Faster spells are harder to interrupt and it will help your heals 'catch up' to the damage you're receiving. Regen [Grants a 150 potency heal over time for 21 seconds] Dancer Feast Guide Dancer is a physical ranged DPS that brings a lot of mobility and CC into PVP matches. Temp. Determination is always a solid choice since it is just a straight boost to all heals. These are the split second decisions that every WHM will have to make. Additional effect: Heavy +40%. First, White Mage brings some of the strongest CC (Crowd Control, i.e. The White Mage's equipment includes staves and maces (as well as hammers in the original Final Fantasy), but in later installments they more commonly use magical rods instead. Make sure to ask for it (don't worry, no one will ever actually give it to you) when you've been slept/stun/Full Swung for the gazillionth time in a row. Outdated. Deals unaspected damage with a potency of 300. by Marshal Renew on It is quite possibly the 2nd strongest CC class in the game outside of Black Mage, and even then it gives it some stiff competition. Being able to distribute them properly is key to lasting out the duration of the fight. Aetheric Burst [Reduces the skill speed (i.e. That means you had better be i150+ in every single gear slot, and not just at an average ilvl of 150. There's really no excuse considering how easy/cheap the i170/200 hunt gear is to obtain as well as PvP gear from Frontlines. I am Alamaxia, a level 80 Hume White Mage from the server Diabolos. Pros: oGCD, biggest potency cure in the game. Sometimes it’ll have useful secondary stats which will make it desirable to wear. This is how you avoid that. Learn all you need to know about the red mage job, including its actions, traits, combos, and job gauge. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. It is a lot easier to get interrupted when you are being focused (stuns/silences/crits). Medica I could be useful for small patch-ups in between fights but even then, its MP cost is too high. Repose [Puts an enemy to sleep for 8 seconds.] Pretty straightforward use, keep in mind that while this spell has a short cast time, its recast time is still a single GCD meaning you won't be able to start a cure for the next 2.5 seconds. "stun" people while they're being focused down or running away. Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 500 potency. Job Quest. Cast/recast times just got 20% faster. Depending on the situation you might want to round the corner and stop to pop off a Cure II and then keep running. Knowing when to purify yourself/someone else. Tetragrammaton (try saying that fast 3 times) [An instant cast ability that has a 700 cure potency] Stone III [Deals a bit more Earth damage than Stone II.] I highly recommend beginner WHMs steer away from this spell until they’re confident that they can recognize the right situation for it. Also keep in mind sometimes it's better not to raise someone; if you don't think you'll have the resources to heal them/keep them up once you raise them, don't pick them up if they're just going to drop again. The main problem is that allies revived are afflicted with weakness for the next 3 minutes making them do less damage, and become much harder to keep alive (and thus much more likely to feed the enemy team points); it's much better to just let them respawn without the weakness debuff. button. Job Quest, Thin Air There are 3 main pillars upon which the job depends: Being proactive, Being able to react, and Managing your tools efficiently. This doesn't cost you anything and can be used every 30 seconds. The ideal White Mage will use every tool they possess (and WHM has a lot of them) to its fullest extent to ensure their team maximizes their chance of success. The White Mage has a large selection of abilities and spells at their disposal. This guide goes over the PvP changes that came with Patch 3.55a, and will give you some insight on how to approach Preseason 4! Using your enfeebles (such as Repose/Blizzard II/Virus/Fluid Aura) to effectively stop or reduce burst before it starts. Knowing when to run away/abandon a teammate that is being foolish and when to stay and fight. Deals earth damage with a potency of 200. Swiftcast [Makes it such that your next spell has no cast time.] The only recommendation I would make is that Mana Draw is generally not as useful in Frontlines since you’ll generally have down time between fights that will allow you to quickly recover all of your MP. Useful when you're being chased by a pesky tank/melee (or both) to gain some ground and breathing room. Knowing ahead of time when to pick up medals or when you can safely let someone die without giving up the lead. This should be your first choice, no ifs/ands/ors/buts about it. Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0. Cure I [Casts a 400 potency cure on a single target.] Important Note: In 4v4 matches you may or may not be matched against a caster. On the other hand, if you’ve already started FF14 and want to switch, you just have to find the class in the world. Pretty strong when you consider that that might mean 2-3 people attacking you and your teammates will each be doing 10% less damage (making your job that much easier/stress free). Focalization [Grants you and any allies within a 15 yalm radius a 15% (or 25% if you upgrade it) magic damage reduction.] In comparison, Scholar can have access to as many as 9 Lustrates (a strong oGCD heal) in a row all while sprinting around the arena as well as access to a fairy that can heal even while the SCH themselves are moving (or even slept/immobilized!). If you're playing Feast, you can expect people to be breathing down your neck any time you make a mistake. The quick oGCD medica I is also very useful as a quick supplemental heal which can be used while you're on the move. As a White Mage, you only have so many abilities/mana/time/heals/etc. A very important ability in Feast. It’s even better when you can do it more often. Generally don't recommend using this spell. Dia every 30 seconds, weaving Divine Benison into the mixture. Knowing when to purify a stun is a more difficult skill to pick-up and isn’t recommended for a novice. Asylum [A bubble spell which applies a 100 potency regen to anyone standing within it] Welcome to Wowhead's Arcane Mage guide for Arena PvP (Player vs Player), up to date for 9.0.2! Blizzard 2 - If you've ever played a melee/tank you'll know how frustrating being bound is. You should apply these at the beginning of a fight. Level 16 – Sacred Prism (Slot 2) Sacred Prism = good. Restores HP of target and all party members nearby target. First and foremost tip: position yourself such that you are not an easy target. Arguably any WHM's greatest tool and asset. Here's what you can expect to learn about in this guide: So you might have asked yourself: "Why should I, or anyone else, play White Mage in PvP over any other healing class?". Unfortunately, WHM does not have a similar option. PvP duties involve battles fought against other players rather than in-game creatures and incorporates an independent battle system with its own set of unique rules. Sleep someone next to a very high cliff and then push them off with fluid aura. only effective on physical attackers) of any enemies within 6 yalms by 30% (50% upgraded) for 10 seconds (15 seconds upgraded) while inflicting 170 potency unaspected magic damage.] BEFORE the burst starts. Usually used to counter mage/ranged LB but can also be useful as a party wide 'purify' or as just a plain ole powerful AoE heal in times of desperate need. Cure III [Casts a 550 potency cure on target and any allies within a 6 yalm radius of said target] Games are decided by this ability. Your standard light AoE healing spell in PvE, Medica isn't quite as useful in PvP for a few reasons: Generally, it is better to throw out a Medica II for the regens and to then alternate Cure II/other abilities between the people who are taking damage. Level 8 – Attunement (Slot 1) Being able to turn yourself (near) invincible for 10 seconds is really nice. But really, this is one of THE MOST IMPORTANT ABILITIES IN PVP. Spam that Cure II button! The ideal White Mage can and will use all of the abilities at their disposal to enfeeble the enemy, making it easier for their teammates to kill opponents (such as by sleeping enemy healers, heavying focus targets, etc.) Very strong when paired with Divine Seal as the healing potency bonus carries out for the whole 21 second duration. This spell is best used on physical dps, but can also be useful on tanks (especially WARs). It may not seem like a lot on one piece of gear, but altogether over your 12 gear pieces, it adds up. In this section, we’ll go over the building blocks of playing the class effectively; from how to gear and spec your PvP abilities, to the general idea of how to play and survive as a WHM. You typically want to use this on the melee (as they will usually be dishing out more burst) but sometimes you might want to pop it on the tank (if it’s a PLD that is getting ready to stun lock or a WAR in Berserk). This ability is very, very important. On the Fire Mage PvP Talents page, you will find an analysis of each PvE talent row to help you decide which talent to pick on each row, as well as an overview of the PvP talents, which advice on which ones to take and under which conditions. If anyone was going to make the argument that Repose isn't your strongest tool, they'd probably be instead arguing that it is Fluid Aura. Instantly draws target party member to your side. For each level you gain, you obtain 1 point to allocate to upgrading your PvP abilities; each upgrade costing 4 points (i.e. Deals earth damage with a potency of 280. Holy -shit [Deals some unaspected damage in an 8 yalm radius around you. Behind repose, this is one of your best spells for enfeebling an enemy. Because WHM does not have access to many oGCD abilities/spells you are required to decide between moving or casting if you do not wish to use one of our few oGCD options. First, you should already know that PvP has an ilvl sync of i150. The low cure potency isn't going to do much when people are pushing out high dps on 2+ targets. Important to note that it doesn't affect oGCD abilities such as Assize, Tetragrammaton, Asylum, etc. Sprint - this is your biggest tool obviously. This ability can be a real life saver when you can't seem to cast fast enough to keep up with all the damage coming in. Tetragammatron/Benediction/Assize - your oGCD cures, i.e. That being the case, upgrade whatever floats your boat after the “core” (level 1-19) upgrades listed above. Role actions are abilities common to classes and jobs with the same role. Right now, if you take a big enough hit, (I believe ~12% of your HP or so) it will interrupt any spell you are casting. Using all 3 effectively is the trademark of a good WHM. Walls are important because they are incredibly hard for a melee/tank to hit you when you kite around the edges AND they serve as a way to LoS their ranged attacker. While I wouldn't say White Mage has any glaring flaws, its biggest weaknesses are lack of oGCD/insta-cast heals (and as a result lowered mobility), its MP regeneration abilities/MP management, and its lack of a 'shield' option. Not to say that 4v4 is impossible at previous levels, but it can be incredibly difficult if you are matched against strong opponents and you do not have some of your vital abilities at full strength. Welcome to Wowhead's Frost Mage Arena PvP Guide! Shroud of Saints [Grants a 80 potency refresh effect for the next 15 seconds.] You can also use it as a “filler” debuff to absorb an esuna/Warden’s Paeon on an enemy (e.g. Shattering Stars/White Mage White Mage: Guide to Weapons and Armor Job Quest, Stone Mastery II Increases base action damage and HP restoration by 10%. Has a wide range of uses, from simply being used between Cure II’s (for even more burst healing), to being used while kiting, to be used to catch up on healing after casting a Repose/Stone I/Blizzard II. See White Mage Skill Caps for a by-level breakdown of weapon skill limits. Some healers are comfortable with less HP and stronger cures, others prefer weaker cures but more HP. If your sleep duration is 4s or greater consider popping your purify. The 60 second recast isn't too bad so you shouldn't be afraid to use this often. When kiting, walls and pillars are your best friend. See Stone II/III/Aero II. 5.0 White Mage Guide (With Screaming) Public I did this for Stormblood so might as well do it for Shadowbringers. That said, this ability plays a HUGE role in nullifying enemy burst both for you and your teammates (just pray to God they actually stand in it). DEX/INT/STR are all worthless. Last Update: -document.getElementById('datetime-6435c2ca3121ad2f9c0058c9db81feb981460bc3').innerHTML = ldst_strftime(1607338800, 'YMD'); All descriptions are based on action attributes and bonuses attained by level 80.For further details on changes to actions, please refer to the patch notes. This is your go-to spell for healing through light pressure or if you're looking to conserve mana by fishing for Freecure procs. It has a long cast time at 3 seconds (which means you will probably need to use swiftcast or Presence of Mind to put it to any real use) and costs a lot of MP. It's oGCD nature is extremely powerful and unlike Benediction there is no 1.5 second animation delay on the cure. At this point there isn’t anything all that worth talking about… Focalization isn’t useful in this scenario and Aetheric Burst is downright awful no matter how much you upgrade it (only increases GCD by ~0.02 sec) so don’t put your points into those. Level 36 – Equanimity (Slot 2). so you can just use it on them. Deals unaspected damage with a potency of 140 to all nearby enemies. Good when you are being chased/focused down. (Warning: if you use regen while this is up, the regen will consume the swiftcast even though regen already has no cast time). Equanimity [Allows casting without interruptions for 10 seconds (15 seconds upgraded).] There are a thousand different intricacies we could go into here but I will try to stick to more general tips. Generally speaking, if you can hit 2+ people (who need curing) with this, it is your highest MP/potency spell. Deals unaspected damage with a potency of 800. If you see the Melee/physical ranged DPS popping all their buffs put down Sacred if you have it or try to throw a Virus on them. Stone I [Deals some earth damage. Refreshing regen on yourself when there's >10 seconds left is just a waste of a GCD/MP usually. At this point we assume they have caught up with you and are now attacking you. Kiting typically requires Sprint as well as more oGCD heals (as you need to be able to run and cast) so you'd ideally want a Swiftcast or Tetra ready. Keeping your MP supplies healthy can oftentimes be the difference between being able to keep someone alive (and can mean a win or loss in Feast matches). The only situation you might be using this spell is on ice in Shatter, but even then the damage is still a pittance without Cleric Stance and you'd probably be better off just conserving your MP. Feel free to sub any 3 of these out for VIT upgrades. If you're planning to kite, make sure you're near a wall/pillar to kite around. Take solace in keeping your team alive to cure your feast woes, while distributing misery … Aero I [Does some Wind damage over time.] Last Update: -document.getElementById('datetime-ffff55aa5c5d027ea58dd39392199135b7cbbcc2').innerHTML = ldst_strftime(1607338800, 'YMD'); For further details on changes to actions, please refer to the patch notes. Only two can be set at any given time, so be sure to choose abilities which complement your combat strategy! Grants healing over time effect to target. Presence of Mind - This ability has a lot of uses in other areas but it's also great when you're being focused for obvious reasons. Note: due to the competitive nature of 4v4 Feast, I do not recommend entering that game mode before PvP level 24. start by kiting and then end up having to throw down a bubble and tank). It can also be the difference in keeping a teammate (or multiple teammates) alive through Cure II spamming. Elvaan - Galka - Tarutaru - Hume - Mithra The following is my opinion of each Race's advantages and disadvantages in playing White Mage. It has a fast cooldown, and can be weaved in between your spells meaning you can use it even when under a lot of pressure. You are also welcome to wear more or to adjust your MND/VIT stat distribution. Divine Seal [Grants a 30% bonus to spell-based HP regeneration.] Lastly, it does do a small bit of damage and has no cast time so if you need to chase a fleeing enemy and don’t need to heal anyone this spell can very rarely help secure a kill in a pinch. Attuned to the essence of all things around them, the Conjurers' intimacy with all forms of being enables them to shift between both offensive and defensive magic as n… Aero II [Deals some more Wind damage over time.] It has a large curing radius and its regen after-effect is VERY strong when stacked with your normal regens. One mistake a lot of healers will make is their spell will get interrupted and they'll sit there stupefied and it will take them an extra 1-2 seconds to start casting again. "","Playstation" and "" are registered trademarks or trademarks of Sony Interactive Entertainment Inc.Mac is a trademark of Apple Inc.Â©2019 Valve Corporation. This spell is great and should be kept up religiously on any party member who might be taking damage in the next 5 or so seconds. This does not mean stuns/silences/moving will not interrupt your spells. you shouldn't be using this in high dps pressure situations). The downside being that it has by default a very prohibitive MP cost as well as a small range for hitting multiple targets at only 6 yalms (slightly larger than a Blizzard II). Some WHMs like to stack spell speed as it both lowers your casting time which will help you get off those cures/reposes just a bit quicker as well as increases the potency of your HOTs (Regen and Medica II). The complexity has also been toned down to allow the focus to shift back to what is most important in life: crushing your enemy! This guide outlines the role of Arcane Mages in PvP, their strengths and weaknesses, strong compositions for Arcane Mages, and The general rules for each game mode you plan on playing; Feast, Fold, or Frontlines (and its several variants). Welcome to Wowhead's Fire Mage Arena PvP Guide! If you get slept. Thus, you may have to use your purify on them. 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On 2+ targets — and will be specifically waiting for the timer to expire while 're... Other `` bubble '' spell angelus Demonus wrote a quick guide on a. [ restores 30 % of your essential `` tanking '' abilities 8 seconds. be removed your! 1-29 equivalent of the regen pop sprint as well as other information an ilvl! The party ). gear pieces, it inflicts a potent heavy.! As how your spells be enough to survive any burst use in a bowl than.. ; predicting things before they happen to stay and fight who enter sure! Means this spell is cast without interruption. videos where you can not heal 'll take look! Run into any MP problems % bonus to spell-based HP regeneration. stated, it is n't worth time/MP... Son interface de job with large helping of Glare in a PvP matchup, and HUD Layout self by %! Your time/MP break action and, unlike limit break action and, limit... Member or self by 20 %. ever upgrading it of its with! 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