White Mages specialize in slower, but very powerful spell-based healing. They are the easiest, most straightforward healer in the game, albeit a bit less flexible. It is the only healer to have damage-positive spell-based healing, and deals the highest burst damage out of every healer in the game. While they do have comparatively less tools for mitigation or barriers (also known as "shields), they are the best healer to recover from any situation, whether if it may be healing through tons of incoming damage, or even reviving other players.
Healing Lilies are white mage's unique main mechanic, allowing for instant and powerful healing in both AoE and single-target. Upon reaching level 74, every expenditure of these lilies nurtures a Blood Lily, which upon spending three, gains access to Afflatus Misery, one of the hardest single-hitting actions in the game, making healing through lilies damage-positive.
White Mages deal good damage at all levels. All healers should do damage.
Stone and its upgraded variants are white mages's single-target damage spell. When no healing is needed, white mages should always be casting this spell to deal damage.
Aero and its upgraded variants are white mages's damage over-time spell. It is also instantly casted. Whenever on the move following the tank in dungeons, apply Aero to every enemy, since you will not be able to stop and cast Stone. Refresh the duration of Aero by casting it again on the same enemy if its duration is about to expire. If an enemy is about to be defeated, continue using Stone instead.
Holy and its upgraded variant are white mage's AoE damage spell. Unique to white mage's AoE spell is the ability for it to stun every enemy hit, allowing for up to seven seconds of the tank not taking any damage whatsoever in dungeon trash pulls! Whenever there are a group of two or more enemies, cast Holy instead of casting Stone; it will deal its full potency to every enemy hit!
When Holy III is learned at level 82, it is only stronger on three or more enemies, but still consider using it for its valuable crowd-control, until enemies become immune to being stunned.
Outside of using Presence of Mind for healing faster if needed, it can also be used to deal damage faster.
At level 74, when spending healing lilies with Afflatus Solace or Afflatus Rapture, you will accumulate Blood Lilies. When you collect three, you can then use Afflatus Misery, which is one of the biggest singular hits in the entire game.
When Enhanced Presence of Mind is learned at level 92, using it will grant four stacks of Sacred Sight . One stack is used for Glare IV, which is an instant-case AoE spell that does a very high amount of damage, allowing for even more burst damage.
Healing
For information on how to heal, read the Healer Guide! It is highly advised that you read that page after reading this section.
Medica is white mage's basic AoE heal. When numerous players, or even everyone in your party has taken damage, cast this spell once instead of healing everyone individually with Cure. Cure III is an even stronger AoE heal than Medica, though with a shorter radius – Cure III is not a direct upgrade of Cure II, and actually heals less than it if single-target healing is needed.
Regen is white mage's single-target regeneration spell, healing allies overtime. This spell will heal more than Cure and Cure II in total, but it may only be applied once (subsequent applications refresh the duration), and needs its full duration to heal overtime. Consider casting this spell on the tank to supplement your uses of Cure II! If player needs healing immediately however, cast Cure II instead, as they may be KO'd by the time you begin casting this spell after Regen.
Medica II is white mage's basic AoE heal supplemented with a regeneration, similar to Regen. If multiple players, or even everyone has taken a lot of damage, use this spell instead of Medica or even Cure III, as its total healing potency will equate to one use of Cure II on every player. If more healing is needed, cast Medica or Cure IIIin conjunction with this spell, as it heals more immediately. Do not cast this spell again if the regeneration duration has not expired yet! As stated before, this spell will heal an equivalent amount to Cure II; it is not worth casting this spell on only the tank, consider casting Cure II, instead.
Healing Abilities
A good healer is one that maximizes the use of all of their healing abilities: actions that are typically free of cost, but have a cooldown instead, and can be casted in between casted spells. Though white mages have less access to these healing abilities, it is no less excuse to use them, as they are no-less powerful.
Despite some abilities having AoE utility, they may be used as forms of single-target healing for the tank, in contrast with healing spells!
Presence of Mind reduces cast and recast time of spells, allowing you to heal or deal damage faster, offsetting white mage's slow, but powerful healing capabilities.
Do not think that you should only use it for damage, especially in dungeon trash pulls, you may find greater utility with this action by healing the tank faster with Cure II, especially if they are taking a lot of damage.
Benediction is a full heal – the only full heal in the entire game; it will not matter if the target has thousands, hundreds of thousands, or even millions of HP, Benediction will heal them entirely.
Use it before utilizing any other healing abilities or spells, if possible! If possible, tell your tank that you will be letting them get low HP on purpose so you can fully heal them with this action.
Asylum is a bubble that you place down manually. The bubble has a giant radius, typically being able to nearly cover an entire arena if placed in the middle. It heals anyone who stands in it over-time, similar to Medica II.
While slower than Medica II, it will heal more than it; it is still nonetheless helpful for supplementing AoE healing, or even just using it for the tank themselves in dungeon trash pulls, to supplement Regen.
Because Asylum is an ability rather than a spell, it is free-to-use and should be used liberally as opposed to healing spells.
While the radius of the bubble is huge, some party members may still be standing outside of the bubble – tell them to get into the bubble if they want healing!
Assize simultaneously heals party members and deals damage to enemies, while recovering MP. It is a very powerful AoE offensive ability, meaning it will deal vast amounts of damage in dungeon trash pulls. Its very short cooldown time allows you to use it in every trash pull possible.
It should be used as often as possible, but if a boss will deal unavoidable raid-wide damage to everybody, it may be preferable to delay this action by a little bit to heal it. It is not worth waiting over 15 seconds for damage to come out before using this action.
If paired with either of those actions, it will allow for a very powerful burst heal in less than a second! Like any other ability heals, you should prioritize using Tetragrammaton as soon as possible before using Afflatus Solace or Cure II.
Divine Benison allows you to grant a party member a barrier. Because barriers are not capped by HP, you can overheal with this action, and given its very short cooldown, can and should be used liberally.
You can grant this shield to tanks at any time during trash pulls. Alternatively for a tankbuster, grant them a barrier that will mitigate some of the damage they take from it. In the case that you are too late and the tankbuster has already done its damage, you can could apply Divine Benison to provide extra mitigation against any further mechanics, or auto-attacks from the boss.
You can also grant this shield to any party member who has taken, or will take a bit more damage. This include if a DPS, or yourself, have taken extra damage due to failing mechanics and have received a Vulnerability Up. In contrast with quick ability heals such as Tetragrammaton, this is best used as an extra bit of shielding against further mechanics, or upcoming raid-wides where party members with vulnerability up will take a bit of extra damage.
Using Plenary Indulgence will grant you and all nearby party members Confession. It reduces damage taken by 10%.
When any party member or you receives a healing from an AoE healing spell, such as Medica or Cure III, Confession will heal them for an additional 200 potency of healing. This further improves white mage's capabilities of very strong AoE healing and ability to recover.
Because of its very short cooldown, it can be used in trash pulls for extra damage mitigation for the tank.
Aquaveil simply reduces damage taken for a single party member by 15% for a very short duration.
Unlike Divine Benison, Aquaveil excells more in mitigating larger amounts of damage in a short time-span. Using this on the tank on cooldown in trash-pulls is recommended, but not against one or two boss auto-attacks.
Similar to Asylum, you manually place a healing blossom that lasts for 20 seconds, and grant five stacks of Lithurgy of the Bell to yourself.
Every time you take HP damage, an AoE heal worth 400 potency pulses from the blossom. This has a cooldown of one second.
If the bush expires, or you use the ability again, it will pulse one last time, and heal for 200 potency per stack of Lithurgy of the Bell that was not consumed.
This excels more in mechanics where you will take damage repeatedly. These types of mechanics may be rarer in normal-mode content, but can still be used nonetheless for one or two instances of raid-wide damage, without using Medica II. If nothing else, this can be used as a 1,000 potency ability heal for the tank in dungeon trash pulls.
Temperance is upgraded at level 100 to also grant Divine Grace, which allows you to execute Divine Caress. This grants all nearby party members a barrier equal to 400 potency.
When the barrier is spent, or the duration of the barrier expires, a regen of 200 potency will be granted with a potency of 200 for 15 seconds.
This allows for even more healing over-time for the tank in dungeon trash-pulls, in addition to the mitigation Temperance grants.
Aetherial Shift allows you to boost yourself forward by 15 yalms. This is white mage's sole movement ability, and it is on a somewhat long 60-second cooldown. Be sure to not boost yourself into death!
Thin Air allows your next healing spell to cost no MP.
This is especially useful for spells with a heft MP cost, especially including Raise or Cure III. White Mage's ability to raise without costing MP further grants it excellent MP economy in addition to their healing lilies and Lucid Dreaming, allowing them to recover easier.