Ffxiv healer role skills

Ffxiv healer role skills DEFAULT

Healer Role Actions list

Here’s quick  guide about Healer Role ActionsShadowbringers has brought yet another update to the Role Actions system (previously the cross-class skills system). This time around, we no longer have to choose – and have access to all Role Actions!

What Jobs get the Healer Role Actions?

Job Classes

White Mage(WHM)
Scholar (SCH)
Astrologian (AST)

Base Class 

Conjurer (CNJ)

Healer Role Actions – Navigation:
Healer Role Actions List | Role Actions Uses & Discussion

LvlActionDescriptionDurationCastRecast
8ReposePuts target to Sleep.302.52.5
10EsunaRemoves a single debuff from your target.-12.5
18SwiftcastNext spell is cast without cast time.10Instant60
24Lucid DreamingRegain MP over time.21Instant60
44SurecastSpells can be cast without interruption. Ignore most position altering effects.6Instant120
48RescuePull a party member to your side.-Instant150

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Healer Role Actions: Quick Strategy & Discussion

Here we talk a little bit about each of the role actions, and their applications.

Repose

I dont think this has ever been used in raiding, but this is a godlike soloing and questing skill. Putting enemies to sleep so you can interact with objects is the best.

Esuna

Bind it close – this comes up in almost all dungeons and many raids. And it’s very important to use when it does come up! Clearing a debuff is often the difference between life and death.

Swiftcast

Will mostly be used to instant cast your resurrection, or AoE heal. I guarantee that’s the use 99% of the time. The other 1% is the rare heavy single target heal you need to make sure someone survives.

Lucid Dreaming

Use it often. Restoring your mana is great, for reasons I need not expound on. “Mo’ Mana, No Problems”. Timing on using it isn’t so important these days but try to avoid “mega overflow”.

Surecast

Very niche skill in some raid encounters. It’s super rare that a strategy would require the use of Surecast, but please be aware of this skill in your repertoire in case it does!

Rescue

An amazing skill that saves lives. Admittedly it’s quite difficult to use sometimes because of its “animation lock”. Admittedly I forget to use this when I could have saved someone – bind it “close enough”. I had it bound to 8 before, and I didn’t get much saving done until I bound it closer.

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Healer Role Actions – Navigation:
Healer Role Actions List | Role Actions Uses & Discussion

Well, that’s about it for Healer Role Actions! FOR NOW! I’ll be adding to this soon.

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Sours: https://ffxivguild.com/ffxiv-healer-role-actions-guide-faq/
Spell2.5s2.5s1000 MP0y
15y Restores own HP and the HP of all nearby party members.
Cure Potency: 300

Raise

Lv. 12

Spell8s2.5s2400 MP30y
0y Resurrects target to a weakened state.

Lv. 15

AbilityInstant30s-25y
0y Binds target.
Duration: 6s

Stone II

Lv. 18

Spell2.5s2.5s400 MP25y
0y Deals earth damage with a potency of 200.

Lv. 30

Spell2s2.5s1000 MP30y
0y Restores target's HP.
Cure Potency: 700

Lv. 30

AbilityInstant150s-0y
0y Reduces spell cast time and recast time, and auto-attack delay by 20%.
Duration: 15s

Lv. 35

SpellInstant2.5s500 MP30y
0y Grants healing over time effect to target.
Cure Potency: 200
Duration: 18s

Lv. 40

Spell2s2.5s1500 MP30y
6y Restores HP of target and all party members nearby target.
Cure Potency: 550

Lv. 45

Spell2.5s2.5s600 MP0y
8y Deals unaspected damage with a potency of 140 to all nearby enemies.
Additional Effect: Stun
Duration: 4s

Aero II

Lv. 46

SpellInstant2.5s400 MP25y
0y Deals wind damage with a potency of 60.
Additional Effect: Wind damage over time
Potency: 60
Duration: 18s

Medica II

Lv. 50

Spell2.5s2.5s1300 MP0y
20y Restores own HP and the HP of all nearby party members.
Cure Potency: 200
Additional Effect: Regen
Cure Potency: 100
Duration: 15s

Lv. 50

AbilityInstant180s-30y
0y Restores all of a target's HP.

Afflatus Solace

Lv. 52

SpellInstant2.5s-30y
0y Restores target's HP.
Cure Potency: 700
Additional Effect: Nourishes the Blood Lily
Healing Gauge Cost: 1 Lily

Lv. 52

AbilityInstant90s-30y
8y Envelops a designated area in a veil of succor, granting healing over time to self and any party members who enter.
Cure Potency: 100
Duration: 24s
Additional Effect: Increases HP recovery via healing actions on party members in the designated area by 10%

Lv. 54

Spell2.5s2.5s400 MP25y
0y Deals earth damage with a potency of 240.

Lv. 56

AbilityInstant45s-0y
15y Deals unaspected damage with a potency of 400 to all nearby enemies.
Additional Effect: Restores own HP and the HP of nearby party members
Cure Potency: 400
Additional Effect: Restores 5% of maximum MP

Lv. 58

AbilityInstant120s-0y
0y Reduces MP cost of all actions by 100%.
Duration: 12s

Lv. 60

AbilityInstant60s-30y
0y Restores target's HP.
Cure Potency: 700

Stone IV

Lv. 64

Spell2.5s2.5s400 MP25y
0y Deals earth damage with a potency of 280.

Divine Benison

Lv. 66

AbilityInstant30s-30y
0y Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 500 potency.
Duration: 15s

Lv. 70

AbilityInstant60s-0y
20y Grants Confession to self and nearby party members.
Upon receiving HP recovery via Medica, Medica II, Cure III, or Afflatus Rapture cast by self, Confession triggers an additional healing effect.
Cure Potency: 200
Duration: 10s

Dia

Lv. 72

SpellInstant2.5s400 MP25y
0y Deals unaspected damage with a potency of 120.
Additional Effect: Unaspected damage over time
Potency: 60
Duration: 30s

Glare

Lv. 72

Spell2.5s2.5s400 MP25y
0y Deals unaspected damage with a potency of 300.

Afflatus Misery

Lv. 74

SpellInstant2.5s-25y
5y Deals unaspected damage to target and all enemies nearby it with a potency of 900 for the first enemy, and 25% less for all remaining enemies.
Can only be executed when the Blood Lily is in full bloom.

Afflatus Rapture

Lv. 76

SpellInstant2.5s-0y
20y Restores own HP and the HP of all nearby party members.
Cure Potency: 300
Additional Effect: Nourishes the Blood Lily
Healing Gauge Cost: 1 Lily

Temperance

Lv. 80

AbilityInstant120s-0y
0y Increases healing magic potency by 20%, while reducing damage taken by self and all party members within a radius of 30 yalms by 10%.
Duration: 20s

Role Actions

Role actions are abilities common to classes and jobs with the same role.

Action Name

Acquired

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Repose

Lv. 8

Spell2.5s2.5s600 MP30y
0y Afflicts target with Sleep.
Duration: 30s
Cancels auto-attack upon execution.

Esuna

Lv. 10

Spell1s2.5s400 MP30y
0y Removes a single detrimental effect from target.

Swiftcast

Lv. 18

AbilityInstant60s-0y
0y Next spell is cast immediately.
Duration: 10s

Lucid Dreaming

Lv. 24

AbilityInstant60s-0y
0y Gradually restores own MP.
Potency: 50
Duration: 21s

Surecast

Lv. 44

AbilityInstant120s-0y
0y Spells can be cast without interruption.
Additional Effect: Nullifies most knockback and draw-in effects
Duration: 6s

Rescue

Lv. 48

AbilityInstant120s-30y
0y Instantly draws target party member to your side. Cannot be used outside of combat or when target is suffering from certain enfeeblements.

Trait

Traits

Acquired

Effect

Stone Mastery

Lv. 18

Upgrades Stone to Stone II.

Maim and Mend

Lv. 20

Increases base action damage and HP restoration by 10%.

Freecure

Lv. 32

Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0.
Duration: 15s

Maim and Mend II

Lv. 40

Increases base action damage and HP restoration by 30%.

Aero Mastery

Lv. 46

Upgrades Aero to Aero II.

Lv. 52

Adds a Lily to your Healing Gauge for every 30 seconds you are engaged in combat, up to a maximum of 3.

Lv. 54

Upgrades Stone II to Stone III.

Stone Mastery III

Lv. 64

Upgrades Stone III to Stone IV.

Aero Mastery II

Lv. 72

Upgrades Aero II to Dia.

Stone Mastery IV

Lv. 72

Upgrades Stone IV to Glare.

Transcendent Afflatus

Lv. 74

Adds a Blood Lily to the Healing Gauge that blooms after three uses of Afflatus Solace or Afflatus Rapture.

Enhanced Asylum

Lv. 78

Adds an additional effect to Asylum that increases HP recovery via healing actions by 10%.

Job Gauge

Healing Gauge

Upon learning the trait Secret of the Lily, a healing gauge will be displayed, indicating the number of Lilies you have accumulated. Lilies are accumulated as time passes while engaged in combat. They may then be consumed to execute certain actions such as Afflatus Solace (acquired at level 52) and Afflatus Rapture (acquired at level 76).

Upon learning the trait Transcendent Afflatus, consumption of Lilies will also nourish the Blood Lily. The Blood Lily will bloom after consuming three Lilies, allowing the execution of Afflatus Misery.

Simple Mode

Lilies

Blood Lily

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.

Last Update: -

For further details on changes to actions, please refer to the patch notes.

Actions

Job Actions

Action Name

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Cure

Spell1.5s2.4s-30y
0y
Restores target's HP.
Cure Potency: 2,000

Cure II

Spell1.5s2.4s1000 MP30y
0y
Restores target's HP.
Cure Potency: 4,000

Medica

Spell2s2.4s1000 MP0y
15y
Restores own HP and the HP of all nearby party members.
Cure Potency: 2,000

Glare

Spell1.5s2.4s-25y
0y
Deals unaspected damage with a potency of 1,200.

Dia

SpellInstant2.4s1000 MP25y
0y
Deals unaspected damage with a potency of 800.
Additional Effect: Increases target's damage taken by 10%
Duration: 15s

Afflatus Solace

SpellInstant2.4s-30y
0y
Restores target's HP.
Cure Potency: 4,000
Additional Effect: Regen
Cure Potency: 400
Duration: 15s
Additional Effect: Nourishes the Blood Lily
Healing Gauge Cost: 1 Lily
A Lily is granted every 10 seconds while in combat.

Afflatus Rapture

SpellInstant2.4s-0y
15y
Restores own HP and the HP of all nearby party members.
Cure Potency: 2,000
Additional Effect: Regen
Cure Potency: 200
Duration: 15s
Additional Effect: Nourishes the Blood Lily
Healing Gauge Cost: 1 Lily
A Lily is granted every 10 seconds while in combat.

Afflatus Misery

SpellInstant2.4s-25y
5y
Deals unaspected damage with a potency of 2,400 to target and all enemies nearby it.
Can only be executed when the Blood Lily is in full bloom.

Tetragrammaton

AbilityInstant15s-30y
0y
Restores target's HP.
Cure Potency: 4,000
Maximum Charges: 2

Assize

AbilityInstant30s-0y
15y
Deals unaspected damage with a potency of 1,000 to all nearby enemies.
Additional Effect: Restores own HP and the HP of nearby party members
Cure Potency: 2,000

Temperance

AbilityInstant60s-0y
0y
Increases damage dealt and healing potency by 20%, while reducing damage taken by self and all party members within a radius of 30 yalms by 10%.
Duration: 15s

Common Actions

Although they differ depending on your role, additional actions are shared by multiple jobs.

Additional PvP Actions

These actions are only available during PvP and are unique to each role. Only two can be set at any given time, so be sure to choose abilities which complement your combat strategy!

Adrenaline Rush

In PvP duties, adrenaline rush will replace the limit break action and, unlike limit break, can be used by single players. The adrenaline rush gauge can be filled through combating enemies and completing other objectives, dependent on the PvP duty.

Action Name

Cast

Recast

MP Cost

Range


Radius

Effect

Empyrean Rain

Instant--0y
30y
Restores 50% of own HP and the HP of all nearby party members.
Additional Effect: Removes Stun, Sleep, Bind, Heavy, and Silence
Can only be executed while the Adrenaline Gauge is full.

Job Gauge

Healing Gauge

Lilies are accumulated as time passes, and are consumed to execute Afflatus Solace and Afflatus Rapture, as well as nourish the Blood Lily. Consuming three Lilies allows the execution of Afflatus Misery.

Simple Mode

Lilies and Blood Lily

For further details on changes to actions, please refer to the patch notes.

Sours: https://na.finalfantasyxiv.com/jobguide/whitemage/
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FF14 Best Healer - What's the Best Job For Healing?

Final Fantasy XIV is the fourteenth installment to the famous Final Fantasy franchise, and is one of the most played MMORPGs currently in 2021. Fans of this genre may try out this game by playing the free trial that includes the first expansion Heavensward and can be played up to level 60 with no time limit.

As most MMORPGs do, FFXIV has three different kinds of battle jobs that a player can play, which are tanks, DPS, and healers. With the arrival of two new jobs in Endwalker in November 2021, the players will have up to 4 healer jobs to play, which are White Mage, Scholar, Astrologian, and Sage.

With that said, among the three healer jobs that can be played currently (White Mage, Scholar, and Astrologian), future healers of Eorzea may wonder, what is the best job for healing right now?

Before deciding which healer is the best job, describing each one’s powers and weaknesses will help a player to choose the best healer job for them.

1) White Mage

A White Mage deals devastating damage to the enemies and big healing regens for their allies.

White Mages are the pure healers, the embodiment of “healing” in many other games with a little bit of twist. White Mages use healing spells to give regens to their party members to help their health go back to full in a short period of time.

 In addition, White Mages also have an additional “Lily” system. A White Mage will get a lily for every 30 seconds in a battle. Every time they use a lily to heal, it will fill up the blood lily gauge. Every three lilies will bloom a full blood lily, which can be used to inflict “Afflatus Misery” on the enemy, a skill that deals the most damage among the three healers.

Strengths:

  • Strong healing potency, able to heal up dying party members in a short period of time.
  • Blood lily. Can deal high damage to enemies through healing allies.
  • Benediction, a White Mage’s most powerful spell. Able to heal up a dying ally, even at 1 HP, to completely full. Very useful for multiple tank busters.
  • Have the highest damage out of the three healers. Very suitable for players who likes to see big numbers being dealt to the enemies.
  • Their AoE skill (Holy) can stun mobs in dungeons, allowing the tank to not receive as much damage.

Weaknesses:

  • Only have 2 mitigations, and one is only for a single party member. Will have a hard time in shielding attacks that needed to be mitigated in order to survive (mostly in harder contents)
  • Doesn’t have any damaging spells that support movements. A White Mage has difficulty moving from dangerous spots because they do not have any instant damage spells aside from Dia, which only needs to be casted every 30s. 
  • Doesn’t have many oGCDs healings. To heal their allies, a White Mage must do GCD healings, and because of this, it will sacrifice the time they can spend hitting the enemies.
  • Doesn’t provide any damage buffs to the group, as opposed to Scholar and Astrologian.
  • Is much harder to play in lower-level contents, as most of their powerful skills are available at level 71-80.

2) Scholar

A Scholar keeps their allies alive by giving them shields with the help of their fairies.

Scholars are the opposite of White Mages. Instead of using regen to heal dying allies, Scholars use their shields to mitigate damage taken from the party so they won’t be at danger from being killed. Scholars use the help of their fairies--Eos and Selene, to mitigate damage and heal their party members.

In addition, at level 80, their fairies can evolve into Seraph, providing powerful shields that can further mitigate damages from the enemies, making the party in a whole safe from death.

Strengths:

  • Have a lot of mitigation, and can save a party from dying due to the large amount of damage taken.
  • Lots of oGCD healings, that can be weaved in whilst still doing damage. Thus, a scholar can heal and shield while still damaging the boss.
  • Very mobile. As they have a spell, Ruin 2, that is an insta cast, they can use it to move easily and dodge AoEs as well as do mechanics properly.

Weaknesses:

  • Hard MP management. Scholar’s GCD healing like Succor and Adloquium spend a lot of mana (1000). This can make a Scholar run out of mana very fast in a fight that needs a lot of mitigation or healing.
  • Can’t be paired with another scholar, as their shields will not stack and will overlap with each other.
  • Have to summon their fairy again each time they die, or lose a lot of healing capabilities.

3) Astrologian

Astrologian heals the allies with their trusted globe and divinations.

Astrologians are called the most aesthetic healer because of their various skills that are interlaced with stars and galaxies. However, Astrologians are much more than just being an aesthetic healer.

Astrologian, as of now, are the only healer that can choose whether their healings will provide shields or regen (healing over time), making them compatible to be paired with all of the healers, even with fellow Astrologians. In addition, they also provide a lot of buffs to the party, making them much more powerful in a fight.

Strengths:

  • Can switch between Diurnal (Regen) and Nocturnal (Shield) sect, depending on the necessity of the fight and who is their fellow healer.
  • A lot of oGCD healings, causing them to be able to still damage the enemies while providing heals.
  • Good mana management. Their healings cost less mana, and drawing cards provide them more mana as well.
  • Provide lots of buffs to their party members with cards and divination.
  • Lightspeed. Reduces cast time by 2.5s and can be used every 90s. Very useful to heal and attack during a mechanic that needs a lot of movement, or to resurrect dead party members faster when not having swiftcast.
  • Can move with every single GCD. As Malefic, Astrologian’s main skill for damage, has a slower cast time, they can move after every single Malefic cast, making them very mobile.

Weaknesses:

  • Personal DPS is the lowest compared to the other two healers
  • Is a bit harder to play with high ping or low internet connection due to faster casting speed and the need to weave in skills to draw their cards.

After explaining each healer’s strengths and weaknesses, the question came again, which one is the best healer? The answer depends on the gameplay you’re seeking when playing healer:

  • White Mage is the best if you are looking for a simple healer to play whilst dealing a LOT of damage to the enemies. However, they provide little to no utility to the party as a whole.
  • Scholar is the best if you like playing with a summon and utilizing your fairies to help you shield and heal in battle. In addition, Scholar’s Ruin 2 makes it one of the most mobile jobs out there.
  • Astrologian is the best healer if you’re looking for a versatile healer that can either shield or heal. Not to mention, they also provide buffs and lots of utilities to the party as a whole. However, they have the lowest personal DPS out of the three.

You May Also Be Interested In: 

Sours: https://www.gamersdecide.com/articles/ff14-best-healers
FFXIV: Shadowbringers - Healer Role Quest (COMPLETE)

In FINAL FANTASY XIV, sufficient mastery of a class will open up the path to one or more related jobs and their respective actions.
To learn more about job actions, traits, and job gauges, check out the section below.

Tank

High in HP and trained in defense, a tank serves as the party's shield. Skilled at keeping a foe's attention and bearing the brunt of enemy attacks.

Healer

Healers use restorative arts to mend wounded companions. They can also help to mitigate damage, remove detrimental effects, and even bring fallen allies back to life.

DPS

Melee DPS

Melee DPS are close-range attackers. Focused on combos and careful positioning to inflict the maximum amount of damage.

Physical Ranged DPS

Physical ranged DPS attack foes from a distance. They excel at inflicting sustained damage, and also provide support for companions.

Magic Ranged DPS

Magical ranged DPS attack foes using a variety of arcane arts. Movement is restricted by casting times, but they excel at inflicting high burst damage.

View PvP Actions
Sours: https://na.finalfantasyxiv.com/jobguide/battle/

Skills role ffxiv healer

Deciding on what class to play in Final Fantasy 14 Online is the biggest decision you’ll make when starting the game. The role you play influences the start of your story and what your multiplayer experiences will be like.

In this FFXIV guide, we’ll explain what you need to know before choosing a class. We’ll show you how roles work and how classes evolve into jobs. We’ll also explore the other jobs you’ll have access to in the game’s expansions.


Table of contents

The difference between classes and jobs

Understanding the three roles

Tanks
Healer
Melee DPS
Physical Ranged DPS
Magic Ranged DPS

The difference between classes and jobs

After you create your character in FFXIV, you’ll have to choose your starting class.

Classes strictly refer to the starter roles you get to play, but you’ll eventually abandon them for their more powerful jobs. In the world of FFXIV, jobs describe the different character types you can play as. At the very beginning of the game, you only have access to a few character classes, which serve as lesser versions of the jobs they evolve into at Lv. 30.

Image: Square Enix via Polygon

The game’s expansions also introduce new jobs that don’t require you to play certain roles to a particular level. All you need to do to switch to the game’s new jobs is to meet a certain level requirement in addition to owning the job’s related expansion.

Your character can play every job. When choosing your starting class, you’re not locked into any archetype. You can freely switch roles in FFXIV.


Understanding the three roles

The classes you have access to in the beginning of the game also act as an introduction to the types of roles you’ll play in the game: tank, healer, or a damage dealer (DPS).

These three role are an essential aspect of the game’s multiplayer mode. When matching up with other players while playing dungeons, trials, and raids, you’ll be paired up depending on which role you’re playing. Dungeons, for instance, require one healer, one tank, and two DPS players. Each of the game’s numerous classes and jobs fall into one of these three archetypes.

Image: Square Enix

Tanks are represented with a blue character icon. They lead the charge in dungeons by taking the brunt of enemy attacks. They are the living shields that fight at the head of the pack. They can protect themselves with spells and powerful armor. While they can hit hard, their main goal is withstand enemy attacks so healers and DPS can do their jobs.

Healers have green character icons. They support the party from the backline with spells that restore health or grant lifesaving shields. While they can dish out some punishment on their own with magical attacks, they primarily act as the team’s saviors. Healers can also dispel negative effects enemies cast on their party and some can even revive downed party members.

DPS characters have red character icons. These damage dealers either attack at close range or at a distance with weapons or magic. Their main goal is to dispatch foes with powerful attacks. Some specialize in dealing heavy damage to single enemies, while others can attack multiple adversaries at once. While the party relies on them to defeat all the enemies that stand before them, DPS characters need tanks and healers to keep them alive.


Tanks

If you want to lead the charge in battle, then consider one of the four tank jobs: Paladin, Warrior, Dark Knight, or Gunbreaker.

Image: Square Enix

Paladin

Paladins are the shining knights of FFXIV. They are valiant fighters who wield swords and shields. Their combat abilities focus on cutting down foes one-by-one, but they also dish out large attacks that target groups. They have multiple abilities that further increase their toughness in battle and can even totally negate damage. At higher levels, Paladins can heal themselves and use magic attacks.

Paladins are perfect for players who want an easily understood tank role with powerful defensive options and strong attacks. If you want to play as a Paladin, you must first become a Gladiator class and get them to Lv. 30.

Warrior

Warriors are powerful brutes that are hard to put down. They are fierce combatants who cleave enemies with massive axes. Their fighting style involves hard-hitting moves that only get stronger with abilities that amplify their strength. They can boost their health to become even harder to defeat in battle and dish out heavy burst damage.

Warriors are a great option for players who want a tank role that shrugs off attacks and overpowers enemies. If you want to play Warrior, you must first become a Marauder class and get them to Lv. 30.

Dark Knight

Dark Knights are the mirror image of Paladins: They are dark, brooding, and wield massive swords. Their combat style focuses on keeping up pressure on enemies with darkness-infused physical and magical attacks to build power. They are not only heavy-hitters, but can sustain a great deal of damage with all their skills.

Dark Knights are great for players want a well-rounded and edgy tank to play as. To play as a Dark Knight, you need the Heavensward expansion, and you have another job at Lv. 50.

Gunbreaker

Gunbreakers are tanks that have a more involved moveset that makes them feel a bit like a DPS character. They fight with a gunblade that is, unsurprisingly, a sword that can shoot bullets. The job uses combos to gain resources and do even more combos. While Gunbreakers have a strong focus on combat, they still have plenty of defensive options to mitigate damage.

Gunbreakers are an ideal role for players who want to play a tank but also want a play style that’s a bit more involved compared to their counterparts. To play as a Gunbreaker, you need the Shadowbringers expansion and have another job at Lv. 60.


Healer

If you want to be the magical backbone of your party that keeps everyone alive, then consider playing a healer. The role has four jobs: White Mage, Scholar, Astrologian, and Sage.

Image: Square Enix

White Mage

In FFXIV, White Mages fit the classical idea of a healer in most other games. They use their canes to draw upon the elements to attack enemies, and cast restorative magic to aid allies. They can heal their teammates in large bursts or over time with different spells. They also have a unique system that lets them expend special resources for large, instant heals or to deal damage.

White Mages are great choices for players who want a clear set of powerful options for protecting their party. To play as a White Mage, you must choose the Conjurer class and get it to Lv. 30.

Scholar

Scholars are unique healers who can summon partners to help the team. While they can cast healing abilities and lifesaving shields for the party, a Scholar’s companion assists them by using their own skills to protect the party as well. Scholars can also modify their skills in the heat of battle to meet the needs of their party.

Scholars are good for players who like the idea of having passive support system from a summoned ally. To play as a Scholar, you must start as the DPS Arcanist class, and then switch to the Scholar healer job at Lv. 30.

Astrologian

Astrologians are healers who use magic and special cards to aid their team. Their support abilities focus on regenerating health over time. They also cast special buffs for their party by pulling cards from a deck. Once an Astrologian pulls enough cards from their deck, they can modify their spells to make them even more powerful.

Astrologians are great for healers who want flexibility in how they support their party. To play as a Astrologian, you need the Heavensward expansion and a character at Lv. 50.

Sage

Not much is known about the brand new job coming to Endwalker later this year. What we do know is that the Sage will focus on shield-based abilities and uses a new weapon type called Nouliths.


Melee DPS

If you want to be a damage dealer and like the idea of attacking up close and personal, consider one of the four melee DPS classes: Monk, Dragoon, Ninja, or Samurai.

When playing a melee DPS character, there is one aspect of combat they have that other jobs do not: positionals. Each of these jobs have attacks that are their most effective when they hit enemies at a certain angle, like from behind.

Image: Square Enix

Monk

Monks are living weapons that get right in the face of their enemies to fight. They use martial arts to kick and punch and deal damage to their opponents. Their combat style is very combo-focused and has so many of positionals that you might feel like you’re playing a fighting game, not an MMO. They can also casts buffs on their party to increase damage.

Monks are great for players who want an involved fighting style with a lot of movement and combos. To play as a Monk, you must choose the Pugilist class and get it to Lv. 30.

Dragoon

Dragoons are high-flying damage dealers. They use their polearms to stab enemies and can take to the skies with leaping attacks that impale enemies. Their combat style focuses on a few combos and positionals, but their heavy strikes and damage buffs make up for the steady play style. They can also buff critical damage for their party.

Dragoons are great for players who want a straightforward and powerful job. To play as a Dragoon, you must get a Lancer class up to Lv. 30.

Ninja

Ninjas employ mystical arts to deal damage and augment their attacks. Their ninjutsu skills allow them to mix and match different seals to perform a wide range of attacks and close-range spells to defeat enemies. Mastering all their moves requires remembering how to combo different abilities together, which could intimidate or excite players.

Ninjas are great for players who want an involved, flexible style of combat with a lot of options. To become a Ninja, you must first get a Rogue class to Lv. 30.

Samurai

Samurais are powerful fighters with heavy-hitting attacks. They wield katanas that deal massive damage to single targets, and they also have a few area of effect attacks. Their combat style focuses on building resources from combos and spending different amounts to pull off various special attacks.

Samurais are great for players who want to deal big damage. To play as a Samurai, you must have the Heavensward expansion and a character at Lv. 50.


Physical Ranged DPS

If you want to deal damage but keep your distance, try one of these physical ranged DPS classes: Bard, Machinist, or Dancer.

While physical ranged DPS characters are focused on dealing damage like their melee counterparts, they also have abilities that support their party.

Image: Square Enix

Bard

Bards use the power of music to power up their abilities. Their bows can attack enemies and play songs that augment their skills and can boost the strength of their party. While they deal consistent damage with long range attacks, their various songs can support their party throughout an entire fight.

Bards are great for players who want an active play style focused on casting buffs for themselves and their party. To play as a Bard, you need to get an Archer class to Lv. 30.

Machinist

Machinists use technology to deal a barrage of damage. They shoot at their enemies with guns and can deploy various automatons to fight alongside them. While they don’t support their party like other physical ranged DPS characters, they make up for it by summoning a powerful robot to deal extra damage.

Machinists are great for players who want to fight alongside a robot companion. To play as a Machinist, you must own the Heavensward expansion and get a character up to Lv. 50.

Dancer

Dancers are graceful fighters that, well, use dance moves to fight. While not as strong as the other physical ranged DPS, their abilities can buff a “dance partner” to amplify their damage output. Their combat style is rhythmic, lending to a unique flow of combat.

Dancers are great for players who want an involved combat style that has a lot of party utility. To play as a Dancer, you need the Shadowbringers expansion and a character at Lv. 60.


Magic Ranged DPS

If you like the idea of casting spells to damage enemies in FFXIV, then try one of these magic ranged DPS characters: Black Mage, Summoner, Red Mage, or Blue Mage.

These characters require time to cast their spells, so they aren’t as mobile as their physical ranged DPS counterparts, but their attack power offsets their lack of movement.

Image: Square Enix via Polygon

Black Mage

Black Mages cast high-powered magical spells. They have longer casting times than most, so expect to stick to a good position while you cast explosive and deadly magic. At higher levels, these mages must change the type of magic they cast to regenerate their mana so they can continuously bombard the enemy with attacks.

Black Mages are great for players who want to let loose powerful spells to devastate enemies. To play as a Black Mage, you must get a Thaumaturge class to Lv. 30.

Summoner

Summoners fight enemies with the aid of different allies. Each of the summoner’s creatures have different attack styles, giving this class a handful of damage options. Some of these allies even augment the Summoner’s attacks to make them more powerful. This role is a bit more complex as Summoners need to manage their own spells while controlling their companions.

Summoners are great for players who like the idea of summoning minions to help them fight enemies. To play as a Summoner, you must get the Arcanist class to Lv. 30.

Red Mage

Red Mage is a unique class that mixes melee damage with black magic for attacks and white spells to protect and heal. They use a short sword to stab and swipe at enemies while also casting. These characters deal a range of elemental magic attacks along with healing and even a resurrection spell.

Red Mages are great for players who want a character that can do a little bit of everything. To play as a Red Mage, you need the Stormblood expansion and a character at Lv. 50.

Blue Mage

The Blue Mage is a unique limited job that has some restrictions. Their play style involves learning attacks from monsters to build up their repertoire of skills. However, because of this special mechanic, Blue Mages can’t be used in most situations like main story quests or dungeon roulettes.

To play as a Blue Mage, you need a class at Lv. 50.

Sours: https://www.polygon.com/ffxiv-guides-ff14-final-fantasy-14/22380321/job-guide-class-role-tank-healer-dps
Things To Do BEFORE Endwalker in FFXIV!

This FFXIV healer tier list is meant to guide you on which member of this savior style job is right for you! Group content just isn’t possible without proper healers, after all. And while players in some communities shy away from the responsibility, Final Fantasy XIV offers incentives like bonus Tomestones to get players healing.

Thankfully, in the build-up to Endwalker, healers are in a great spot right now. They’re all entirely viable while offering something unique. They better be, too, since we haven’t had a new FFXIV healer to grace this tier list since the original Heavensward expansion. That’s finally changing in Endwalker — alongside the basics of healing in general by the sound of it. But for the time being you can’t go wrong with the Scholar, White Mage, or Astrologian. Hopefully this tier list will instead give you a sense of which job is best for you. Whether you’re a first-time group leader, or looking to change things up, it’s time to give these benefic beauties a look.

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Astrologian Guide FF14 Shadowbringers

S Tier: Astrologian – FFXIV Healer Tier List

In terms of potential power, the Astrologian can’t be beat. At least not until the Sage and Endwalker balance changes mix up the meta. This is the most flexible healer of the bunch — capable of swapping between both raw and barrier-style healing available to Scholar and White Mage. It’s generally best to have both whenever possible (i.e. when in group with a second healer).

Amidst it all, the Astrologian also provides lovely damage buffs for the entire party. Veteran FFXIV players often put a premium on quick completion of early to midgame content: Duty Roulettes and such. That makes Astro a very flexible and potent job for high-level content and useful when you’re mindlessly grinding. It’s also very fun, active, and uniquely flavored, meaning it’s almost never boring to play.

Though there are some downsides… The Astrologian is cursed with being a class introduced via the Heavensward expansion; meaning it doesn’t unlock until dozens of hours into the game and forces you to grind 20 extra levels. You can’t even use the Main Scenario roulette or the more productive Beast Tribe quests to ride that road back to Level 50. It’s a punishing slog for new players, but not really a problem with the job, so much as the design of the game. Older FFXIV content has gotten better (and more condensed), but it’s still not perfect.

One actual issue with the itself is complexity. The job has been significantly simplified since its introduction (as have most FFXIV classes). Yet it still requires more rote memorization than the other healers on this tier list. The Astrologian draws magic cards to apply its damage buffs and you need to know, at a glance, which cards provide the most benefit to which players. It’s not as complex as, say, remembering the various Ninja mudra. It just takes some practice. And that’s stressful when you are literally the lifeline of your team in group content. At the same time, the potential power of the Astrologian puts it in the top slot.

FF14 Scholar Guide Shadowbringers

A+ Tier: Scholar – FFXIV Healer Tier List

The margin between FFXIV healers is pretty slim. That’s why the Scholar gets a little plus sign next to its A rank on this tier list. There’s barely a difference in efficacy between any of these jobs. The Scholar gets a special nod in the middle of the pack for being fun and unique — as well as providing more beloved utility for group content.

Chain Strategem is a great support ability that increases critical hit rates against a target for a short time. That benefits the entire team without forcing you to take your eye off healing. In fact, there’s a bit of an awkward push and pull in the FFXIV community regarding just how much damage healers are expected to dish out. Some teams prefer a player who speeds up content (particularly midrange dungeons) by being a powerhouse. Others just want the support player to keep everyone alive. The mark of a truly good healer is knowing when the team really needs which, and when someone in party chat doesn’t know what they’re talking about.

Scholars are technically a “pet class” in MMO parlance. That means they have a tiny fairy friend who does stuff for them. Though the pet management has been heavily simplified compared to the base game, turning your fairy mostly into a source of passive healing. That provides a small safety net. If you get distracted dealing damage — or just get overwhelmed — then your fairy will have your back. There’s a subtle sort of comfort that comes from never feeling alone, too, that’s unique to jobs of this type.

There’s a bit of added complexity to the Scholar which balances out the passive pet healing. This is a “barrier healer,” which relies more on laying down defensive spells that absorb damage. As opposed to just casting Benediction over and over again. This keeps the job from feeling completely mindless. You need to learn and memorize boss patterns to be completely effective. Otherwise you’ll be too late to use half your skills effectively. This makes for a fun balance of challenge and comfort.

A Tier: White Mage – FFXIV Healer Tier List

White Mage throws out all that stuff about balancing damage and healing. This is currently the one “pure” healer of FFXIV — freeing it up to deal lots of damage for its role. It also has the skill Holy: an area-of-effect damage spell that comes with a stun. While not technically a barrier, this does effectively function as one during non-boss battles in dungeons and some raids. The monsters can’t hurt your tank if they can’t attack! That ethos continues throughout the White Mage job as it has the highest personal damage output of any healer in FFXIV.

There’s honestly very little else to say about the White Mage. They heal good and kill good. They’re also the easiest healer to wrap your head around. Though I almost wouldn’t recommend it as the first class for a beginner to play. The reason being that, for all its explosive power, White Mage is pretty dull to DPS with in early game content. It doesn’t get that much more interesting later, but the dungeons and other group content do, giving you more to do than just cast the same couple of damage spells through story missions.

On the other hand, White Mage is fantastic for first-time healers. It’s easy to learn with a great “get out of deep shit free card” in the form of a full heal. Mid-level group content also flies by with a White Mage — making it great for grinding and helping friends do the same.

Sours: https://www.fanbyte.com/guides/ffxiv-healer-tier-list-best-healer-classes-to-play/

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