,7 +165,7 @@ General rule - use them by CD.
|
|||||||
* base HPS (for all targets): 416
|
* base HPS (for all targets): 416
|
||||||
* efficiency: 0.29
|
* efficiency: 0.29
|
||||||
* comment: should be used when you need to heal someone as soon as possible,
|
* comment: should be used when you need to heal someone as soon as possible,
|
||||||
you might wanna keep it up on tanks
|
you might want to keep it up on tanks
|
||||||
|
|
||||||
* Aspected Helios/Nocturnal
|
* Aspected Helios/Nocturnal
|
||||||
|
|
||||||
@ -137,7 +179,7 @@ General rule - use them by CD.
|
|||||||
* potency: 200 + 40 * (30 / 3) = 600
|
* potency: 200 + 40 * (30 / 3) = 600
|
||||||
* base HPS (for all targets): 1600
|
* base HPS (for all targets): 1600
|
||||||
* efficiency: 0.89
|
* efficiency: 0.89
|
||||||
* comment: in general you wanna keep it up for party members after incoming
|
* comment: in general you want to keep it up for party members after incoming
|
||||||
AoE damage leaving about 80% on each party member, for example it was my main
|
AoE damage leaving about 80% on each party member, for example it was my main
|
||||||
skill during first phase of A10S and A11S. Avoid use it if party's HP is about
|
skill during first phase of A10S and A11S. Avoid use it if party's HP is about
|
||||||
full and no incoming AoE damage expected in 10-15 sec
|
full and no incoming AoE damage expected in 10-15 sec
|
||||||
@ -148,67 +190,75 @@ General rule - never spam any of it.
|
|||||||
|
|
||||||
* As far as you can see Diurnal sect is more powerfull for healing abilities than
|
* As far as you can see Diurnal sect is more powerfull for healing abilities than
|
||||||
Nocturnal (but I'm not taking into account difference in healing power though).
|
Nocturnal (but I'm not taking into account difference in healing power though).
|
||||||
* Benefic is more efficient than Benefic II, but requires additional GCD, which
|
* Benefic is more efficient than Benefic II (by healing and MP usage), but
|
||||||
can be used to pew-pew.
|
requires additional GCD, which can be used to ~~pew-pew~~ deal damage.
|
||||||
* Helios is not such good as Aspected Helios/Diurnal is (unlike WHM, Cure III of
|
* Helios is as good as Aspected Helios/Diurnal is (unlike WHM, whose Cure III is
|
||||||
which is the best).
|
the best).
|
||||||
* Aspected Benefic/Diurnal is even better than Benefic II.
|
* Aspected Benefic/Diurnal is even better than Benefic II.
|
||||||
|
|
||||||
# Core mechanics
|
# Core mechanics
|
||||||
|
|
||||||
Actually astrologian is not only healer (I think it is even _not_ healer), but
|
Astrologian is not only a healer (I think it is even _not_ a healer), but a party
|
||||||
it is party buffer. Each buff can be improved by Royal Road. The following table
|
buffer. Astrologian core mechanics is using buff cards. It has 6 different buffs
|
||||||
represents basic card usage in my opinion.
|
which can be further amplified using another mechanics – Royal Road. Royal Road
|
||||||
|
has 3 variants:
|
||||||
|
|
||||||
|
* enhanced – increases any card's effect by 150%.
|
||||||
|
* expanded – reduces card's effect by 50% but applies it for all party members
|
||||||
|
* extended – doubles card's duration
|
||||||
|
|
||||||
|
The following table represents basic card usage.
|
||||||
|
|
||||||
* Arrow
|
* Arrow
|
||||||
|
|
||||||
* good choice in case if you don't have balance. Basically the best card
|
* good choice in a case if you don't have the Balance. Basically the best card
|
||||||
for BLM, not bad for other casters (including healers). Please note that
|
for BLM, not a bad for other casters (including healers). Please note that
|
||||||
frequent usage on resource limited jobs (like physical DPS) may cause issues
|
frequent usage on resource limited jobs (like physical DPS) may cause issues
|
||||||
with these resources (TP for physical jobs, MP for casters). _Does not_
|
with these resources (TP for physical jobs, MP for casters). _Does not_
|
||||||
increase DoTs potency. May has some other usages, for example, my co-healer
|
increase DoTs potency. May has some other usages, for example, my co-healer
|
||||||
found it is useful if you need to ressurect several people in limited time with
|
found it is useful if you need to resurrect several people in limited amount of
|
||||||
no Lightspeed and Swiftcast cooldown (To be honest in my opinion it is trash
|
time with no Lightspeed and Swiftcast off cooldown (To be honest in my opinion
|
||||||
uses anyway: Enhanced Arrow gives you 20% of 8 sec base cooldown which is
|
it is trash uses anyway: Enhanced Arrow gives you 20% of 8 sec base cooldown
|
||||||
still too low.)
|
which is still too low.)
|
||||||
* enhanced: not the best combination, in my opinion the best usage is to buff
|
* enhanced: not the best combination, the best usage is to buff BLM
|
||||||
BLM
|
|
||||||
* expanded: alternative to AoE Balance
|
* expanded: alternative to AoE Balance
|
||||||
* extended: same as non-improved version
|
* extended: same as non-improved version
|
||||||
|
|
||||||
* Balance
|
* Balance
|
||||||
|
|
||||||
* your main buff, any DPS likes it, but better use it to the best one, because
|
* your main buff, any DPS likes it, but better use it on the best one, because
|
||||||
it scales on current DPS value. To be honest in my practice it may cause some
|
it scales on current DPS value. To be honest in my practice it may cause some
|
||||||
agro issues as well
|
agro issues as well
|
||||||
* enhanced: the best choice for this improvement, should be always followed by
|
* enhanced: the best choice for this improvement, should be always followed by
|
||||||
Time Dilation if possible
|
Time Dilation if possible
|
||||||
* expanded: the one of the best Astrologian buffs. Prefer to use it on pull.
|
* expanded: the one of the best Astrologian buffs. Prefer to use it on pull.
|
||||||
Should be extended by Celestial Opposition it if possible
|
Should be extended by Celestial Opposition if it is possible
|
||||||
* extended: same as non-improved version
|
* extended: same as non-improved version
|
||||||
|
|
||||||
* Bole
|
* Bole
|
||||||
|
|
||||||
* good for tanks especially when no CDs left
|
* good for tanks, especially when no CDs are left
|
||||||
* enhanced: good for incoming tank buster, you might wanna Time Dilation it as
|
* enhanced: good for incoming tank buster, you might want to Time Dilation it
|
||||||
well
|
as well
|
||||||
* expanded: situational buff, I found it useful on savages tries in minimal
|
* expanded: situational buff, I find it useful during savages tries in minimal
|
||||||
item level to mitigate incoming large AoE damage, you might wanna extend MT
|
item level to mitigate incoming large AoE damage, you might want to extend MT
|
||||||
buff as well, more likely should be never stacked with Celestial Opposition
|
buff as well, more likely should be never stacked with Celestial Opposition
|
||||||
* extended: same as non-improved version
|
* extended: same as non-improved version
|
||||||
|
|
||||||
* Ewer
|
* Ewer
|
||||||
|
|
||||||
* can be used for SMN after ressurection or to healer, but better Royal Road it
|
* can be used for SMN after ressurection or on healer, but better Royal Road it
|
||||||
* enhanced: never use it
|
* enhanced: never use it
|
||||||
* expanded: never use it. This one is really never
|
* expanded: never use it. This one is really never
|
||||||
* extended: never use it
|
* extended: never use it
|
||||||
|
|
||||||
* Spear
|
* Spear
|
||||||
|
|
||||||
* any DPS is OK with this buff currently, but better use it to jobs which have
|
* any party member is good with this buff currently, but better use it on jobs
|
||||||
crit-based traits - for example, BRD or MNK. Note that it still has less time
|
which have crit-based traits - for example, BRD or MNK. Additionally, it is the
|
||||||
than Balance or Arrow.
|
only card that can increase healing power as it increases crit chance (it is
|
||||||
|
especially noticeable for scholars or crit-stacking AST or WHM). Note that it
|
||||||
|
still has less time than Balance or Arrow.
|
||||||
* enhanced: mostly jobs with crit-based traits, not such good choice for Time
|
* enhanced: mostly jobs with crit-based traits, not such good choice for Time
|
||||||
Dilation as Enhanced Balance is.
|
Dilation as Enhanced Balance is.
|
||||||
* expanded: alternative to AoE Balance
|
* expanded: alternative to AoE Balance
|
||||||
@ -231,7 +281,7 @@ sec left. If you have drawn one and you see no usages in more than 15 sec - try
|
|||||||
to convert or hold it (or withdrawal it if no choices).
|
to convert or hold it (or withdrawal it if no choices).
|
||||||
* Additional note to previous one: never let drawn card fade out.
|
* Additional note to previous one: never let drawn card fade out.
|
||||||
* In general Balance is still better than Arrow, because Arrow does not boost
|
* In general Balance is still better than Arrow, because Arrow does not boost
|
||||||
DoTs and oGCD skills. In other hand priority of Balance and Spear is questionable.
|
DoTs and oGCD skills. On the other hand priority of Balance and Spear is disputed.
|
||||||
|
|
||||||
## Minor Arcana
|
## Minor Arcana
|
||||||
|
|
||||||
@ -241,7 +291,7 @@ to hold it or Royal Road it - convert to Minor Arcana.
|
|||||||
|
|
||||||
## Lightspeed
|
## Lightspeed
|
||||||
|
|
||||||
* Very useful when you need to heal and move in one time.
|
* Very useful when you need to heal and move at the same time.
|
||||||
* Very useful when you need to spam healing and want to safe some MP.
|
* Very useful when you need to spam healing and want to safe some MP.
|
||||||
* Should be _never_ used when you are DPSing.
|
* Should be _never_ used when you are DPSing.
|
||||||
|
|
||||||
@ -270,26 +320,38 @@ you need some time to buff being applied, so you need to stay for several second
|
|||||||
## Celestial Opposition
|
## Celestial Opposition
|
||||||
|
|
||||||
The one of questionable astrologian skills. In my opinion the only one usage for
|
The one of questionable astrologian skills. In my opinion the only one usage for
|
||||||
it is to extend party Expanded buff (like Balance or Arrow). Never use it to
|
it is to extend party Expanded buff (like Balance, Arrow and Spear). Never use
|
||||||
extend your own buffs (e.g. Lucid Dreaming). Also I should note that it can be
|
it to extend your own buffs (e.g. Lucid Dreaming); if you really want to prolong
|
||||||
used to stun multiple enemies if it is required by fight mechanics (like A6S
|
your own buffs align it with applying party buffs. Also I should note that it can
|
||||||
|
be used to stun multiple enemies if it is required by fight mechanics (like A6S
|
||||||
adds).
|
adds).
|
||||||
|
|
||||||
## Earthly Star
|
## Earthly Star
|
||||||
|
|
||||||
In short - know fight. Teach your party to stay in circle (it is easy, trust me,
|
In short it is the best healing ability an Astrologian has. It is instant with
|
||||||
just don't heal outsiders). Despite the fact that you basically want to use it by
|
minimal animation lock, it's 720 AoE healing potency and it also deals damage,
|
||||||
CD, it is better to hold it a bit to heal party during incoming AoE damage. The
|
and it has only 60 seconds cooldown. But it’s usefulness requires one very
|
||||||
best usage should be in about 15 sec before incoming damage - so you can detonate
|
important thing: you need to know each fight well to predict the best places to
|
||||||
sphere in any time and will get maximal healing and damaging effect.
|
use it. Teach your party to stay in circle (it is easy, trust me, just don't heal
|
||||||
|
outsiders). Despite the fact that you basically want to use it by CD, it is
|
||||||
|
better to hold it a bit to heal party during incoming AoE damage. The best usage
|
||||||
|
should be in about 15 sec before incoming damage - so you can detonate sphere in
|
||||||
|
any time and will get maximal healing and damaging effect.
|
||||||
|
|
||||||
## Sleeve Draw
|
## Sleeve Draw
|
||||||
|
|
||||||
* Should be used by CD.
|
* Should be used by CD.
|
||||||
|
* Should be never used if you have Draw off cooldown.
|
||||||
* Should be never used if you have drawn card.
|
* Should be never used if you have drawn card.
|
||||||
* Should be never used if you have Minor Arcana.
|
* Should be never used if you have Minor Arcana.
|
||||||
|
|
||||||
You _can_ use it if you have holded card or you already have additional effect.
|
You _can_ use it if you have holded card or you already have additional effect.
|
||||||
|
There are situations during boss fights when all of your card slots are empty.
|
||||||
|
It might be useful to wait have Expanded Royal Road before using Sleeve Draw.
|
||||||
|
That way you are almost always guaranteed to have one of 3 DPS increase cards in
|
||||||
|
your Draw or Spread slots (sometimes both). So if your draw CD is close and you
|
||||||
|
have Sleeve Draw off CD it might be beneficial to wait for Draw and hope to get
|
||||||
|
Expanded Royal Road first.
|
||||||
|
|
||||||
# Role skills
|
# Role skills
|
||||||
|
|
||||||
@ -332,7 +394,7 @@ Susano Extreme.
|
|||||||
* Balance is drawn
|
* Balance is drawn
|
||||||
|
|
||||||
Never use Sleeve Draw for your opener, let party wait for your deck, trust me,
|
Never use Sleeve Draw for your opener, let party wait for your deck, trust me,
|
||||||
they wanna have good numbers during opener. Expanded Balance should be followed
|
they want to have good numbers during opener. Expanded Balance should be followed
|
||||||
by Celestial Opposition. Balance can be replaced by Arrow or Spear, but they are
|
by Celestial Opposition. Balance can be replaced by Arrow or Spear, but they are
|
||||||
not so good as Balance is.
|
not so good as Balance is.
|
||||||
|
|
||||||
@ -348,12 +410,15 @@ because have no ability to do precise metering. In general Crit Hit is better
|
|||||||
than Determination at least because of Lightspeed procs.
|
than Determination at least because of Lightspeed procs.
|
||||||
* Another question is Determination vs Spell Speed. Before 4.0 usually Spell Speed
|
* Another question is Determination vs Spell Speed. Before 4.0 usually Spell Speed
|
||||||
and Determination had close values of stat weights. I would recommend you to
|
and Determination had close values of stat weights. I would recommend you to
|
||||||
prioritize Spell Speed over Determination as soon as it allows you to be more
|
prioritize Spell Speed over Determination as it allows you to be more mobile.
|
||||||
mobile.
|
* You should get Piety as much as you are comfortable. But it should have the
|
||||||
* You should get Piety as much as you are comfortable. But it should has the
|
lowest priority. Try to use some Ethers. Piety is also depends on your party,
|
||||||
lowest priority. Try to use some Ethers.
|
their experience and their equipment.
|
||||||
* You _can_ meld Direct Hit (healers gear does not have it itself), but it does
|
* You _can_ meld Direct Hit (healers gear does not have it itself), but it does
|
||||||
not affect your healing potency, so I would prefer Crit Hit.
|
not affect your healing potency, so I would prefer Crit Hit.
|
||||||
|
* During savage progression I would recommend you to consider melding of some
|
||||||
|
Vitality to your accessories as it will allow you to survive massive AoE easier.
|
||||||
|
But as Piety it is better be replaced as soon as you are comfortable.
|
||||||
|
|
||||||
# Potions and food
|
# Potions and food
|
||||||
|
|
||||||
@ -362,22 +427,32 @@ MP (it is probably not so actual with 4.0, but still useful sometimes, for examp
|
|||||||
right after ressurection). Mind potions is a good alternative to Largesse.
|
right after ressurection). Mind potions is a good alternative to Largesse.
|
||||||
|
|
||||||
In other hand you can choose any food you like and comfortable. I would prefer
|
In other hand you can choose any food you like and comfortable. I would prefer
|
||||||
to up crit and spell speed.
|
to up Crit Hit and Spell Speed.
|
||||||
|
|
||||||
# Healing and damaging
|
# Healing and damaging
|
||||||
|
|
||||||
Being a healer you must maximize your DPS and minimize your HPS. It also should
|
Being a healer you must maximize your DPS and minimize your HPS. It also should
|
||||||
be accompanied by 99% uptime (when you cast anything). General tips are:
|
be accompanied by 99% uptime (when you cast anything), it means that if there is
|
||||||
|
nothing else to heal, you need to find something useful and effective to do -
|
||||||
|
deal damage.
|
||||||
|
|
||||||
* Never heal to 100%. The only one possible exception is healing tanks before
|
* Never heal to 100%. The only one possible exception is healing tanks before
|
||||||
tank buster (I'm not talking about doing mechanics here - like Doom, or Living
|
tank buster (I'm not talking about doing mechanics here - like Doom, or Living
|
||||||
Dead). Good choice is Aspected Helios with HoT effect. You are good if your
|
Dead). Good choice is Aspected Helios with HoT effect.
|
||||||
overheal is below 20-30% (some overheal is allowed because of HoT effects or if
|
* The previous means that in general you don't need to keep tank's HP full. 50%
|
||||||
you are going to shield members with full HP).
|
|
||||||
* The previous mean that in general you don't need to keep tank's HP full. 50%
|
|
||||||
and no tank buster expected? Okay, no heal for you then. Good example is Susano
|
and no tank buster expected? Okay, no heal for you then. Good example is Susano
|
||||||
Extreme first phase - the only one skill I used to heal MT is Essential Dignity
|
Extreme first phase - the only one skill I used to heal MT is Essential Dignity
|
||||||
and Aspected Benefic sometimes.
|
and Aspected Benefic sometimes.
|
||||||
|
* The question is how much overhealing is OK. First of all, we usually have
|
||||||
|
regeneration applied on our main tank as it is the most effective way to deal with
|
||||||
|
general boss auto attacks. Sometimes these tics heal more than necessary because
|
||||||
|
the tank took less damage. And we can do nothing if our regeneration tics crit.
|
||||||
|
The second part of overhealing comes from healing mass damage when only several
|
||||||
|
party members suffered damage. For example, due to some mechanics 4 random people
|
||||||
|
from your party received damage and your main tank (MT) is also receiving damage.
|
||||||
|
If we use any of our mass-healing skills (Helios, Aspected Helios, Earthly Star),
|
||||||
|
we will heal 5 people, but for 3 remaining this healing will result as overhealing.
|
||||||
|
In my opinion you are good if your overheal is below 20-30%.
|
||||||
* Know fight and your cast time, try to heal tank right after tank buster. It
|
* Know fight and your cast time, try to heal tank right after tank buster. It
|
||||||
means that you need to start casting Benefic (II) during tank buster cast, not
|
means that you need to start casting Benefic (II) during tank buster cast, not
|
||||||
after. Same for AoE healing.
|
after. Same for AoE healing.
|
||||||
@ -386,18 +461,19 @@ after. Same for AoE healing.
|
|||||||
(but don't use it if you can heal just by Benefic).
|
(but don't use it if you can heal just by Benefic).
|
||||||
* If you are main healier - your goal is to heal party, don't hope and don't
|
* If you are main healier - your goal is to heal party, don't hope and don't
|
||||||
trust your co-healer, if someone died because of lack of healing - it is your
|
trust your co-healer, if someone died because of lack of healing - it is your
|
||||||
fault. In other hand if someone got additional damage because of mechanics -
|
fault. On the other hand if someone got additional damage because of mechanics -
|
||||||
teach them to heal themselves.
|
teach them to heal themselves.
|
||||||
* In other hand if you are off healer - healing is not your issue. Ask when your
|
* On the other hand if you are off healer - healing is not your issue. Ask when
|
||||||
co-healer needs help, and cast some Helios. But shielding tank on tank buster is
|
your co-healer needs help, and cast some Helios. But shielding tank on tank buster
|
||||||
usually mandatory in this case. If someone dies you are responsible for ressurection.
|
is usually mandatory in this case. If someone dies you are responsible for
|
||||||
|
ressurection.
|
||||||
* As I said - know the fight. You don't need to heal party right after they got
|
* As I said - know the fight. You don't need to heal party right after they got
|
||||||
damage, usually you can wait several GCD (or use Aspected Helios/Diurnal). If
|
damage, usually you can wait several GCD (or use Aspected Helios/Diurnal). If
|
||||||
they don't do mechanics they will die in this case of course, but it is not your
|
they don't do mechanics they will die in this case of course, but it is not your
|
||||||
issue ("dead DPS has zero DPS" ©).
|
issue ("dead DPS has zero DPS" ©). P.S. Second Wind + HQ Max-Potion are amazing.
|
||||||
* Combust II should be always up. Good time to use it - while you are moving -
|
* Combust II should be always up. Good time to use it - while you are moving -
|
||||||
you can't cast anything with castbar, whereas Combust II has insta-cast.
|
you can't cast anything with castbar, whereas Combust II has insta-cast.
|
||||||
* If you have more than 1.5 sec free - cast Malefic III. You probably don't wanna
|
* If you have more than 1.5 sec free - cast Malefic III. You probably don't want
|
||||||
cast it too much having Lightspeed.
|
to cast it too much having Lightspeed.
|
||||||
* For adds in savage content (like A12S) you can use Gravity, it can be
|
* For adds in savage content (like A12S) you can use Gravity, it can be
|
||||||
accompanied by Swiftcast by the way.
|
accompanied by Swiftcast by the way.
|
||||||
|
Loading…
Reference in New Issue
Block a user