Rwolf replied

601 weeks ago

The following is the expectations and responsibilities of White Mage in Delve.

Primary responsibility
To keep your party at full HP, status ailments removed and fully buffed. There is a lot asked but maintaining MP management and crisis control (who is the most important right now to keep alive if things go south). Utilize Stoneskin from Solace, Regens, and low tier Cures to keep from depleting your MP too fast. /SCH is your friend for aoe status removal. Having too much MP is always a good thing.

Secondary responsibilities
Raising others. Do not ever stop to do this during a NM fight. You are primarily responsible for the safety of people still alive. DD's should have RR and if they don't a BRD, COR, GEO, PLD, RDM can raise them. Raising should only be after a fight is over for you.

Distance
You should always be out of harm's reach. If this isn't the case, you need to move out of range. The DD's might also need to reposition themselves so they aren't pointing attacks in your direct. You should never be harmed in most cases.

Subjobs
Scholar. Period.
  • Light Arts raises your skill to a B+. This helps tremendously if your skill isn't capped. Just 1 skill is equal to 4 MND in your cures.
  • Sublimation should be used to recover your MP which Auto-Regen II trait negates the HP cost. Still need to Stoneskin to rest.
  • Accession is your bread and butter and will make your job 10x easier in these situations. Will get into how powerful it is with Divine Caress.

Job Abilities and when to use them
Benediction
(1 hour recast): Restores a large amount of hit points and removes all status ailments for party members within area of effect.
**This is basically just an oh sh*t button. If a lot of your party is in the red and you can get to it, then do it but this as a macro is less important than other abilities/spells.

Divine Seal
(10 minute recast): Enhances the potency of your next healing spell.
  • Doubles the potency of the next cure spell cast.
  • After gaining the Divine Veil trait, this ability can be used to make status removal spells AoE.
**This should at endgame level, never be relied upon for HP restoring on WHM. This gives you an extra aoe status removal and should be your first choice rather than blowing an accession charge which can be used elsewhere.

Afflatus Solace
(2 hour duration;1 minute recast): Inspires you to draw strength from the healing spells you cast.
  • Grants a Stoneskin after "Cure" spells are cast equal to 25% of the HP that could have been restored by the spell. This does not apply to Curaga or Cura spells.
    Gives 5 Magic Defense Bonus to Barspells.
  • Allows Sacrifice to grab up to 7 status effects instead of just 1.
  • Will overwrite Afflatus Misery if it is active.
**This needs to be on you all the time, unless you need Misery for something.

Afflatus Misery
(2 hour duration; 1 minute recast): Inspires you to draw strength from the damage you take.
  • Allows Esuna to remove up to 2 Status Effects, including the ones normally removed by Erase.
  • Use will overwrite Afflatus Solace if active.
**The only time you'd swap out Solace for this is for Esuna's aoe erasing properties. If you somehow managed to get hit with whatever your party did, barring silence or petrify. You can remove it and don't have to waste Accession or Divine Seal.

Martyr
(10 minute recast): Sacrifices HP to heal a party member double the amount.
**Worth at least 1 merit just for the free MP heal. You lose 25% HP but it gives it in double to who you targeted. It's an instant cast free 800HP+ heal. Get it.

Devotion
(10 minute recast): Sacrifices HP to grant a party member the same amount in MP.
**You need this definitely. If you're in the SCH party, there's ton of players to give MP to. Even if you're in the melee party. Give it to the BRD or COR. Anyone who has MP and can use it to make your life easier is better than not. Use it. Cannot emphasize this enough.

Divine Caress
(1 minute duration; 1 minute recast): If the next spell you cast cures a status ailment, your target will gain enhanced resistance to that ailment.
**Bolded for friggin' emphasis.

I cannot emphasize how much WHMs do not use this or know what it does and should always have it up. It's recast is the same as the duration. There is zero reason not to use this. You will hug this ability and love it forever.

Using Accession or Divine Seal to aoe any -na spell. Makes your party 100% avoid the next time this is used. I can't describe how insane that is.
  • Orison Mitts +2 adds two additional immune to -na spell healed.
  • Mending Cape adds one additional immune to -na spell healed.

Potentially up to 4 times total your party can resist that specific debuff after healing it. This alone is the reason why people get angry in Delve about status removal. Even without the cape, this alone prevents almost a whole fight full of grief about being petrified or paralyzed.


Sacrosanctity
(1 minute duration; 10 minute recast): Enhances magic defense for party members within area of effect.
Reduces magic damage taken by a further 75% in after other forms of reduction are applied.
**This with Shell V is essentially almost magic invincibility. Rune Fencer's 1HR on a 10 minute timer. This should be used always and is very underrated. This isn't just spells. It's magic defense. Moves like that annoying regurgitation from Peiste. Tarutoxin on Eft. Tetsudo Tremor which Kurma doesn't do until 50%. This should be used on every… single.. NM. What else are you holding it for? Pop it before battle or if it doesn't have a ton of AoE, then during battle.

Gear to own

Refresh Set:
Main: Owleyes
Head: Wivre Hairpin (Refresh+1) [Abyssea-Konschtat, Gold Pyxis] Nefer Khat/+1 w/ Nefer or Heka's Body.
Neck: Chrys. Torque
Ear 2: Moonshade Earring
Body: Nefer Kalasiris/+1 /Heka's Kalasiris or Gendewitha Bliaut or Orison Bliaud +2
Hands: Serpentes Cuffs
Ring 1:
Legs: Nares Trews
Feet: Serpentes Sabots

Single Target Cure Set - 50% Cure Potency with AF3+2 body and legs for augments to Cure, Fast Cast, & Healing Magic
Main: Tamaxchi > Arka IV > Tefnut Wand > Chatoyant/url]/Iridial Staff (Iridescence is +10%) > Apollo's Staff
Sub: Genbu's Shield (if club) - Dominie's Grip or Pax Grip (personally both have their equal uses. cast time or enmity down)
Ammo: Oriead's Tathlum > Mana Ampulla > Aqua Sachet or Quartz Tathlum
Head: Fast Cast or MND pieces
Neck : Colossus's Torque (since you'll likely have more than enough Cure Potency) > Fylgja Torque/+1
Body: Orison Bliaud +2 > Heka's Kalasiris > Nefer Kalasiris/+1 > Chelona Blazer/+1
Hands: Bokwus Gloves > Weatherspoon Cuffs > Serpentes Cuffs > Healer's Mitts/+1
Back: Tempered Cape > Oretania's Cape > Orison Cape
Waist: Witful Belt > Cascade Belt
Legs: Orison Pantaloons +2 (important enough not to wear other legs)
Feet: Cure Clogs > Serpentes Sabots

Curaga Set - 50% Cure Potency with AF3+2 body and legs for augments to Cure, Fast Cast, & MND (higher in the curaga formula than healing magic)
Main: Tamaxchi > Arka IV > Tefnut Wand > Chatoyant/url]/Iridial Staff (Iridescence is +10%) > Apollo's Staff
Sub: Genbu's Shield (if club) - Dominie's Grip or Pax Grip (personally both have their equal uses. cast time or enmity down)
Ammo: Oriead's Tathlum > Mana Ampulla > Aqua Sachet or Quartz Tathlum
Head: Fast Cast or MND pieces
Neck : Colossus's Torque (since you'll likely have more than enough Cure Potency) > Fylgja Torque/+1
Body: Heka's Kalasiris > Nefer Kalasiris/+1 > Facio Bliaut > Gendewitha Bliaut >Chelona Blazer/+1
Hands: Bokwus Gloves > Weatherspoon Cuffs > Serpentes Cuffs > Healer's Mitts/+1
Back: Tempered Cape > Oretania's Cape > Orison Cape
Waist: Witful Belt > Cascade Belt
Legs: Nares Trews > Praeco Slacks > Magavan Slops
Feet: Cure Clogs > Serpentes Sabots

Roles during Morimar Basalt Fields NMs

Volatile Matamata
During preparing to Full Attack. Boost-STR your melee. Accession + Regen IV. Switch to idle/refresh gear. Rest, nothing will hurt them and regen will take care of auto attacks. Keep an eye out in case something goes wrong.

Perdurable Raptor
Fairly simple and straight forward. Put up Barfira. Mostly single target moves. Keep HP high because of attack boost. Under 50%, raptor gains access to Whirling Inferno. This attack will give anyone who hits it Zombie (Special Curse). It makes any attempts to Cure hit for 0. The only way to remove it is to use Sacrifice on the target.

Shimmering Tarichuk
Put up Barwatera against the water damage from Tarichutoxin. When near 50% run in and use Sacrosanctity. This will help in case Silence slips for more than a few seconds. Accession + Regen IV your party when under 50% to help mitigate the 100hp/tick poison aura.

Tutewehiwehi
Put up Barwatera for Regurgitation spamming. Be prepared for a lot of status removals. Divine Seal + -na spells and Accession + -na spells are your friends. Use Divine Caress any time the cool down is up. The duration to use it is the same as the recast. That way you don't have to worry about using it when it happens and be delayed. Done properly

Kurma

Tojil

Incomplete for now, partially copied I know.


last edited 601 weeks ago by Rwolf

Xhaos replied

601 weeks ago

one note on cure potency sets. You can cap potency with 3 pieces:. tamaxchi, bokwus gloves and +5 potency augment on gende head. That allows something like pahtli cape to be utilized and still allows use of healers pantaloons and briault with addition of 5% haste, 60 magic evasion, 3 MDB, 28 mnd, 79 MP, -8% cure casting time and -8 enmity. This is the set I have been aiming for on Abel. Also given that there are only 4 possible gende augments it's not unreasonable to try for as you can reach +5 potency with NQ stones

Edit: I know 2 of these drop from Yumcax and that blows but hopefully with changes in next update things might change

Edit 2: Do pantaloons work with curagas?


last edited 601 weeks ago by Xhaos

Rwolf replied

601 weeks ago

Yeah, Orison Pantaloons +2 work with Curaga's according to testing on BG forums in the mathy section.

Shadechaos Default replied

601 weeks ago

Another thing to consider is the relative "mp efficiency" of the various cures. For the most part, Cure III and a (MND set)Cure V are the only 2 spells you should be using. Cure IV is not efficient and quite simply makes too much hate, and Cure VI is a waste of a macro slot as well as being horribly inefficient to use. Your Cure V's should be slightly north of 1100 hp once you get in the area, making it your most efficient cure spell..
Love All … Fear None.

Zolikha Default replied

601 weeks ago

just wanted to say thx for all that info rwold :) it will be helpful

Zolikha Default replied

601 weeks ago

rwolf **… lol sorry

Rwolf replied

600 weeks ago

Another thing to consider is the relative "mp efficiency" of the various cures. For the most part, Cure III and a (MND set)Cure V are the only 2 spells you should be using. Cure IV is not efficient and quite simply makes too much hate, and Cure VI is a waste of a macro slot as well as being horribly inefficient to use. Your Cure V's should be slightly north of 1100 hp once you get in the area, making it your most efficient cure spell..Shadechaos

Cure V definitely is the most efficient cure spell and should definitely be used over Cure VI. Cure VI is a waste I agree. I do want to point out though, just because it's the most efficient Cure from MP cost to HP healed, do not wait to use this. In Abyssea it was fine to do so, but outside HP boosts it is very dangerous to wait until someone has 1k HP to heal. Which I've seen WHMs do.

Certainly you have times it is going to happen regardless and definitely Cure V is something to use. I just want to emphasize how much a WHMs primarily role is keeping everyone at 100% HP as efficiently as possible.

Shadechaos Default replied

600 weeks ago

I agree Rwolf, Cure III should be your "go to" "spammish" spell with Cure V reserved as needed. One thing about endgame main healing is that it is nothing like xp healing. Those of us with a decade of end game main healing experience on big mobs know that, and it is our job to try to help bring along the newer folks.
Another, less happy reality of main healing is that we are often forced to play God. This is not easy to explain but it boils down to balancing what we cast, and to whom we cast it on. Some times you're going to break a few eggs along the way, some times you have to let one flop to save the party. In the middle of any big battle, there is NO job harder to do than White Mage. It is the only reactionary job in endgame with the sole exception being the stunner, who has only one button to push. Many will say "BS, all you gotta do is flip cures, how hard is that?" I would agree completely if that was really all there was, but curing is such a small part of main healing end game. Seriously, these very same people will be the first to holler in battle " Need Haste, Paralyzed, Stoned, Virused, Erase x 3 please, and my personal favorite Cures?. To those that say they DB whm and it's so easy I say DB we on an ally in Delve and let's see how that goes.
Help your healer help you by staying in a group on the mob, face the mob sideways to the healers if a tunnel keeps the healer from getting sideways to the mob. Watch your log and if you see pro or shellra V being cast, stop and be on range. If you didn't get them ( honestly in most situations shell is a hella more important than pro) ask for it, but just once, keeping the other 4 alive is a much bigger deal than your shell.
Think about this, 5 melee get hit with an aoe that gives 2 status effects each. Discounting Esuna (which does work for many) and our once every several minute divine seal and our mythic weapon(which everyone has…right?) erase takes 2.5 sec to cast and has a 15 sec cool down (exclusive of arts haste etc) 2 x 5 x 17.5 = just a hair under 3 minutes to clear for 5 DD. That seems like forever in a big battle, because it is. Spamming the chat log won't help speed that up.
Preventative magic goes a long way as well. Take a look at your resists if I cast a bar spell, they will be 185+. That takes capped skills and several key macro gears to build. If you want to judge a who, rate them by their bars first, you'll see who's serious real fast.
And do a few things to help yourself. If you cast (pld blu drk nin and any Mage, you carry echo drops. They are cheep from the vendor at the big bridge in western as are remedy. 3k ish each a stack costs you less gil than the food you should be eating. If being para, blind, diseased, poisoned is really that big of a deal to you ( and it is) popping one of these erases all of those combined at the same time…3k. And gives your who the time to keep your hp and your haste up.
A good whom knows the mobs, knows their moves and what they do and the priority order of what has to be cast to correct it. Going in saying " hey, if you have something on you be sure to tell me" is fail from the git go.
As if it weren't enough, we have to do all of this on a finite amount of mp. Any one can look good on whm right up to the point we get "No more mp". Mobs don't take a time out for us to regain mp, we have to manage it throughout the battle. A Mage without mp is as useful as a dead DD.
So I say this in closing I disagree slightly from a whm's role in Delve, a good whm will keep their party alive first, functioning second and fast last as well as start them off with great buffs and maintaining enough mp to finish the battle.
Love All … Fear None.

Xhaos replied

600 weeks ago

Just wanted to say, I do point out status effects if they've been there a while but not because I'm demanding it be taken care of. Just to let my mages know if they missed it. The only time I am demanding in that regard is when I'm on sch and need haste. Other than I am just assisting my mages by mentioning a status effect

Allbrex Admin replied

600 weeks ago

Just wanted to say, I do point out status effects if they've been there a while but not because I'm demanding it be taken care of. Just to let my mages know if they missed it. The only time I am demanding in that regard is when I'm on sch and need haste. Other than I am just assisting my mages by mentioning a status effectXhaos

I think that's fine and helpful. Generally a Whm has a lot going on in particular against the Peiste so they may not catch everything. The Peiste is generally where most of the DDs are asking for ailment removals simply b/c they're so many to take off. Something every Whm needs to be doing is what Rwolf suggested and that is putting on orison mitts +2 and using divine caress and accession to remove ailments from DDs to help with that.
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