Firestreak's Guide to Main Healing

Firestreak

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This guide is an attempt to get a bit deeper into more advanced tactics and strageties for the different healing jobs. This is for people like minded as myself with one goal in mind... high EXP.

The first thing you will notice as a healer... when you run out of MP, the chain stops. Therefore you have 2 things to take into consideration. Your party's HP and your own MP. A nice MP base is important, which is why of the three jobs, RDM SMN and WHMl RDM is in terms of raw healing power limited in their traditional state.

Why is base MP important? Think of MP as ellasticity. When you have a ball, and you throw it, depending on its ellastic properties it will bounce a very short or far distance. It is potentional, but why is that important? Because the more potentional a job has the more it WILL do with effort.

Here is how it works for FF physics.

You're sitting there, 500/500 MP. Tank has 1000/1000 HP. You've got refresh on. Whenever the tank drops to 400 HP or below he nears dangerous HP.

There are two choices you have...

Stand up the entire battle, spam the tank with cure 3 whenever he takes a hit. Notice you will through this method always end up with less MP than you began with.. unless your tank is taking particulary low amount of damage... like a ninja who got hit once.

Method two... first off if it's a paladin, they are healing themselves, so you give them HP room to heal themself, and when they get into critical you heal them back up to full with a couple quick medium cures or one big cure. When you aren't casting, you're resting.

Unless your tank is particulary bad, this will give you something of a random result. Though more efficient than previous method, sometimes you will end up with less MP than started. Sometimes MORE MP than started, dependant on the damage dealt in that battle. Each battle is far from constant when you take into account things like...

The paladin using more MP to heal himself because he wants more hate.
The monster fighting.
AE damage.
Specials attacks.
Criticals.
How long the battle goes on for... e.g. a quick battle that was opened with a skillchain and ended with a powerful MB might not even require the WHM getting up from rest.

Therefore higher MP total allows you to drop lower and lower into your reserves while you wait for your eventual bounce back.

The harder you're thrown, the faster you'll bounce back. Why is this?

HMP. The most vital component to your bounce affect is the ability to bounce your MP levels up quickly again. Take for instance the dark staff. Instead of for example 14 MP back on your first tick, you recieve 24! With subjobs you recieve additional ticks back and other gear like for example seer's body at low level and errant at higher. For this reason the more experienced WHM will tell you that dark staff is in fact more important even than light staff, which works to simply make every cure you cast 10% more efficient. As well after the initial rest, your ticks will increase in speed, halved for future rests. Many WHMs use food designed simply to raise their HMP. If you had for example, 3000 MP your potential bounce effect would be enourmous... Let's say your safety level is 200 MP, because you might potentially need to burn 200 MP quickly or someone will die in a fight. I'd say up to 1200 of that MP is potentially useful.

While if your party is inefficient and someone you burn through 3000 of it, it's unlikely they will want to wait for you to regen all 3000 of that MP, although that would be the most efficient way. Having one several minute downtime instead of several short downtimes every chain or so. However in an efficient party you won't get much more use out whatever you might potentially use over a period of 6 fights in an emergency, or one chain of 5. Of course in a god or HNM fight the potential MP used is MASSIVE but in terms of XP all you are worried about is an efficient MP bounce back.
There are things as well you can do with all this MP you will be able to burn with an efficient recoil. First and foremost haste. You should at least no matter what be able to haste your tank. Next priority is going to be the slower TP of a skillchain, or in the case of a samurai chaining with 2 people they might need more. If skillchain isn't issue better to haste slower attacking jobs like dragoon and dark knight as it will affect their delay more than quicker attacking jobs such as thief and monk, as well they tend to get TP for their skillchain more quickly than others.

There is a haste delay so you'll have to try and guage MP rest efficient with how quickly you want to slap those hastes down. If you are burning few enough MPs on healing and getting enough back that you can haste as soon as possible and not run out, go for it. The only haste that is NON NEGOTIABLE is that you must always always keep Ninja's haste up. For the most part you mileage may vary on the rest, so find out what's efficient to do quickly and get into a habit throughout the party. Also when paired with no RDM the WHM may want to take over the job of enfeebling. Quite useful to have the magic capped.

For summoner there are different options. The MP bounce affect is where a SMN main healer can really shine. What's their advantage? Take Aerial Armor for example. 3 hits nullified. That's more than just 3 cures you don't need to do. That's three rounds you can be resting. Increase the bounce and increase your output ability. As well things like evasion up with a ninja tank will result in less damage being taken hence the BP pays for itself while having many other abilities like accuracy + for the DDs. Abilities like this are great because they pay for themself in terms of MP(if not more than because it allows you longer rest periods) while giving free bonuses.

Then examine the earthen ward for the ninja tank specifically. It decreases greatly the likelyhood the ninja will require healing at all for that battle while nullufying AE damage other party members may potentially suffer. Another MP efficent ability for the SMN healer.
Stat raises are a nice little bonus, while they give more vit to pld and agi to ninja their main benefit is more dex and str to the attackers, so like haste it is a benefit to add in after your healing duties are met.

What's nice is, all these BPs don't stack hate with your healing. Unlike a WHM or RDM who get some hate for all the things they do, SMN spreads the hate between themself as a half level WHM and their avatar. To be a good SMN you should be able to do both.

What RDM has going for it really is... well if you don't HAVE RDM already it gives you refresh. If you have for example a BRD as your support job, then RDM as you healer gives you refresh + a healer. As well convert can be a useful ability to cancel out their Low MP.

As far as equipment concerns, you're going to want a few important items. dark and light staff are a must If affordable for WHM you'll want vermillion cloak. For a RDM as a healer MP is your biggest concern. things like astral rings are useful or anything to increase MP. In normal circumstances RDM want to keep HP and MP balanced and use slots to increase MND and INT stats for enfeebles, but as a main healer concerns are normally different(once agian, dependant on setup that may change, so versitility in equipment is nice).

For SMN the gear choices are obvious, until you reach 50-60. You can go two ways, vermillion cloak or austere body/head. If you are efficient enough to keep tanks alive and BPs up with austere's, then it is the better choice because of the delayed BP timer. If you need to refresh from the cloak to output more than get the cloak. Despite the price differences neither is a sure thing. Other expensive gear like serket ring and astral earring may better compliment the austere because with the bounce affect you are able to output more BP without running out of MP to heal.

Hate level should rarely be a concern of the healer, an efficient tank should be able to easily outhate the person who heals them, but there are little tricks that can be used.

First you want to try to heal as much as possible bewteen the fight instead of during the fight. Worst thing you can do is start a battle off with a big heal. Don't save too much dmg from a preious fight that you have to heal in a next fight. The monster doesn't know it was from a last figt. If a puller is injured from a sloppy pull but isn't in immediate danger, don't spam cure them at the start. curaga is very MP and time efficient but it can get you killed mid battle. It's a nice thing to cast after the fight where hate isn't an issue.

Cure 4 will give you a nasty hate bonus, cure 5 is almost no hate. Curaga BPs like Spring water not only gives you no hate but takes off status ailments. As well Earthen Ward and Aerial Armor = reduced damage similar affect to healing, and no hate.

Next when fighting specific mobs all healers should be aware of what potential status affects they can inflict, what the names


Antica Family:

Sandstorm > Blind
Magnetite Cloud > Weight
Jamming Wave > Silence
Sand Trap > Petrify(short lasting)


Bat Family:

Sonic Boom > Attack Down
High Frequency Field > Evasion Down


Beetle Family:

Spoil > STR Down
Hi-Freq Field > Evasion Down


Buffalo:

Lowing > Plague
Rampant Gnaw > Paralyze


Crab Family:

Bubble Shower > STR Down


Cockatrice Family:

Poison Pick > Poison
Sound Vacuum > Silence
Sound Blast > INT Down


Coeurl Family:

Blaster> Paralyze
Chaotic Eye > Silence


Crawler Family:

Poison Breath > Poison
Sticky Thread > Slow


Dhalmel:

Sonic Wave > Defense Down
Cold Stare > Silence


Ghost:

Fear Touch > Slow
Dark Sphere > Blind
Terror Touch > Attack Down
Curse > Curse


Hecteyes:

Hex Eye > Paralyze
Petrogaze > Petrify


Lizard Family:

Baleful Gaze > Petrify
Plaguebreath > Poison
Infrasonics > Evasion Down
Brain Crush > Silence
Tail Blow > Stun(short time)


Mandragora:

Leaf Dagger > Poison
Scream > MND Down
Dream Flower > Sleep
Wild Oats > VIT Down


Pugil Family:

Intimidate > Slow


Taurus Family:

Mortal Ray > Doom
Frightful Roar > Defense Down
Mow > Poison


Worm Family:

Sound Vacuum > Silence
Rasp > Rasp


Wyvern Family:

Tail Crash > STR Down + Poison
Dread Shriek > Paralyze
Radiant Breath > Silence
Dispel Wind > Dispel


Ok.. Any Stat down you can cancel with erase. STR down, Evasion down, ext.
Poisona for Poison.
Paralyna for Paralyze.
Blindna for Blind.
Silena for silence.
Cure will fix sleep.
Stona for petrify.
Viruna for Plague.
For Slow haste or erase. For Spiders however only erase will work.
Erase stun or weight.
As well dia, bio, rasp, frost, burn, shock, choke and drown are erasable.

Some mage type beastman will cast direct enfeebles, like WHM or RDMs . The affect is the spell's name so it doesn't take much figuring out.

Not all enfeebles need to be fixed. For example a BLM's evasion down isn't important, a ninja's however is critical.

Once you know the result, when you see the attack you can have the cure already on the way.

Please post if there are any additions for mob enfeebles, I'm SURE I missed plenty.
 
Last edited:
"Sleep Flower" is "Dream Flower"

However, you should also mention how to avoid Gaze-type attacks. I've found it useful, slightly, but still useful, to cure with my back turned to the party, just incase I were to grab hate, and have a lizard come over and Baleful Gaze me. Or as BST, turn around while a Dhalmel readies Cold Stare.

Taurus:
Mortal Ray > Doom Status, Cursna to eliminate(not 100%.) Gaze-type, turn to avoid.
<Forget the name> > AE Poison, Poisona
<Forget the name> > AE Defense Down, Erase

Buffalo:
Rampant Gnaw > Paralyze, Parlyna
Lowing > Area Plague(MP/TP Down, 5/tick,) Erase.
 
dude bravo {/clap}

lol i know why you wrote this and i think you hit it right on the nail :wink:

Its sad that a lot of people can't play there job this way :cry: and the tarutaru's running around are the worst at mp conserver cause they have so much they dont care about running out :?
 
passions said:
dude bravo {/clap}

lol i know why you wrote this and i think you hit it right on the nail :wink:

Its sad that a lot of people can't play there job this way :cry: and the tarutaru's running around are the worst at mp conserver cause they have so much they dont care about running out :?

Coincidental actually. I always write walkthroughs on jobs when i finish leveling them.

For Blackmage
http://www.qcdn.org/viewtopic.php?t=1011

For Paladin
http://www.qcdn.org/viewtopic.php?t=4368

I am not done with Summoner but I am starting to reach the point where it stops being "main healer" as majority. So yea thought I'd impart my knowledge.
 
The thing I've noticed when I've played summoner as a main healer up until my current level (49) is that sure, the blood pacts are awesome to delay actually having to cure for a very short amount of time, but when the BP effects (ie stoneskin/blink) wear off, the smn will either have to A) spam cure II and cure III when they start taking damage or B) you spam your bloodpact again that costs relatively the same amount of MP you'd spend in Cure spam.

I also noticed with smn, as a main healer type, I think emnity is an issue. I'm not sure why, but even casting cure III would pull hate on me, and lets face it, summoner don't exactly have the best defense, I'd even compare it to that of a wet paper bag XD I find that smn works better as a co-healer type, able to do the party buffs, MB the SC, and help spread the healing responsibility more evenly..

Anyway that's my two cents on summoner as a main healer..

As far as red mage goes, I'm not sure what you meant by:
RDM is in terms of raw healing power limited in their traditional state.

If in "traditional state" you mean not utilizing convert and refresh, then yes I would tend to agree with this statement. However, a good rdm/whm using their convert/refresh and maximizing MP efficiency.. depending on the level, the rdm/whm, with fast cast, status cures and erase (from sub job) is definately a powerhouse of a main healer, not to mention the fact that they aren't as squishy as a smn or a whm either :rolleyes:

You'll never see me argue, however, that whm is not the best main healer because lets face it, that'd just be stupid considering that's what a whm is, a healer.
 
deathsvengeance said:
The thing I've noticed when I've played summoner as a main healer up until my current level (49) is that sure, the blood pacts are awesome to delay actually having to cure for a very short amount of time, but when the BP effects (ie stoneskin/blink) wear off, the smn will either have to A) spam cure II and cure III when they start taking damage or B) you spam your bloodpact again that costs relatively the same amount of MP you'd spend in Cure spam.

The advantage to the bloodpacts is that while your stoneskin and blink are up, the summoner is allowed to rest. Anything that can increase the time of a continous rest pays its own MPs cost because of the MP regeneration stack effect, or MP Bounce as I call it in my guide.

deathsvengeance said:
I also noticed with smn, as a main healer type, I think emnity is an issue. I'm not sure why, but even casting cure III would pull hate on me, and lets face it, summoner don't exactly have the best defense, I'd even compare it to that of a wet paper bag XD I find that smn works better as a co-healer type, able to do the party buffs, MB the SC, and help spread the healing responsibility more evenly..

I honestly haven't the slightest clue why you draw hate as a summoner. In terms of healers summoners have the unique ability that all their tools except for their basic Cure 3 are all hateless because the hate is attached to the avatar. The AA hate goes to Garuda, the Earthen Ward to Titan, ext. WHM on the other hand has everything they do 100% attached to them. In emergency situations where WHM might pull hate on themselves at their cost of their own life, the SMN can throw earthen ward at the problem(protecting themself as well) and stabilize the fight.


deathsvengeance said:
If in "traditional state" you mean not utilizing convert and refresh, then yes I would tend to agree with this statement. However, a good rdm/whm using their convert/refresh and maximizing MP efficiency.. depending on the level, the rdm/whm, with fast cast, status cures and erase (from sub job) is definately a powerhouse of a main healer, not to mention the fact that they aren't as squishy as a smn or a whm either :rolleyes:

All status affects that RDM get are the same that WHM will get at half the level. Red Made will for instance, never be able to stona and won't be able to erase until 64. Unlike SMN who can substitute for some of those lackings with BPs, RDM have little to offer that WHM doesn't, except as I point out, refresh, making RDM perhaps the best when paired with a BRD.
As far as a traditional state I am referring to equipment. To be main healer RDM is going to need to be more +MP based than a RDM dedicated to merely support heals and enfeebling.

deathsvengeance said:
You'll never see me argue, however, that whm is not the best main healer because lets face it, that'd just be stupid considering that's what a whm is, a healer.

The best main healer is situational. A WHM is not always ideal to have in every party. Certain jobs work together better, certain zones have different requirements. Just TRY to party in Den of Rancor without Stona, it's not pleasant. But then many times playing my WHM I would have a particulary good ninja and say to myself... man if I was my SMN right now I could do a lot more for this party. When you can keep your party alive, never run low on MP and spam banish 3 and holy then you know a WHM isn't needed for the party.
It also depends for example what DDs you have. If your party is 3 BLMs and a paladin, the best combo will be BRD and a RDM main healing because then you can stack ballad with refresh. On the other hand BRD and RDM won't do particulary more than BRD and WHM for a melee based party with no BLM at all while BRD and SMN can mean minuett on top of Eccliptical Howl and Growl for more STR DEX and ACC on top of enhanced attack.
It's important for a leader to weigh all the possible benefits of the different jobs but at the same time each player to understand the potential benefits of their own jobs.
 
Firestreak said:
Avoiding gaze type attacks is good advice but for the tank not the healer. In motion those attack will never really hit.


Well, regardless, it's better to be safe. Mages don't really need to be facing the mobs to do anything, and should they steal hate and have a gaze-attack performed on them, it's less MP spent.
 
Very nice Fire^^.
 
The advantage to the bloodpacts is that while your stoneskin and blink are up, the summoner is allowed to rest. Anything that can increase the time of a continous rest pays its own MPs cost because of the MP regeneration stack effect, or MP Bounce as I call it in my guide.
right, but stoneskin and/or blink only last so long. With the one minute cool down, unless you have a puller that is slow as molasses, it isn't likely you'll have both blink and stoneskin on from BPs for each fight. Generally, unless its done between pulls, which I try to always do, by the time you get earthen ward on the DD, put your avatar away, and /heal, the party is taking damage again :p Unless its with a ninja tank, which I won't dispute, I think summoner works best with.

I honestly haven't the slightest clue why you draw hate as a summoner. In terms of healers summoners have the unique ability that all their tools except for their basic Cure 3 are all hateless because the hate is attached to the avatar. The AA hate goes to Garuda, the Earthen Ward to Titan, ext. WHM on the other hand has everything they do 100% attached to them. In emergency situations where WHM might pull hate on themselves at their cost of their own life, the SMN can throw earthen ward at the problem(protecting themself as well) and stabilize the fight.

I'm talking about pulling hate by using cure spells, not pulling hate when using blood pacts, I know that is hateless. :p you didn't read what I said.
 
Right and at your level, pre AF you won't have any -enmity over WHM. Your cure 3 will do the same amount, and pull the exact same hate as any WHM your level. However your SMN BPs prevent damage, reducing the amount of healing you'll do, which should mean overall you pull less hate as SMN healer than WHM healer. In addition to preventing damage which you won't have to heal, you get protected yourself.

To compare...

Tank is half dead, healer is near hate threshold.

WHM casts cure, WHM pulls hate, WHM dies.

SMN casts Aerial Armor, tank is protected for 3 hits, tank gets another voke in, SMN is protected for three hits. SMN cures tank. Shadows run out. Tank gets hit again, SMN cures again. SMN takes hate. SMN gets blink for 3 hits. Tank vokes back.

In terms of survivability in extreme circumstances, the SMN has many tools at their disposal if they remain calm and use intelligently.

The only reason you might find yourself pulling hate is that your tank is substandard on very dangerous mobs, for example a bad paladin on high level pugils. WHM abilities to keep tanks alive while managing hate include Regen, which is a more innate and obvious ability to most WHM. BPs on the other hand involve a lot of prioritizing and many SMN prefer to squander them on more wasteful BP like weak nukes or inefficient buffs(frost armor for example). But with experience a good Summoner can learn to effectively turn the battle to their favor.
 
On the contrary, SMN can actually use Healer's Earring at 30 (-1enmity if /WHM). Not a huge boost, but logically you should be getting less hate at that level than WHM themself. (unless you toss a damage BP on the enemy, but that's not the subject)

And (sorry if I overlooked it Fire ;.; ), basically Summoner has a better 'bounce-back' in MP because while Aerial Armor may take the same MP as 3 Cures, in that time you could be resting, even if just for one tic, whereas standing and casting those 3 Cures instead means no rest-time at all.
 
Mishaela said:
(unless you toss a damage BP on the enemy, but that's not the subject)

I do believe that BPs don't count toward SMN hate. Only Avatar hate. I know at later levels it is so and that's why they are so over powered end game. Doing as much damage (in a single blow) as a BLM with far less hate on them. Granted their 1 minute down time can cause them from being HUGELY overpowered, but that can be reduced with gear. I think SMN are great and all but they might deserve a little nerf too if the BLM are gonna be getting a nerf XD after all.. if BLM get a nerf instead of 30 BLM we'll have 30 SMN :|

anyways.. I have trailed off. The strat was well written and very full of good information.
 
Elemmire said:
I do believe that BPs don't count toward SMN hate. Only Avatar hate. I know at later levels it is so and that's why they are so over powered end game. Doing as much damage (in a single blow) as a BLM with far less hate on them. Granted their 1 minute down time can cause them from being HUGELY overpowered, but that can be reduced with gear. I think SMN are great and all but they might deserve a little nerf too if the BLM are gonna be getting a nerf XD after all.. if BLM get a nerf instead of 30 BLM we'll have 30 SMN :|

anyways.. I have trailed off. The strat was well written and very full of good information.

Directly commanding your avatar to attack a mob, or peform a blood pact on the enemy, generates a small amount of hate on the SMN. This can be seen if your avatar if fighting a mob, gets a link and then you, as an example, tell it to start attacking the link (the link will charge at you upon telling your avatar to target it)

A better example - if you use Astral Flow and have your avatar start to use their 2h, this also generates a considerable amount of hate. This is easiest proven during the 20-cap avatar fights.

Or...well, have an avatar out, don't have it attack anything, but tell it to use a BP on a mob - it'll automatically charge you.
 
Just to add on to what you've covered, here's my method for paladin tanks.

I slap the highest regen that I have on them(Regen 3, but the others if it's a level capped area) and only cure them when their hp hits yellow. That usually gives them plenty of room for a Cure 3 so they can hold hate and when they're yellow their hp is usually low enough that 2 Cure 3's (mine and the paladin's) would each cure the full amount or close to it.

It works well for conserving mp and hate, since for the most part the paladin is the one using the most cures. He's still getting healed, but I don't pull hate as often and still have mp at the end of the fight.
 
lol i played whm lastnight again finally. had 707 and after every fight everyone was full health and i still had about 675mp :p

Baja you and i use pretty much the same methode. Highest regen and dont spam cure the tank 8-) even when they dumb asses would pull 2 at one time i still heald it cool and still had mp the keep going afterwards ^^

conserving mp is very very easy for a whm. and those taru's that play it and burn out in the first 2 fights need some work.

REGEN {Do you have it?}

bugs the shit outa me the see whm's just spam cure 4's wonder why they are getting hit and then run outa mp after every fight :rolleyes:
 
Mishaela said:
Directly commanding your avatar to attack a mob, or peform a blood pact on the enemy, generates a small amount of hate on the SMN. This can be seen if your avatar if fighting a mob, gets a link and then you, as an example, tell it to start attacking the link (the link will charge at you upon telling your avatar to target it)

A better example - if you use Astral Flow and have your avatar start to use their 2h, this also generates a considerable amount of hate. This is easiest proven during the 20-cap avatar fights.

Or...well, have an avatar out, don't have it attack anything, but tell it to use a BP on a mob - it'll automatically charge you.

Yeah, just like using Sic as a BST if your mob is engaged with the target all ready(Using Sic before the target gets hit causes no hate toward the BST though)
 
Fire, I must definitely agree with your post. Now.... if we can get all of the Whitemages on the server to read this, then I can finally live in peace when I level my ninja.
 
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