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532 lines
23 KiB
Markdown
532 lines
23 KiB
Markdown
---
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category: en
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type: paper
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hastr: false
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layout: paper
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tags: ffxiv, astrologian
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title: FFXIV Astrologian guide
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short: ffxiv-astrologian
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---
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Astrologian is stance based healer, which can an fill in both main- and off-
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healer roles. This guide aims mostly to help new players which just got job
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crystals and have only vague idea how to play as an Astrologian. On the other
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hand I hope some experienced players may find some useful tips as well. Please
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note that I'm not going to describe each skill, because there is a very detailed
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official Astrologian skills and abilities guide [here](http://na.finalfantasyxiv.com/jobguide/astrologian/)
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which can be used for further reference.
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<!--more-->
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# Disclamer
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As I said, the primary goal of this guide is to discuss general Astrologian
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gameplay, core skills, their basic and advanced conjoint usage. This implies
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basic knowledge of skills and abilities, so please read skills descriptions first.
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Also, take into account that this guide is just one of point of views of a
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raiding healer and it aims mostly to discuss how to play in end-game content.
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This guide does not teach you how to play in casual content (like usual 4-ppl
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dungeons), but you can certainly use all advises and raiding practices in
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casual content. No pictures (yet?).
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The guide is actual for 4.05.
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Special thanks to Nan Talion (Odin) and Marisha White (Odin) for reading this
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template and pointing out some shortcomings and vaguenesses.
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**NOTE** this guide is currently under development.
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# Changelog
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* Jul 20 2017: initial version
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* Jul 21 2017: add gear information
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* Jul 29 2017: add Marisha's remarks
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* Sep 04 2017: small fixes, pointed out on reddit
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# Terms and concepts
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Before we bury ourselves with advanced stuff let’s introduce some basic terms
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and concepts we will be using further.
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* DoT (damage over time) is a damage inflicted continuously over a period of time.
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* HoT (healing over time), same as DoT, is a healing inflicted continuously over
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a period of time; regeneration.
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* HPS is healing per second, and it reflects how much raw healing is done on the
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average. In this guide we are using the following formulae:
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* `HPS = (Potency * Targets) / max(cast, recast)`
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* `Efficiency = HPS / MP_cost`
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So, for example Helios (base cast and recast times are 2.5 sec) affects 8 players
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and have potency 300: `(300 * 8) / 2.5 = 960`.
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* oGKD skills are skills that are instant and don’t trigger global skills
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cooldown.
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* Overhealing is healing a target when it’s HP is already full. You can’t evade
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it altogether, but general consensus is that too much overhealing is bad. It
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means that a healer uses too much mana and generates too much agro. Both can
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potentially cause a wipe if a healer runs out of mana or steals agro from tanks.
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* Shield is a buff that, if applied preventively, reduces the damage received by
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a target by shield’s potency.
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* Main-healer, off-healer - no, it does not depend on your current stance. Some
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people [say](https://www.reddit.com/r/ffxiv/comments/4u9cwk/in_raid_content_can_a_whm_put_out_more_dps_than_a/d5o3ej0/?context=3)
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that there are no main-healers and off-healers, but in general they are doing it
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wrong. Off-healer means that they heals from time to time, while main-healer deals
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damage from time to time, i.e. _any healer should deal damage_. Moverover current
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content mostly allows statics to be almost solo healed even with damaging
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"main-healer" (and yes, I'm talking about casual statics), especially if we are
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talking about SCH-AST combination because of fairy.
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# Stances
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There are two stances which an Astrologian can use. These stances determine
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additional effects of two skills, Aspected Benefic and Aspected Helios. That
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might seem not too much at first glance, but stance effects of these two skills
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are what determine two very different Astrologian play styles and her or his role
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in raid.
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* Diurnal Sect
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Your stance when you are going to play as HoT-based healer, boosts your healing
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potency by 10% and adds HoT effects to Aspected skills.
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* Nocturnal Sect
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Your stance when you are going to play as shielding healer. boosts your healing
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potency by 15% and adds shielding effect to Aspected skills.
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# Healing efficiency
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## Main skills
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* Benefic
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* potency: 400
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* base HPS (for all targets): 160
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* efficiency: 0.33
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* comment: main healing skill if targets HP is above 50-60%
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* Benefic II
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* potency: 650
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* base HPS (for all targets): 260
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* efficiency: 0.24
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* comment: main skill if targets HP is below 60-70%
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* Helios
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* potency: 300
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* base HPS (for all targets): 960
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* efficiency: 0.67
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* comment: main AoE healing skill
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For Benefic or Benefic II a window when you want to use it is 50-70%. The choice
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of which skill to use depends on several factors. If you need to heal a target to
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full HP as soon as possible, you will generally prefer Benefic II. But a tank
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with 50% HP and a mage with 50% HP are two very different things because they
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have very different HP pool. So using Benefic I for a mage might be more than enough.
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It leads us to a very interesting thing: experimenting with our skills. Just try
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to use Benefic II on as low HP as you (and tank) are comfortable. For example, I
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found that during active movement and mechanics avoidance phases (also referred
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as "dancing") on Susano Extreme Benefic I is more than enough despite the fact
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that lightning damage is more than 50% of DPS' HP.
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## oGCD skills
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* Essential Dignity
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* potency: from 400 to 1000
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* comment: it is main oGCD healing skill. The main principle of use: the less
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HP the target has the better because it scales on target's HP; should be never
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used if HP is above 50%. Obviously it should be never used _after_ Benefics
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(exceptions are healing WAR/DRK after their Holmgang/Living Dead in which I
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prefer Benefic->Essential Dignity->Benefic II combination).
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* Collective Unconscious
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* potency: 150 * (15 / 3) = 750
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* comment: see notes below
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* Earthly Star
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* potency: 720 (fully charged)
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* comment: see notes below
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* Lady of Crowns
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* potency: 500
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* comment: see notes below
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General rule - use them as soon as they are up when appropriate.
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## Stance based skills
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* Aspected Benefic/Nocturnal
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* potency: 200 (200 + 200 * 2.5 = 700 with shields)
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* base HPS (for all targets): 80 (280)
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* efficiency: 0.06 (0.19)
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* comment: should be used when you need to shield single target or when you
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need to heal someone as soon as possible
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* Aspected Benefic/Diurnal
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* potency: 200 + 140 * (18 / 3) = 1040
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* base HPS (for all targets): 416
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* efficiency: 0.29
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* comment: should be used when you need to heal someone as soon as possible,
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you might want to keep it up on tanks
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* Aspected Helios/Nocturnal
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* potency: 150 (150 + 150 * 1.5 = 375 with shields)
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* base HPS (for all targets): 400 (1000)
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* efficiency: 0.22 (0.56)
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* comment: should be only used to mitigate incoming party damage
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* Aspected Helios/Diurnal
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* potency: 200 + 40 * (30 / 3) = 600
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* base HPS (for all targets): 1600
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* efficiency: 0.89
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* comment: in general you want to keep it up for party members after incoming
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AoE damage leaving about 80% on each party member, for example it was my main
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skill during first phase of A10S and A11S. Avoid use it if party's HP is about
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full and no incoming AoE damage expected in 10-15 sec
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General rule - never spam any of it.
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## Short notes
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* As far as you can see Diurnal sect is more powerfull for healing abilities than
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Nocturnal (but I'm not taking into account difference in healing power though).
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* Benefic is more efficient than Benefic II (by healing and MP usage), but
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requires additional GCD, which can be used to ~pew-pew~ deal damage.
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* Helios is not as good as Aspected Helios/Diurnal is (unlike WHM, whose Cure III
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is the best).
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* Aspected Benefic/Diurnal is even better than Benefic II.
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# Core mechanics
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Astrologian is not only a healer (I think it is even _not_ a healer), but a party
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buffer. Astrologian core mechanics is using buff cards. It has 6 different buffs
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which can be further amplified using another mechanics – Royal Road. Royal Road
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has 3 variants:
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* enhanced – increases any card's effect by 150%.
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* expanded – reduces card's effect by 50% but applies it for all party members
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* extended – doubles card's duration
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The following table represents basic card usage.
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* Arrow
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* good choice in a case if you don't have the Balance. Basically the best card
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for BLM, not a bad for other casters (including healers). Please note that
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frequent usage on resource limited jobs (like physical DPS) may cause issues
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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 resurrect several people in limited amount of
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time with no Lightspeed and Swiftcast off cooldown (To be honest in my opinion
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it is trash uses anyway: Enhanced Arrow gives you 20% of 8 sec base cooldown
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which is still too low.)
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* enhanced: not the best combination, the best usage is to buff BLM
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* expanded: alternative to AoE Balance
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* extended: same as non-improved version
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* Balance
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* your main buff, any DPS likes it, but better use it on the best one, because
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it scales on current DPS value. To be honest in my practice it may cause some
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agro issues as well
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* enhanced: the best choice for this improvement, should be always followed by
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Time Dilation if possible
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* expanded: the one of the best Astrologian buffs. Prefer to use it on pull.
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Should be extended by Celestial Opposition if it is possible
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* extended: same as non-improved version
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* Bole
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* good for tanks, especially when no CDs are left
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* enhanced: good for incoming tank buster, you might want to Time Dilation it
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as well
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* expanded: situational buff, I find it useful during savages tries in minimal
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item level to mitigate incoming large AoE damage, you might want to extend MT
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buff as well, more likely should be never stacked with Celestial Opposition
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* extended: same as non-improved version
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* Ewer
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* can be used for SMN after ressurection or on healer, but better Royal Road it
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* enhanced: never use it
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* expanded: never use it. This one is really never
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* extended: never use it
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* Spear
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* any party member is good with this buff currently, but better use it on jobs
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which have crit-based traits - for example, BRD or MNK. Additionally, it is the
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only card that can increase healing power as it increases crit chance (it is
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especially noticeable for scholars or crit-stacking AST or WHM). Note that it
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still has less time than Balance or Arrow.
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* enhanced: mostly jobs with crit-based traits, not such good choice for Time
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Dilation as Enhanced Balance is.
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* expanded: alternative to AoE Balance
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* extended: same as non-improved version
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* Spire
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* can be used for physical DPS after ressurection or on TP issues, but better
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Royal Road it
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* enhanced: never use it
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* expanded: never use it. This one is really never
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* extended: never use it
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Short notes:
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* None of these rules (expect for Expanded Ewer/Spire) are mandatory.
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* Never use macros for cards.
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* Be sure that card is in CD or you have drawn a card and it is more than 15-20
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sec left. If you have drawn one and you see no usages in more than 15 sec - try
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to convert or hold it (or withdrawal it if no choices).
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* Additional note to previous one: never let drawn card fade out.
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* In general Balance is still better than Arrow, because Arrow does not boost
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DoTs and oGCD skills. On the other hand priority of Balance and Spear is disputed.
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## Minor Arcana
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* Never hold it. Lady of Crowns is a good oGCD alternative to Benefic II.
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* If you don't see usage for current card in 10-15 sec, and can't or don't want
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to hold it or Royal Road it - convert to Minor Arcana.
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## Lightspeed
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* Very useful when you need to heal and move at the same time.
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* Very useful when you need to spam healing and want to safe some MP.
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* Should be _never_ used when you are DPSing.
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## Synastry
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Situational skill which should be used when you need to heal several targets,
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usually the best target is tanking player (during add in A11S, while dancing on
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Susano EX and so on). Almost useless when you want to increase potency of healing
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to single target.
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## Time Dilation
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Should be only used to prolong card buffs, but it would be cool if you will prolong
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other buffs (like Aspected spells) as well. Better usage is to prolong Enhanced
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card versions, but please note that prolonged buff will not be stacked with your
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Draw CD anymore.
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## Collective Unconscious
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Should be used to mitigate incoming AoE damage basically by CD. The one of the
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best usages is on rephases (if there is incoming damage of course), because it
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can be extended by Celestial Opposition with damage buffs after (in this case be
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sure that you have already drawn card and ready to buff party). Please note that
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you need some time to buff being applied, so you need to stay for several seconds.
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## Celestial Opposition
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The one of questionable astrologian skills. In my opinion the only one usage for
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it is to extend party Expanded buff (like Balance, Arrow and Spear). Never use
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it to extend your own buffs (e.g. Lucid Dreaming); if you really want to prolong
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your own buffs align it with applying party buffs. Also I should note that it can
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be used to stun multiple enemies if it is required by fight mechanics (like A6S
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adds).
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## Earthly Star
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In short it is the best healing ability an Astrologian has. It is instant with
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minimal animation lock, it's 720 AoE healing potency and it also deals damage,
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and it has only 60 seconds cooldown. But it’s usefulness requires one very
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important thing: you need to know each fight well to predict the best places to
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use it. Teach your party to stay in circle (it is easy, trust me, just don't heal
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outsiders). Despite the fact that you basically want to use it by CD, it is
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better to hold it a bit to heal party during incoming AoE damage. The best usage
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should be in about 15 sec before incoming damage - so you can detonate sphere in
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any time and will get maximal healing and damaging effect.
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## Sleeve Draw
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* Should be used by CD.
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* Should be never used if you have Draw off cooldown.
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* Should be never used if you have drawn card.
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* Should be never used if you have Minor Arcana.
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You _can_ use it if you have holded card or you already have additional effect.
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There are situations during boss fights when all of your card slots are empty.
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It might be useful to wait have Expanded Royal Road before using Sleeve Draw.
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That way you are almost always guaranteed to have one of 3 DPS increase cards in
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your Draw or Spread slots (sometimes both). So if your draw CD is close and you
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have Sleeve Draw off CD it might be beneficial to wait for Draw and hope to get
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Expanded Royal Road first.
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# Role skills
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## Mandatory
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* Lucid Dreaming - should be used to restore MP and/or to reduce generated agro.
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Basically you want to use it by CD.
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* Swiftcast - must be used for target ressurection. In general it is used to cast
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skills with cast time more than GCD (Aspected Helios for example). In theory it
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can be used to cast damaging skills while moving.
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* Largesse - healing CD.
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## Optional
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* Cleric Stance - damaging CD, should be used by CD mostly, but should be never
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used if you are going to spam heal.
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* Eye for an Eye - actually I never used it, but someone may find it useful.
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## Situational
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* Break - the only one usage if you need to Heavy targets, for example, orbs in
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A6S. Mostly useless for DPS.
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* Protect - by the way, you can cast Protect and replace it by another skill.
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Usually one healer in party is enough to have it.
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* Esuna - has no application in savages and extremes, but sometimes may be useful
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in casual content. You should have it if there is Doom debuff (like Omega V4).
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Usually one healer in party is enough to have it.
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* Rescue - just move knockbacked target to you. The one of usage examples is
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Susano Extreme.
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## Trash
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* Surecast - despite the fact that some tactics mean that healer should have
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this skill (hello, Omega V4 Savage) I would recommend to avoid using it.
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# The best opener deck
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* Hold Balance
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* Royal Road Ewer or Spire
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* Lord of Crowns
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* Balance is drawn
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Never use Sleeve Draw for your opener, let party wait for your deck, trust me,
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they want to 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 Benefic procs. For low Crit Hit rates and
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if you don't have jobs which buff you Crit Hit, you might want to prioritize
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Determination though.
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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 it allows you to be more mobile.
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* You should get Piety as much as you are comfortable. But it should have the
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lowest priority. Try to use some Ethers. Piety is also depends on your party,
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their experience and their equipment.
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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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* During savage progression I would recommend you to consider melding of some
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Vitality to your accessories as it will allow you to survive massive AoE easier.
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But as Piety it is better be replaced as soon as you are comfortable.
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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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MP (it is probably not so actual with 4.0, but still useful sometimes, for example
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right after ressurection). Mind potions is a good alternative to Largesse (and
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later during kills it can be used as usual DPS busting potion).
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In other hand you can choose any food you like and comfortable. I would prefer
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to up Crit Hit and Spell Speed.
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# Healing and damaging
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Being a healer you must maximize your DPS and minimize your HPS. It also should
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be accompanied by 99% uptime (when you cast anything), it means that if there is
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nothing else to heal, you need to find something useful and effective to do -
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deal damage.
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* Never heal to 100%. The only one possible exception is healing tanks before
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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.
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* The previous means 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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* The question is how much overhealing is OK. First of all, we usually have
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regeneration applied on our main tank as it is the most effective way to deal with
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general boss auto attacks. Sometimes these tics heal more than necessary because
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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
|
||
means that you need to start casting Benefic (II) during tank buster cast, not
|
||
after. Same for AoE healing.
|
||
* Use Benefic for spamming. It is more efficient and has Benefic II proc.
|
||
* Check if you have Benefic II proc, critical healing with Benefic II is cool.
|
||
(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
|
||
trust your co-healer, if someone died because of lack of healing - it is your
|
||
fault. On the other hand if someone got additional damage because of mechanics -
|
||
teach them to heal themselves.
|
||
* On the other hand if you are off healer - healing is not your issue. Ask when
|
||
your co-healer needs help, and cast some Helios. But shielding tank on tank buster
|
||
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
|
||
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
|
||
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 -
|
||
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 want
|
||
to cast it too much having Lightspeed.
|
||
* For adds in savage content (like A12S) you can use Gravity, it can be
|
||
accompanied by Swiftcast by the way.
|
||
|
||
# Heal and resurrection order
|
||
|
||
In short - it depends.
|
||
|
||
## Resurrection
|
||
|
||
Several rules first:
|
||
|
||
* Don't cast resurrection until you have less than 50% HP. This rule is valid
|
||
for LB3.
|
||
* Don't cast slow resurrection until whole party have about full HP.
|
||
* Don't cast slow resurrection until moving phases. This rule is valid for LB3.
|
||
* Usually if more than 3 people died (and at least 2 of them are DPS'es) and
|
||
you have LB3 ready - you can use it.
|
||
|
||
1. Resurrect main-tank as soon as possible. You might be next in aggro list, trust
|
||
me, you don't want to die.
|
||
2. Resurrect jobs which are required by mechanics (e.g. caster/range LB).
|
||
3. If several people died prioritize resurrection for DPS jobs which can resurrect
|
||
too (RDM, SMN, especially RDM).
|
||
4. If you need MP here and caster or range DPS can give it to you - resurrect them.
|
||
5. Resurrect other DPS'es, you might want to prioritize people who does more
|
||
damage.
|
||
6. If you can heal solo (you should be able at least to do it) - resurrect your
|
||
co-healer one of last, or don't resurrect at all. In my practice I had several
|
||
A10S kills, when my co-healer was died during all fight after tractor. Exception:
|
||
you might want to resurrect your healer for shields.
|
||
7. Resurrect off-tank last unless you need them for tank swap or add.
|
||
|
||
## Healing
|
||
|
||
1. Heal yourself. Really, if you will die - whole party will die.
|
||
2. Heal tank which receives damage at the moment, don't waste MP to heal another
|
||
tank as soon as possible.
|
||
3. Heal party member which can be required by mechanics (e.g. caster/range LB).
|
||
4. Heal people with debuffs (like vulnerability up or after death).
|
||
4. Heal DPS. Does not matter how bad gear they have, they should have same priority.
|
||
5. Heal co-healer.
|