If you are looking for THE FASTEST WAY to reach the level cap with any class or job, this FFXIV Leveling Guide by Killer Guides is a definite must have! There is nothing that comes even close in regards to level of detail and overall quality.
|Slot||Best||Next Tier||Third Tier|
|Main Hand||Dreadwyrm Cane
||Augmented Ironworks Magitek Cane
||Ironworks Magitek Cane|
|Shield||Tidal Wave Buckler
|Head||Augmented Ironworks Optics of Healing
Dreadwyrm Hood of Healing
|Ironworks Optics of Healing
High Allagan Circlet of Healing
Platinum Circlet of Healing
|Body||Augmented Ironworks Robe of Healing
Dreadwyrm Robe of Healing
|Ironworks Robe of Healing
High Allagan Coat of Healing
|Hands||Augmented Ironworks Gloves of Healing
Dreadwyrm Gloves of Healing
|Ironworks Gloves of Healing
High Allagan Gloves of Healing
Kirimu Gloves of Healing
|Legs||Augmented Ironworks Slops of Healing
Dreadwyrm Tonban of Healing
|Ironworks Slops of Healing
High Allagan Pantaloons of Healing
Arachne Culottes of Healing
|Feet||Dreadwyrm Shoes of Healing
Augmented Ironworks Thighboots of Healing
|Ironworks Thighboots of Healing
||High Allagan Thighboots of Healing|
Kirimu Boots of Healing
|Waist||Augmented Ironworks Belt of Healing
Dreadwyrm Belt of Healing
|Ironworks Belt of Healing
||High Allagan Belt of Healing|
Kirimu Belt of Healing
|Neck||Augmented Ironworks Choker of Healing
Dreadwyrm Choker of Healing
|Ironworks Choker of Healing
Werewolf Choker of Healing
High Allagan Choker of Healing
|Ear||Dreadwyrm Earring of Healing
Augmented Ironworks Earrings of Healing
|Ironworks Earrings of Healing
High Allagan Earrings of Healing
Werewolf Earrings of Healing
|Rings||Dreadwyrm Ring of Healing
Augmented Ironworks Ring of Healing
|Ironworks Ring of Healing
||Werewolf Ring of Healing|
Judgment Ring of Healing
High Allagan Ring of Healing
|Wrist||Dreadwyrm Bracelet of Healing
Augmented Ironworks Bracelet of Healing
|Ironworks Bracelet of Healing
True Ice Bracelet of Healing
Werewolf Bracelet of Healing
High Allagan Bracelets of Healing
||Oct 14, 2014 - 11:25:41 | Location: Unknown, South Africa|
Something useful to note, when you (as the healer) needs to heal, rather use a potion on yourself instead of casting a healing spell.
•You save Mp
•Also you don't have to wait for the cooldown
For your spells to heal allies.(Possibly less accidental deaths due to waiting for cooldown)
I've used this in a lot of RPG'S and it works great
Also if the melee characters are taking a lot of damage and your struggling a little, run towards them and cast fluid aura, then Medica I. Haven't tested this yet but sounds like a great plan. Though bosses and high rank creatures are sometimes immune to the knock back effect.
Hope it helps
||Feb 07, 2014 - 20:26:04 | Location: Nowhere, In a Box|
I don't understand the different between Mind and Determination. Can anyone explain?
||Oct 23, 2013 - 00:20:27 | Location: Nowhere, In a Box|
Has a party member died? Cast Raise.
this is wrong... it's more like: Has a party member died? Point and laugh.
||Oct 13, 2013 - 14:36:01 | Location: Durham, United Kingdom|
Thanks for all the tips, I have added a paragraph about Regen and enmity.
||Oct 04, 2013 - 03:38:36 | Location: Nowhere, In a Box|
when I had 20 points in mind I healed for about 50 ish more with cure I and then when i put the last 10 points in the diminishing returns of mind seemed to hit the power of the heals harder resulting in maybe a 10 extra heals, I was wondering if anyone else though the last 10 attribute points could be better spent on vitality or piety?
|Cu Airuath [Anon]
||Oct 01, 2013 - 17:47:37 | Location: Nowhere, In a Box|
Kazumi's got the right of it.
A good White Mage doesn't pump out as much healing as he or she can, non-stop; a good White Mage gives out just enough healing at just the right time to precisely mitigate harm without drawing unnecessary enmity.
A better way to use regen is to wait until a moment after the fight begins, once you see the tank has taken a little bit of harm (and a lot of enmity), then apply regen so that, not only will the first tick of HoT actually do something, but it will wear off later in the fight.
Remember: Overhealing is a great way to kill your whole party. Because when the enemy turns on the squishy healer, the battered healer soon needs to heal himself, which often draws more enmity than the tank can dish out in his attempts to peel it off of the healer, ensuring that the enemy stays clamped on the healer, requiring the healer to continue the spiral by healing himself futilely unto exhaustion, at which point he dies and so too does the tank without any healing.
||Oct 01, 2013 - 10:03:52 | Location: Unknown, United States|
There's really no reason to throw out Regen pre-fight. It's not necessary for survival, ever, and it's akin to having DPS pull the mobs instead of the tank - messy fight often not worth the trouble.
|dev op [Anon]
||Sep 27, 2013 - 22:55:59 | Location: Nowhere, In a Box|
The proper pre-fight buff is Stoneskin. Then, as soon as Stoneskin falls, you pop Regen. Regen's first tick doesn't happen for 3 seconds, but the mob's next attack will come within 2.5 (usually); so, the first Regen tick hits right after the tank receives their first real damage.
|dev op [Anon]
||Sep 27, 2013 - 22:53:38 | Location: Nowhere, In a Box|
Yes, it is a lot of hate. The second the first tick hits, all the mobs the tank did not directly engage come right for the WHM. Then, the tank has to run around and grab them. Then, the DPS get hate because the tank hasn't had time to pay attention to the first mob... It's a nasty cycle.
Tanks should always cancel Regen before a 2+ mob pull.
||Sep 27, 2013 - 15:13:50 | Location: Nowhere, In a Box|
This is not world of warcraft. Any type of overhealing or enmity in the beginning of an encounter will kill you. You need to give the tank time to secure the target before you do anything.
||Sep 26, 2013 - 15:51:52 | Location: Nowhere, In a Box|
Yeah, Regen definitely pulls enmity away from the tank if you use it at the beginning of a battle, especially when attacking grouped mobs. I'll usually have Stoneskin up on the tank before every fight so that he/she can build up enmity while taking minimal initial damage. Then, if Cure isn't enough, throw a Regen on the tank at that point.
||Sep 26, 2013 - 11:26:31 | Location: Nowhere, In a Box|
Casting regen before a boss pull will usually be just fine. Popping it before a trash pull will often lead to the side mobs scattering before the tank can grab. For example, a healer pops regen before tank runs in to grab a pack of three. The PLD runs in and shield lobs first mob and before they have a chance to pop a "flash" off to gather the rest of the pack, the two extra mobs will often bee-line straight for the healer. In a tight cluster of mobs this might be an easy recovery, but in a spread out pack (say, the statues in AK, the healer is going to take some hits before the tank can recover.
Just something to think about before healers go screaming about the PUG tank that "can't hold aggro." Don't pop regen before multiple mob pulls. And tanks, pull off regen before multiple mob pulls if it is still up from previous pull.
||Sep 26, 2013 - 01:04:24 | Location: Durham, United Kingdom|
Is Regen really that much hate? I rarely play healer classes to be honest, but popping Regen before engaging is the logical thing to do. I will remove that tip for now then.
||Sep 25, 2013 - 23:39:54 | Location: Nowhere, In a Box|
" Just before the party engaged the monster you should cast Regen on the tank."
Please take down the tip to pop regen right before the tank engages an enemy. This is only a good idea if you like to have your face eaten off. Any good tank that sees regen up before a pull will pull the buff off themselves. It pulls massive hate to the healer before you even engage.
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