How to do more Damage as White Mage in FFXIV (Endwalker Edition)

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hello my name is renon and today I wanted to bring back a series that I did a few years back and I had a great time with we are going to talk a little bit more in depth about how you can efficiently deal damage as a White Mage in end Walker there is a really big disparity between the average healer in party finder and the higher level healers and that difference is larger than any other role in the game and honestly I feel that doing damage on healers is not only relatively simple on the whole in terms of broad strokes but also balancing between doing damage and effective efficient healing is the most rewarding part of the role in the entire game to me healers need to DPS it's a part of their job role and hopefully some of the things in this video will give budding white mes a better understanding of how to do higher damage with their kit this video is going to focus primarily on high-end content but we're going to talk a little bit about Dungeons later near the tail end of the video two let's get into it White Mage is the most accessible of the two pure healers in the game focusing on Brute Force gcd healing that you can then convert directly into burst DPS your standard rotation will consist of refreshing your damage overtime ability every 30 seconds and in between you'll be using your filler DPS damage skill every 20 seconds you will gain a healing Lily that caps out at three in general gaml you aim to avoid overcapping all costs as using three healing lies gives you a damaging blood lily which refunds you the damage loss from the three healing skills all at once you also have access to an off Global skill that you'll use mostly on cool down for added damage white mage's healing and damage economy are pretty interlined because of this as you will be using your three Lies per minute to do the vast majority of the healing in encounters and then you'll be timing your bloodly for movement or for raid Buffs to maximize its DPS potential you only really heavily fall back on abilities such as cure 3 or Meda 2 nowadays in progression or recovery scenarios you can do the vast majority of your work at a DPS neutral or DPS positive stay on White Mage in ner now let's quickly talk about each of white mage's spells and abilities in terms of damage and explain how they fit into your toolkit if you've played the job or honestly any healer in general at end game you you're likely going to already know a decent chunk of this but hopefully you will come out this section with a good picture of how the job will play in most generalized circumstances as well as what to do in Fringe cases like the boss leaving the arena deer is your damage over time skill lasting for 30 seconds in general you want to apply it immediately as an encounter begins and reapply it just as it's about to drop preferably when it has somewhere between 0 and 2 seconds remaining it is instant cast so you can use it in in order to double weave and to give you an extended free movement window if an enemy is about to die or become untargetable in the near future bear in mind that the dot needs to be active for more than 15 seconds in order to be a damage gain over just using glare glare is your filler damage skill when you don't have something else to be doing you glare it has a base 1.5 second cost time meaning that you can single weave an instant afterwards and make a small 1 second movement for free asiz is your only damaging offlow ability right now and it is a boon on both AOE and single Target scenarios this ability both heals and does damage and it's on a 40c cool down in general you want to use this immediately when it's available as every third aze will naturally line up with the raid's 2-minute Buffs if you do so which makes it gain even more value a flatter misery is your big hit it requires you to charge three healing lies to make it available and then the spell itself is an instant gcd cast as a result preparing it will cost you 1240 potency from the three glares plus the gcd you actually use it whereas casting it deals 1240 potency of damage true DPS neutral as a result you'll be using misery every minute a few things to bear in mind though are the every second Misery the ones that fall under the 2-minute raid Buffs will become a DPS game thanks to the Buffs on yourself and the debuffs on the boss and also that in AOE scenarios even with AOE damage falloff misery is a huge DPS game so the priority goes even higher in that scenario holy is your filler AOE DPS skill it is a gain at three or more targets and in those situations you will use it instead of glare it is a 2.5c based cast time so in order to move between holies you need to slide cast there are also some Fringe cases where you can use it in single targets scenarios but we will talk about those later presence of Mind reduces your spell cast time recast time and auto attack delay by 20% and it lasts for 15 seconds it's a 2-minute cool down meaning that it will line up naturally with raid Buffs from the start to the end of the fight from the rest of the raid and in most cases it will also line up with your potion window you will be using this to pump out as many glares as possible during a short space of time essentially it's going to net you one extra glare within that 15sec window lastly and something players should not neglect are Auto attacks whenever you are in melee range you should have Auto attacks turned on it's free damage even if it is only a tiny amount remember that on healers you need to manually turn on your auto attacks each time you move back into melee range after disconnecting to open encounters at 3 seconds preo you want to use your potion then at 1.5 seconds preo begin to cast glare dear immediately afterwards then use two glares weave presence of Mind into another glare and then assid from here you can keep glaring and refresh your dot as it's about to drop you can also Swift cast your third post de glare and then weave asai into presence of mind if you prefer but then you lose Swift cast for the first minute of the encounter you can also push your assis a little earlier if you know your kill time or you were in a progression scenario as an example whenever I personally am in progression I use assis right after the D application in order to ensure that I cannot lose a use and to make sure that the skill is available for healing again as soon as possible after this you are going to assize on cool down which will naturally place every third one under raid Buffs you will presence of mind on cool down in every 2minute Buffs as well as misery and potion every 6 minutes though potion is something that can be drastically changed based on the specific requirements of each encounter in order to maximize the damage from your 2-minute windows you want to avoid doing any gcd healing within it if you can get away with it what this generally amounts to is making sure that you build up your a flatus misery before raid Buffs go up and then making sure that you have enough instant heals to deal with any incoming damage during the duration of those Buffs you will use six of flatter solices or raptures between each buff window and one misery in between each buff window with the second misery being on the puff window so you'll use three a flatter heals then a misery then two of flatter heals then you will use your third afflatus ASAP to get it out before Buffs go up and then you burst and use misery under Buffs like most jobs in Final Fantasy 14 it's imperative that you constantly roll your gcd on White Mage once you press one spell you should immediately be hitting the key of the next spell to ensure that it costs instantly once your current one is over your goal is to have as much casting up time as is possible based on the fight constraints if you need to do healing gcds that is absolutely fine they just replace a glare and if you need to do instant off Global healing abilities such as benediction or Tetra you should aim to weave them without any clipping in end Walker White Mage has become much more user friendly with the addition of the 1.5c based cast time for glare now whenever you need to Global heal you can generally do so without too much difficulty or thought let's say you get into a situation where you want to put Asylum up for the raid Wings then Tetra the tank are two things you want to do as well you can do this across three gcds you put Wings up first after one glare then you put ayum after a second and then you use Tetra on the tank after the third or alternatively if your dot refresh is coming up you could immediately weave two after the dot refresh and then finally the third after your next glare you can also hold on to a flatus misery or Rapture if you know that a double weave window is coming up in order to make sure that the healing and mitigation comes out quickly lastly you could Swift cast a glare to open up that additional double weave window should you require it always be thinking a little in advance about what weaves you need to do in the near future and when you need to do them a few at a time the best order to actually use them in and do whatever you can to gain maximum value from all your cool Downs another thing to bear in mind is movement which is another category that White Mage has become much much more lenient in compared to in previous expansions instead of only having access to free movement when you refresh deer or use Swift cast and a flatter spells you now additionally have half a gcd of movement after every single glare this means that if you have a little foresight you can generally get through all but the fastest movement sections without using any any instance for movement just by inching your way over there in between glasses that said one thing you're still going to need to learn how to do is how to slide cast when you at any job that has cast bars if you watch here you can see that near the end of each full cast when there's about 75 to5 of a second left of the cast I am moving a little bit and then stopping right as the cast completes that's slide casting and it's basically you abusing the games latency to make small movements during casts as a Healer I'd advise you practice this whenever you can in roulettes on a dummy whatever and get as consistent as you can because it will help you out a ton as a Healer it is fair to say that optimizing your healing and optimizing your damage go hand in hand the more effectively you are able to heal the more gcds you free up for yourself to glare with I will be releasing a separate video in the coming week that delves a lot more deeply into healing efficiently and how to deal with different types of incoming damage judging when to sacrifice damage for party safety and when to rely on your instance and I would recommend watching that too in order to obtain a full picture but in this video what I will discuss are your general healing priorities in regards to your abilities which abilities should be your go-to and which are reserved for progression or emergency scenarios for General healing you want to lean heavily on a flatus Rapture pairing it with plenary Indulgence whenever the raid is low and it's available a plenary Rapture is just as strong as a Kure 3 but with extended range so it's a very potent AOE heal and as we have discussed before it doesn't cost you damage to use Asylum and Temperance are two abilities that are both extremely powerful in the right situations and should be used as often as you can whilst retaining their effectiveness Asylum gives regen tis to all of those inside the bubble that are 2/3 as strong as a medicat twoti and they increase HP Recovery via healing actions this is big because healing actions refers to all heals both gcd and off Global so it will for example buff the heal that an assis provides you can use it after a raid damage to let the regen slowly top The Raid and allow the tail end of Asylum to catch the shield Buffs put up by the other healer or you can use it in tandem with Liturgy of the Bell to effectively deal with multiple hits Temperance is a 10% damage mitigation but also increases healing magic potency by 20% this refers specifically to gcd Healing so whilst it's not going to buff your assis it will give you a 20% boost onto an a flatus Rapture Liturgy of the Bell is an insanely good skill which makes sense as it's the level 90 White Mage Capstone ability you place it on the floor and each time you specifically you the White Mage player takes damage it will also proc a 400 potency AOE heal up to five times when it runs out any remaining Stacks will proc and heal for 50% value 200 potency per stack you can use it for multi-hit raid wide damages for when the rage is massively spread for mechanics thanks to its 30 y range which is 10 Ys more than most of your AOE gcds or if you don't have to use it for a long time you can use it for a big burst heal by manually proing it for single Target scenarios you have access to Divine benison and aqua Veil which should be used regularly benison comes up so often that aside from using them on the tanks to help soak Auto attacks and tank Busters you can also additionally put them on nontank players that might be slightly lower than the rest of the party for an incoming hit Tetra and benediction are your single Target heels and while in the past many players may have held on to benediction specifically for tank inv vulnerabilities you do not need to do that anymore whatsoever generally for all tanks aside from Warrior passive Regens or a friendly Tetra will help them out of any leftover damage after their invols and Warrior has such strong self-healing that usually a Tetra and their EQ combined will sort them out too as a result you can use it in much more varied scenarios these make up the core abilities of your healing kit but you also have these four powerful abilities that you can use but they will directly cost you damage to do so it's important to note that allowing people to die to damage without trying to save them is unacceptable so sometimes S as a Healer you just have to eat the loss and use these spells you have Meda 2 which is a fairly strong AOE regen with a small burst heal at the start and in progression scenarios you're going to use this a bunch it can be used to top The Raid up after a hit or for mechanical dances with major damage spikes you can use this just before in order to provide the party a passive regen on top of any of the heals that they receive while they practice the mechanic Q3 is your big boy 600 potency AOE heal but it has a smaller range than every other heal in your library so it really needs to be saved for situations where you can ensure a party stack regen is generally reserved for tanks or specific mechanics that Target one player with repeated or heavy damage and has definitely lost value over time as white Majors gained more skills to deal with these problems Medica exists but thanks to a flatter Rapture its use cases are more and more becoming few and far between cure to has the same situation when it comes to single Target healing but one thing I do want to quickly mention is cure you might say cure is useless and in 99% of cases you would be right but there is one very specific scenario that is a big help cure is a 1.5c base cast meaning that the cast goes off faster than a cure2 would if you do not have an afflatus or any other instant available you have no Swift cost and you need to heal one specific player before incoming damage and you're on the last available moment of time before that hit goes out well Kure one could save your life and no other skill could I feel like at this point you probably have a good general idea of how to deal damage as a White Mage you know the opener the general rotation and the basis of maximizing your damaging gcds so now let's delve a little bit deeper into a couple cool things that you can do with the job situationally to maximize your potential one thing is to optimize your Lily management as much as possible I mentioned before that misery is DPS neutral generally and DPS positive under raid Buffs but depending on the encounter you could obtain a misery free of charge let's use p9s from the current raid tier as an example about halfway through the fight the boss will cast Leen strike and will leave the arena for around 25 seconds for a mechanic because you are unable to Target the boss any lies that you generate here will not cost you you potency whatsoever so you want to use this time to build three lies and generate a misery ready for when the boss returns whenever you know there is an incoming downtime in an encounter try and stockpile say two lies and use them while the boss is away with the third ideally generating during the downtime which you then use two additionally when a fight is close to ending you want to try and ensure that you have no partially capped blood lily if you see that a boss is on low HP you need to make a decision on whether you can rush to cap and use a blood lily before it dies or whether to stay on zero Stacks until the end of the encounter anything else will result in a loss of damage next let's talk about holy there are actually two scenarios in which holy can be a damage gain on single Target and you should learn them so that you can Implement them at your discretion firstly is directly as downtime is about to end if you pre-cast holy right before the bus returns having the cast end the Split Second after an enemy becomes targetable you're going to hit them for a free 150 potency you then go back to your standard rotation of dotting and interg glare immediately the second situation is when a mechanic requires a specific player facing occurs such as a gaze mechanic or like the monitor mechanic in phase three of top if you do not have a swift cast and you are not extremely confident in your your timing in order to cover the snapshot of the mechanic holy does not turn your player characters facing so you can position correctly and do a holy you still lose damage in comparison to the riskier option of using the glare but it is way better than doing nothing many players pot in their opener and that is a good default way to use your potion but for many gauge building jobs including White Mage thanks to a flatus misery it is actually more optimal to PO at the 2 and 8 minute window window as opposed to the 0 and 6 Minute Windows your mileage may vary if the fight is likely to die before 8 minutes 30 there's no point in doing it or if you lose a potential third potion due to it there's also no point in doing it but shifting potions in those perfect timings will push your damage even further one additional thing regarding deer is that you can actually use it sometimes with an early refresh as a DPS gain at the end of an encounter or a phase this is because dier does damage on application so if you're in the scenario where you want to say glare as your last gcd but the boss leaves halfway through your glare you and you do not have Swift cast available so you cannot swiftcast a glare you can instead hit the boss with a de right as it leaves you will not gain any damage from the dot as the boss is not in the arena but you will gain damage from that initial application so sometimes you can turn what seems to be an obvious loss into a game in AOE situations such as dungeons white mage's damage priorities change dramatically on one or two Targets you will still be wanting to Dear both of the targets and spam glare on your enemy of choice making sure to focus whichever one has raid Buffs on them and if one does TH but often dungeons throw more enemies at you over an extended period of time in these situations you want to swap over to holing the ads and doing your best to line Pres pres of mind up with mob packs being able to use presence and holy spam on 10 plus enemies is such a large DPS game than saving it for a boss and it will definitely shave seconds off of your group's run misery is also absolutely huge here and you ideally will be able to misery every single mob pack after the first one by building up your lies in between pulls so here's what I generally do in dungeons preo regen the tank give him benison put deer on as many mobs as possible while the tank is still pulling and positioning as I see the positioning is about to stop moving and the mobs are about to become still I will deer into Swift cast holy the middle of the mob pack then I weave presence of mind or thin air if I have it and proceed to spam holy if I have misery I will use it here too the stun from the holy allows you to keep dpsing even longer and if the DPS in the group are proficient often the tank can avoid needing a single heal if he needs healing however prioritize off globals like Tetra and benediction first to allow you to keep Hing more it's really important to note that deer is technically a damage gain over holy up to six or seven targets as long as the dot ticks for the full duration on all enemies so keep track on if you have a particularly slow dungeon run because it may be worth continuing to apply deer or maybe two or even three even after the mob packs have been grouped up I really hope that some of these tips were useful you may have some damage optimizations for White Mage of your own that you'd like to contribute if so please I'd love to hear from you in the comment section later this week I'll also be releasing a video focusing on how to heal more efficiently as a White Mage so if you found this video helpful at all I would love it if you checked out that one as well when it releases thank you so much for watching friends have a fantastic rest of your day have a good one
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Channel: Rinon
Views: 10,214
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Keywords: ffxiv, final, fantasy, 14, xiv, media, tour, endwalker, stormblood, shadowbringers, scholar, sch, sge, sage, whm, white mage, ast, astrologion, preview, guide, meta, world, prog, hardcore, raid, rinon, healer, heal, cactbot, astro, astrologian, viewer, ultimate, rich, campbell, dragonsongs, dragonsong, reprise, dsr, dsu, dru, clip, lulu, funny, 6.2, 6.1, pandaemonium, panda, worl, race, poc, pov, p6s, p5s, p7s, p8s, door boss, door, boss, hephaistos, concept, anabaseios, p12s, phase, athena, palla, dawntrail
Id: UCK9GA52F3c
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Length: 22min 37sec (1357 seconds)
Published: Wed Aug 30 2023
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