Final Fantasy XIV: Tips on How to How to Heal With White Mage

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In theory, White Mage appears to be a straightforward healer with no frills. You bid the ouchies farewell and take the pain to those who inflicted it. Every White Mage is a sleeping monster in practice. Only to advance their bad deeds are you being cured. They frequently spam Glare or use Holy to blind everyone. If you ask them to heal you, they will frequently say something like “Wait until I have another Lily” or “Assize is still on cooldown”… Why would you squander one of your valuable globals on a Cure II? Instead, why not go for that lovely 100% Aero/Dia uptime?

Yes, we have all been taken for a ride to unknown territory. Glare Mage is one of the four green DPS characters. White Mage is undoubtedly one of Final Fantasy’s most well-known healing jobs. However, due to deliberate game design, you are also supposed to inflict harm on others. As a consolation, you gain the game’s best AoE spell.

The Origins of White Mage

One of Final Fantasy’s most recognizable jobs is the White Mage. It was first introduced in the NES’s very first game. Aside from healing and elemental damage, it has a signature ability. For instance, Raise is often used to instantaneously destroy zombie foes. While this is not a feature in FFXIV, it is still interesting information.

The use of white magic is truly outlawed in Final Fantasy XIV. In what is now known as the War of the Magi, the schools of white and black magic clashed centuries ago. Both schools of magic delivered nothing but destruction, aside from being a brilliant reference to Final Fantasy VI causing the sixth umbral tragedy, which is now known as the Great Flood. Over a millennium has passed since that horrific tragedy. In the shape of the Conjurers of Gridania, we see a rebirth of white magic. Only the Padjal, Gridania’s spiritual leaders, are aware of all its secrets. Only a few of their most illustrious students will be able to inherit them.

The Ways to Heal With White Mage

In most circumstances, healing in Final Fantasy XIV appears to be far scarier than it is. While you may become concerned when you see half-empty health bars, we want you to remember that you are a pure healer, a White Mage. You rarely have to worry about anything because your heals are so huge and sturdy. Of course, unless everything goes absolutely wrong (then pray that there is a Red Mage in your party).

Given that we are speaking with you, whom we consider familiar with the fundamentals of healing, as you are avid players of this MMO (not so popular for betting at bookmakers using Euteller and bookies in general such as, say, one other game in the genre, WoW). However, we will go over your equipment and explain what each talent does and when it is best to use it. The most important thing is that you begin to build a sense of healing, which can only be gained via practice. However, just leveling through the dungeons should get you in shape in no time. All you have to do now is learn to trust your instincts.

Cure

A single-target heal with a decent healing efficacy. This is your early level heal, but it is also a developer’s cruel trick. On paper, the lower MP cost and probability of getting a free Cure II seems like a good deal. 

However, you must keep in mind that you also want to deal damage and that you want to avoid global cooldown (GDC) heals. Once you have Cure II, you should remove it from your hotbar.

Regen

It is another one of your bread-and-butter abilities. In principle, this should always be on the main tank. Use it as soon as the tank pulls to protect yourself against auto assaults and other threats. In most cases, this should be sufficient, especially when combined with your co-healers’ ability to keep the tank alive. Unless there’s a problem with the mechanics, use it on teammates who have recently been hit by a mechanic but are unlikely to be hit again in the near future.

It will tick for 250 potencies every 3 seconds because it is a heal-over-time (HoT) effect. It is also one of your most powerful tools, with a total potency of 1,500 in just 18 seconds. By the way, these ticks can also crit and heal twice as much. It also stacks with Regen abilities like an Astrologian’s Aspected Benefic.

Cure II

This is your single-target heal that is a little chunkier. 

When off global cooldowns (oGDCs) or a Regen are not enough, you should utilize this. Fixing a teammate who was hit by a mechanic when there are no Lilys available and a Regen will not be able to save them in time. As a result, refrain from spamming this one. Your MP will be swiftly depleted.

Medica

This is your group’s GDC heal. It has a vast range and should be utilized after any party-wide mechanism has been activated. If both healers employ this type of heal, you should be able to counteract most party-wide attacks, especially in full-party circumstances. 

This can also be used to re-energize everyone during downtime.

Cure III

And here is your AoE heal in chunks. Cure III has a shorter range than Medica, but if three or more people are within range, it heals for longer. Because its use case is so specific, most White Mages will disregard it. In either a light party or a full party scenario, you will utilize it to heal the party following a stacking mechanic. 

Remember that this is targeted, so you can use it to heal a small group after they have figured out a mechanism. It glows brightest when the party is hit by numerous hits, such as an Akh Morn. To fix the situation, preload a Medica II for the Regen impact, then use Cure III to outcure the impending harm.

Medica II

This Medica improvement is available at the extremely low price of just 100 extra MP. It heals a little less directly, but it applies a 15-second HoT that heals for 150 potencies with a chance to crit. 

With a total healing potency of 1,000, if you are confident in your timing, you can cast this right after party-wide damage has been dealt to avoid wasting it. It will still heal for potency of 750 if you cast it a little too early, which, when combined with the abilities of your co-healers, should readily negate most incoming damage. It is also a terrific way to wake everyone up during a transition period.

Raise

This spell is used to bring downed party members back to life. We know, a death cure seems improbable, yet here it is. It is frequently used in conjunction with the Swiftcast ability. Because a hard increase takes roughly 7.5 seconds, it is not worth getting smacked by mechanics. Simply wait for Swiftcast to return or until you have some breathing room.

It goes without saying, but the priority for obtaining funds is as follows: Check that at least one Tank is still alive and well and raise your co-healer if they have fallen asleep. Then there is the rest unless you have a Red Mage in your party who has reached level 64. First and foremost, raise them. If they have enough MP, Red Mages can raise a whole party in seconds and usually restore their MP quickly.

The Afflatus’

You may have noticed that all of the talents listed above are on a global cooldown, which means they compete for space with your damaging skills. This is crucial because healing is more of a side hustle than doing damage. Unless you run out of oGDCs, you do not want to press any of the previously stated skills except to refresh Regen on the tank. One of the most important aspects of the White Mage role, and healers in general, is to optimize around this.

Afflatus Solace and Afflatus Rapture, in particular, have analogues in Cure II and Medica – in that exact order. They will also deplete one GDC and Lilies, which you will receive every 30 seconds once a battle begins. However, unlike their counterparts, you will receive Afflatus Misery in exchange for the GDC you could have spent inflicting damage. The damage from that talent compensates for four Glare III casts that were missed. You should not go fishing for Afflatus Misery, therefore, do not spend the Lilies unless absolutely necessary. However, they should always take precedence over your routinely cast heals.

Other Healers to Employ

These were the basic White Mage healers. To wrap up the story we will mention several more that you can employ too:

  • Benediction (Use it as a sort of panic button. It is not a good idea to utilize its cooldown because it takes three minutes to recover).
  • Assize (Though it has both healing and damage-dealing capabilities, most White Mages will focus on the latter to use it).
  • Asylum (You should normally wait till something mechanical happens before using it).
  • Divine Benison (These are shields. You want to use them before harm occurs so you do not have to deal with them afterward).
  • Tetragrammaton (It is a free Cure II that you can utilize every 1 minute amid damage blasts).
  • Liturgy of the Bell (With a 180-second cooldown, its application is very situational).
  • Aquaveil (This is a quick mitigation skill, comparable to the ones used by tanks. You should use it on someone who is set to take a lot of damage in the next 8 seconds).
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