Endwalker Healer Overview
by Feuer E. Momo S. Meru L. Rin N. & Yuni A.
This guide is associated with Akhmorning
We'll be going over the changes made to existing healers in Endwalker, as well as introduce the main concepts and playstyle of the newest healer, Sage. There have been some significant changes to healers that don't necessarily make themselves obvious when looking over the information, so we hope you find this breakdown useful. First, we'll start by talking about some general changes that apply to all healers.
Healer general role adjustments
The main change across all healers is the addition of the Enhanced Healing Magic trait. This increases the potency of many of your healing GCDs, while not changing the potency of your oGCDs. The end result of this is that healing spells will be more powerful than they were before, sometimes offering notable improvements over similar oGCD abilities. In particular, abilities that have a HoT effect see pretty substantial healing potency increases over their entire duration. It was also noticed that certain status effects now apply considerably faster, such as shields.
Additionally, all healers have had the cast time of their main DPS nuke spell reduced to 1.5 seconds. The recast time is still 2.5 seconds, so effectively every healer's DPS now works like Astrologian has for a while. The important result of this is that all healers can now freely weave healing oGCDs without having to dedicate instant-cast abilities as the only place to use them without a DPS loss. For raiders this significantly changes how healing cooldowns are planned and used, and will significantly change the feeling of how healing jobs will play.
Sage (SGE), the new Barrier Healer introduced in Endwalker, has a unique DPS and heal kit design. When compared to Scholar on DPS differences, Sage has no raid buffs but instead has higher potent GCDs, and for healing it has more free oGCD heals but falls behind in buffed GCD shield potency. Unique interactions on Sage's kit include Eukrasia, which augments Sage's GCDs, Kardia, and the job gauges: Addersgall and Addersting.
The GCD Kit and Eukrasia
Sage has 8 GCD spells: Dosis, Diagnosis, Prognosis, Dyskrasia, Egeiro, Phlegma, Toxikon, and Pneuma. The first 5 GCDs can be cast at any time with an associated MP cost and no CD, while the rest are restricted by either the job gauge or a timed cooldown.
Eukrasia augments the first three, Dosis, Diagnosis and Prognosis as follows:
Dosis III (330p) > Eukrasian Dosis III (10x70p Dot)
Diagnosis (450p base heal) > Eukrasian Diagnosis (300p base heal + 540p shield)
Prognosis (300p base heal) > Eukrasian Prognosis (100p base heal + 320p shield)
All of these spells have correspondents in other jobs, namely Dosis corresponds to Broil, Eukrasian Dosis ≈ Biolysis, Diagnosis ≈ Physick, Eukrasian Diagnosis ≈ Aldo, Prognosis ≈ Medica/Helios and Eukrasian Prognosis ≈ Succor.
All spells augmented by Eukrasia are an instant cast with a fixed GCD recast of 1.5s, so in addition to Eukrasia's 1s cast, Eukrasian spells consume a total of 2.5s. Eukrasian spells do not scale with Spell Speed due to the fixed cast and recast of Eukrasia. The biggest advantage of Eukrasia is granting Sage mobility and weaving windows because of its instant cast. Note that the effect of Eukrasia will fade upon casting any affected spell.
GCDs not affected by Eukrasia are Dyskrasia, Toxikon II, Phlegma III and Pneuma.
When comparing the potencies of these spells to Dosis III, you do not gain or lose DPS when casting Pneuma or Toxikon II on a single target. The difference between Toxikon II and Dosis III is that Toxikon II is an AoE (165p damage for second~ targets), is an instant cast and uses one Addersting stack, which will be explained later. Pneuma is a direct heal GCD with no DPS loss on a 120s cooldown. Dyskrasia II is an AoE that is potent on two or more targets. Finally, Phelgma III is your most potent single target and AoE GCD burst.
You may have noticed additional effects on damage skills that read 170p of cure potency for those under the effect of Kardion. Kardia is what grants this buff; similar to DNC’s Closed Position, Sage with Kardia can choose one party member to passively heal while they deal damage with offensive spells. However, unlike Closed Position, Sage can swap Kardia targets immediately, with no cooldown between uses.
Kardia's passive healing can be increased by 50% using Soteria.
Addersgall and Addersting
Addersgall, the Sage correspondent for Scholar's Aetherflow, is a time based job gauge that generates passively every 20s in combat. It's very important to note that whenever you return to a spawn point for any reason (raid wipe, dungeon wipe, loading into a dungeon/raid), Addersgall will already have 3 stacks. So, there's no need to worry about wasting minutes of time building stacks between pulls. Addersgall grants access to the following oGCD abilities:
Druochole: 600p Single target heal, recast 1s, restores 7% MP.
Taurochole: 700p Single target heal and 10% mitigation (15s), recast 45s, restores 7% MP.
Kerachole: 100p x5 Aoe Regen heal and 10% mitigation (15s), recast 30s, restores 7% MP.
Ixochole: 400p instant AoE heal, recast 30s, restores 7% MP.
Druochoule and Ixochole are your Lustrate and Indomitability equivalents. Taurochole instantly heals for 700p and mitigates 10% of the incoming damage for 15s. This ability is best used in situation where the target is lacking HP and is about to soak some damage. Kerachole, unlike Sacred Soil, is a snapshot buff. This means party members get the effect upon usage from the caster. That said, Sacred Soil will heal 100p more if players stay in from start to finish because it is a ground placement oGCD with one extra server tick at the start and an extra mitigation tick at the end.
Very important to note is that the Addersgall kit has no Energy Drain equivalent, so this kit is entirely free to use. Furthermore, Sage is reliant on Addersgall for MP generation, so they must spend 2-3 Addersgall per minute to generate roughly 14%-21% of their max MP. Sage can also forcefully generate one Addersgall stack every 90s on demand by using Rhizomata.
Addersting is generated when your single target GCD shield, Eukrasia Diagnosis, is fully consumed, granting access to Toxikon II. As Sage has limited mobility while dealing damage outside of their instant damage spell Phlemga III (45s recast Spell) and the DoT refresh window, they must try to generate Addersting to gain a few more opportunities at double weaving or moving. Pre-shielding 3 different targets prepull or during downtime would be ideal.
oGCD Heal Kit
In addition to what we have already seen, Sage has more to offer: Holos, Physis II, Pepsis, Krasis, Zoe, Soteria, Haima, and Panhaima.
Most skills are similar to what we have seen before in other jobs, but Haima and Panhaima are relatively unique to Sage.
Holos (120s recast)
A 300p heal and shield with 15y radius, 10% mitigation with a 120s cooldown. This ability shines when used under consecutive AoE share mechanics or consecutive AoEs in general.
Physis II (60s recast)
A 130p regen heal for 15s, and a 10% heal buff for 10s. A very helpful ability to Sage on a very short cooldown, similar to Asylum but with a much wider range. This ability should almost always be on cooldown to heal tank damage, or raid-wide damage. Pairing it with Kerachole before raid-wides makes a good difference in healing as you buff Kerachole by 10% while Kerachole mitigates incoming damage by 10%. Always pair this ability with other healing abilities as the 10% heal buff on a 60s CD should be abusable.
Pepsis (30s recast)
This ability converts shields granted by E. Diagnosis and E. Prognosis into HP heals of 450p and 350p respectively. This ability can be used in many useful ways. A good example of using this ability is casting E. Prognosis prepull or during downtime, then use Pepsis to heal 1 HP mechanics, specifically the one that will not consume shields.
Krasis (60s recast)
This oGCD buffs all healing actions received on a target by 20% for 10s. This is the Sage version of Lv. 86 single target 60s oGCD. It buffs all healing received by actions. It has great synergy with the entirety of your toolkit, specifically Haima, Kerachole, Physis II, and Pneuma. It can be further amplified by combining it with other heal buffs such as Physis II, Zoe, and Soteria.
Zoe (90s recast)
Increases the potency of your next healing spell by 50%. You want to pair this with Pneuma for 50% more healing or E. Prognosis/Diagnosis for a bigger shield. Very useful in prepull situations or heavy healing AoE spam situation.
Soteria (90s recast)
Increases all healing received from Kardia by 50% for 15s. It can be paired with Krasis or Physis II for a boosted effect as Kardia gets affected by healing action buffers. This ability is useful in dungeons when you are spamming AoEs while healing the tank. It can also be useful in picking up random party members quickly before AoEs.
Haima/Panhaima (120s recast)
Haima is a single target 300p potency shield (200p for Panhaima) that will reinstate itself when depleted for a maximum of five times then convert the remaining shielding stacks to a heal of 150p per stack (100p for Panhaima) at the end of the 15s duration. Panhaima is the AoE version of Haima. These two do not share a cooldown. The main use cases for these abilities will be to counter chip damage, or be combined with E. Prognosis/Diagnosis to cover a large hit, then use the remaining unconsumed stacks for healing. Haima and Panhaima can be buffed by healing action buffers and will snapshot the healing action buff for the rest of the duration.
To summarize, Sage has the following free heals that come at no DPS cost:
Addersgall (1 stack per 20s + 1 free stack every 90s)
Physis II (60s)
Sage Job Discussion
As a general overview, Sage, having the heaviest GCD healing penalty out of all four healers due to Dosis III’s high potency, is in turn given a powerful oGCD heal kit that allows it to avoid GCD healing in many cases. Given that the DPS design is simplistic (maintain DoT, Phlegma III and Dosis III uptime as much as possible), and Kardia only procs when you are dealing damage, it is important as a Sage to be familiar with the oGCD kit to avoid GCD healing wherever possible.
How to prioritize your Addersgall usage
Judging from heal potency, it will likely be good practice to use Kerachole on CD unless you need it within the next 30 seconds, and use the remaining stack for either Ixochole or Trouchole depending on whether the outgoing damage is AoE or single target. Since MP recovery is heavily dependent on Addersgall, you should think of how to use your Addersgall kit effectively at all times.
How to use Kardia
Kardia’s main use will be healing up tank damage, in combination with Soteria, when the extra push is needed. While Kardia’s potency is lower than Scholar’s passive heal in Embrace, Kardia can be manually targeted at will (though changing targets is on a 5s cooldown). Kardia's micromanagement is recommended to avoid any overhealing when the tank is generating self heals.
Sage Compared to Scholar
Because Scholar and Sage are the designated Barrier Healers, it makes sense to compare their strengths and weaknesses, at least conceptually.
The difference between DPS designs is simple, Scholar has Chain and Energy Drain while Sage has more potent GCDs. Also, unique to Scholar is the movement speed buff from Expedient, which may prove a useful addition.
Scholar has the edge on GCD shielding potency, primarily because Scholar has Deployment Tactics, when combined with the various healing buffs, it contributes to massive shields. It should be noted that Sage shields, unlike Scholar’s, are instant cast, which grants Sage movement and weave windows while healing and shielding, in addition a faster GCD shield application. This is especially great for fast reaction time recovery situations or blind progression.
Comparing the Addersgall kit to Aetherflow simply in terms of free healing, Addersgall is the clear winner. This is due to Energy Drain, where using an AF stack on healing will cost 100p.
Scholar's Endwalker Changes
The 6.0 update for SCH contains slight adjustments to abilities and how they function, however, SCH’s gameplay significantly changed due to Broil’s cast time being reduced to 1.5s. And with ED still being a DPS tool, it means optimization is shifting in a different direction than ShB, not necessarily to an easier one. Moreover, fairy actions usage will be more flexible which will add a layer of creativity on how it can be managed to reduce the amount of GCD/AF healing as much as possible while keeping DPS uptime.
Efficient fairy management and MP management will be more emphasized in EW over ShB. The mentality in ShB has always been about reducing the need to GCD/oGCD heal and focus on Broil’s complete uptime with Biolysis/ED’s perfect alignment with no Ruin 2s needed. Now it is about perfect Broil/ED uptime while thinking about your healing rotation as efficiently as possible due to the free amount of oGCDs available.
SCH feels much smoother with the new pet changes, specifically the pet's response time and healing potency scalar. That and the new changes to how fast shields apply among other things. Deployment Tactics got more upgrades and changes as well, such as increased application range.
SCH Changes (table)
Scholar Healing Updates
Optimizing AF stacks on Energy Drain is one of the main goals of Scholar's DPS rotation, therefore, fairy actions and Recitation will be your first line of healing! With Broil being a 1.5s cast time, fairy abilities can now be weaved at no cost, making SCH heavily reliant on good pet management.
Due to the changes of Fey Blessing and no new fairy actions, Fey Union is the only fairy gauge spender. And because fairy abilities are now free, the fairy gauge should be used quite regularly to heal party members or sustain tanks as Fey Union is far more potent than Embrace. While this is an indirect buff, you keep more stacks on your fairy gauge per minute due to Fey Blessing not requiring gauge anymore, therefore you get to spend it on Fey Union more.
So, what is exactly free to use without losing DPS? That would be:
Whispering Dawn (60s recast)
Fey Union (Gauge-locked)
Fey Illumination (120s)
Fey Blessing (60s)
Utility and Mitigation
Excluding Consolation, Scholar’s highest mitigation setup in Recitation + Deployment Tactics + Adloquium can now more easily be synced up with the 90s CDs. Additionally, buffing it with Fey Illumination (10%), Dissipation (20%), and the new Protraction (10%), for a total of a 45% healing buff, makes for a massive shield over the whole party, making Scholar’s mitigation kit far and away the best. Generally, there will be far more opportunities to utilize Deployment tactics due to its low CD of 90s.
Sacred Soil, Fey Illumination, and Expedient are your % mitigation tools which can be used on their own or in conjunction with the regular shielding toolsets.
There will be situations where you can utilize SCH’s entire kit to cheese mechanics due to the total amount of shields and mitigation that it offers with no restrictions. (e.g. E10S orbs or Predation in UWU)
Among the healers, SCH has the unique ability to heal at a long range by using fairy actions with the fairy posted at an advantageous position, reaching party members the SCH themselves otherwise couldn’t.
In addition to this, Fey Blessing and Consolation have a higher than usual range of effect at 20y (compared to the standard 15y).
The last unique utility given to SCH is the movement speed buff paired with a 10% damage reduction. Expedient’s movement speed buff is situationally useful in various types of mechanics. While we do not expect it to offer a clear advantage, it will help players with prepositioning for mechanics or dodging them.
To emphasis on the pet changes, the fairy is now far more responsive and has a faster execution time on all of its abilities. As an example, Consolation can now be used with 1s remaining on Seraph's time which used to be 100% ghosted in Shadowbringers.
SCH DPS Changes
Stemming from the now larger DPS gains from Energy Drain, Scholar’s offensive gameplay will be going through a shift towards heavily relying on fairy’s abilities to heal, alongside proper use of Recitation.
So, the general optimization loop becomes:
Optimize pet management in general,
Prioritize all free oGCDs before AF,
Spend AF to avoid any healing GCDs and minmax Broil uptime,
And most importantly, optimize Chain Stratagem with raid buffs.
Your AF stacks will largely shift to being used on EDs unless it is absolutely necessary for healing. Every AF heal outside of Recitation is now a -100 potency loss.
The fairy gauge will no longer be underutilized and will be used more often to reduce the need to heal with AF.
Considering Dissipation is now a pure 300p gain, an important point of discussion will be pinpointing its timing in the opener to gain the maximum amount of usage. Another point to consider is that Dissipation no longer -indirectly- restores MP with ED usage, while Aetherflow restores a flat 2000MP on use. As a result, using Aetherflow later in the opener allows us to make use of this MP gain, rather than wasting it at the very start.
Due to the rescaling of numbers in Endwalker, auto-attacks as Scholar are now relevant in an optimization scenario. They can deal the same damage as 1-2 extra Broils over the duration of the fight, it is a very slight marginal gain.
Astrologian's Endwalker Changes
Going into Endwalker the Astrologian (Astrologian) job will be one of two Pure Healers™. The new Lv. 85 Trait also buffs quite a few healing potencies such as Benefic, Benefic II, Aspected Benefic, Helios and Aspected Helios.
Overall the RNG factor of Astrologian will not be punishing for the raid DPS anymore (Divination) but more so for your personal DPS due to the new Astrodyne ability and the adjustment of Minor Arcana (Lord/Lady of Crowns).
We will be discussing some aspects of the changes and new abilities in detail later. Here are a few tables that will represent most of the relevant changes/additions for Endwalker.
Astrologian's (Slightly New) Cards
Coming into Shadowbringers, Astrologian's cards were massively revamped. There's no huge change this time around, but there are a couple of tweaks. Firstly, it seems like Redraw can only be used once per Draw. While that seems like it would be a massive detriment to Astrologian's raid utility, your Seals no longer contribute to Divination. Instead, your Seals only contribute to personal buffs, so the penalty for not having perfect Seals is significantly lowered.
In addition, The Lord and The Lady no longer give stronger buffs to players. Instead, they are reverting to a form similar to Stormblood, where they dealt damage and healed. This time, however, the damage and healing are both AoE. While this puts Astrologian's damage and healing output at the whim of RNG once again, being AoE makes them marked improvements over their Stormblood versions.
Astrologian Ability Discussion
We'll kick things off by discussing Astrodyne, which is Astrologian's new method of spending Seals earned by playing cards.
Astrodyne is an ability which you will be able to use every 90s at minimum. This effectively replaces your Divination Astro-signs and shifts the bad RNG punishment solely on your personal DPS, but with the drawback that it is even more difficult to draw 3 different types due to the removal of Sleeve Draw and adjustment of Redraw.
Let's talk about the effects you are able to get.
1 sign type (1T): The MP regenerated is 2,500 per usage, with Draw providing less MP than before, this is a welcomed addition.
2 sign types (2T): Reduces spell cast time and recast time, and auto-attack delay by 10%. As this only affects your spells, you gain a total of approximately 0.8 casts per usage.
3 sign types (3T): With Fall Malefic being at 250 potency and 7 casts of it being used (including 2T buff) while having the 5% damage buff, we gain a total of 87.5p per Astrodyne 3T usage and an additional 12.5p worth of damage potency per Lord of Crowns being used under the buff.
It's also worth mentioning that while the 5% healing potency buff provided by Astrodyne (3T) also affects your abilities (oGCD's). However, it's more of a "nice to have" and it should be planned around the offensive aspect of the ability.
The second and one of the most interesting skills in the game is Macrocosmos.
Macrocosmos is 1.5s GCD on a 3 minute cooldown that does 250p (150p for secondary targets) of AoE damage and grants the Macrocosmos effect to self and all party members within 20y, turning into Microcosmos afterwards. 50% of any damage the player takes will be compiled and stored, after 15 seconds or upon executing Microcosmos, 200 cure potency + the compiled damage will turn into a heal of the same amount for that player which cannot exceed the maximum HP. This is especially strong during soft enrages or continuous AoE damage, and is not affected by Weakness which makes it an incredible tool for progression aswell.
The initial cast time has been added so it won't be primarily used to DPS and lose the valuable effect it provides. Damage-wise, it exactly replaces a Fall Malefic, so there's no point using it purely for damage.
A notable mention also goes to Earthly Star that has not been listed as of now. Giant Dominance damage potency will be more than doubled to a whopping 310 potency and the radius is being increased to 20y. This means that it will primarily be used for its offensive aspect and be used on cooldown, especially under raid buffs while also covering a huge area.
Now to the most displeasing ability change we got on Astrologian: Minor Arcana.
Minor Arcana is on a 60s cooldown that can turn into either Lord or Lady of Crowns, the former being an AoE ability with no damage fall off and the latter being an AoE heal, both being at 20y. With the addition of new healing tools to even the tanks and DPS jobs, the Lady card seems to be redundant, making the Lord of Crowns card the only good option on a 50/50 chance. The difference between the top Astrologian and you will be mainly who draws more Lord cards per fight.
Astrologian Gameplay Changes
Overall Astrologian got some good and some questionable changes, but the removal of Diurnal and Nocturnal Sect finally gives the job a more defined role in the meta as a Pure Healer™. Although in comparison to White Mage, you technically have more shields that are on a 2 minute cooldown (Neutral Sect).
Raid DPS increases will be more consistent going into Endwalker due to the Divination change and Seal RNG affecting your personal DPS only, which is a minimal gain/loss.
While optimal Draw/Play will be more important and create a bigger gap in raid DPS contribution between ranking Astrologians, Minor Arcana's 50/50 RNG will be the largest difference your personal DPS in an optimized environment, which you cannot control.
White Mage Endwalker Changes
White Mage is getting some very welcome usability changes in Endwalker. For all of Shadowbringers, the job was bogged down with a powerful oGCD healing kit, but no good way to weave in those abilities. With the DPS nuke cast time change in Endwalker, White Mage is now much more powerful simply by virtue of being able to use its healing oGCDs much more freely. Let's take a look into everything that's new (Table)
White Mage's DPS
The biggest change to White Mage's DPS in Endwalker is the reduction of cast time for your main DPS nuke (Stone, Glare). This has multiple implications for the job:
Increased mobility. With more time spend not casting, White Mage can slidecast farther before needing to stop to cast again. The extra time gives us more than double the distance to travel.
Less caster tax. The "caster tax" refers to a mandatory 0.1 second animation lock after finishing any cast with a cast time. Before Endwalker, this meant that any full-length cast actually had a cast time of (your GCD) + 0.1 seconds. In the long run, this caused us to lose multiple GCDs to animation lock. But now, this is no longer the case!
Rapture is now DPS neutral, this fixes WHM's MP concerns and increases their mobility.
White Mage's Healing
Some of the changes to other abilities have resulted in some priorities for White Mage's healing shifting around a little bit. In addition, the increased weaving capability due to shorter Glare cast times allows for many oGCDs to be used more frequently with no damage penalty. Let's take a look at how some of these changes will affect the job:
Thin Air is nerfed to only affect a single spell per charge, so you must prioritize certain spells under its use such as MP heavy spells. With this new effect you can no longer spam GCD heals, and given that with current numbers you run out MP with Glare III only, you’d want to avoid healing with GCDs as much as possible without Thin Air.
GCD healing penalty has slightly increased. The potency increase for Glare III will mean your cost of GCD healing increases.
You need to priortize Lily healing over any other GCD healing. This is due to Lilies being DPS neutral where as Medica 2 or Cure 3 cost DPS.
The oGCD kit can be fully utilized. Now, with cast time reduced, there is no longer a trade-off for oGCD weave windows. All of your oGCDs are now free to use.
Aquaveil & Benison: White Mage's single target oGCD kit has slightly improved with Aquaveil and the second stack of Benison. You no longer lose healing potency by not hitting Benison on CD, which will give you more flexibility on the timing. You can also hold on to these stacks for spot shielding two players at the same time. Aquaveil is a simple damage mitigation that you could use on tanks or any DPS that takes heavier damage than others.
Liturgy of the Bell: The best use cases for this ability will mostly be for continuous AoE damage, including soft enrages. Since White Mage must take damage to proc it, it will be less reliable for mechanics like "Hello World" where party members besides the WHM sequentially take heavy damage.
Job Comparison vs. Astrologian
Since White Mage and Astrologian both fill the same "Pure Healer" niche, it is fair to compare the two at least conceptually.
As far as raid DPS is concerned, no big change can be observed in the relationship between Astrologian and White Mage's DPS. Astrologian buffs the party with cards and Divination, and White Mage deals personal damage. Astrologian's personal potency seems to be buffed with Earthly Star, The Lord and Astrodyne, while White Mage's personal potency is buffed with Glare III, PoM and caster tax alleviation. Merits of these designs are situational.
As a general statement, while Astrologian and White Mage have similar GCD heal kits, White Mage's kit tends to be more MP heavy. When looking at Cure I, II, Medica and Medica II are equally potent to their Astrologian correspondents (Benefic I, II, Helios and Aspected Helios), yet all but Cure I cost more MP. Lilies and Thin Air will allow White Mage to heal a few times without MP, but in scenarios where these are depleted and GCD heals need to be spammed, Astrologian will be able to hit many more heals before running out of MP. Regen is still more potent than Aspected Benefic, but costs 100 more MP, and Cure III is unique to White Mage but is very MP heavy. We believe this situation is likely to change by Savage.
When we compare their oGCD kits, we can say that Astrologian generally has a more powerful kit. Celestial Intersection is more potent that Benison, Essential Dignity is more potent than Tetraglammaton for most use cases & has two stacks and shorter cooldown, Earthly Star although on longer cooldown, heals much more than Assize while having a bigger radius, and Celestial Opposition is a free heal unique to Astrologian.
Merits of Collective Unconscious vs Asylum, Horoscope vs Plenary Indulgence, Exaltation vs Aquaveil and Macrocosmos vs Temperance/LotB are more situational. When treating them as free heals, most use cases will see the Astrologian version healing more throughout the fight, but the White Mage versions do have situational cases where they become superior. Benediction as discussed is unique to White Mage.
In summary, all healer have a unique kit and gameplay that gives them an edge in some aspects. We are interested in seeing how the healers will shift around with the upcoming savage patch.
This concludes the Endwalker healer overview.
Thank you for reading!