
Should you get used to spamming Cure a lot? Â Yes. Â Besides the fact that it's one of the only two heals you have until level 30, it's also cheap and doesn't build threat/hate as quickly as Medica does (Note: Medica pulls more threat than a tank's Flash, so avoid using it if at all possible).
As you level up as a CNJ/WHM, you'll get various extra tools to augment Cure and Medica, and you'll be doing a lot more than just healing. Â For example...
At level 18, you'll get Esuna, which is important because it allows you to dispel most harmful status effects from the target. Â It's super important to keep on top of dispels because some status effects are really detrimental to your ability to keep people topped and the tank's ability to, well, tank!
At level 26 you'll get Repose. Â Ever wished you could just crowd control some of the things beating the shit out of your tank? Â Well guess what? Â Now you can! Â Repose puts a Sleep debuff on your target for a duration of 30 seconds. Â Beware - any direct damage the target receives after the Repose is placed on them will break it. Â Also, Repose does suffer from Diminishing Returns and will break increasingly quickly as you reapply it.
At 28 you get a trait called Enhanced Raise. Â This allows you to use Raise in-combat, meaning that if someone dies during a fight you can immediately raise them to continue on.
At 30, you'll get an ability called Cure II, which has the same cast time as Cure, but costs more and heals for much more. Â Cure is your little heal, and Cure II is your big heal. Â You want to use Cure II when the tank is taking intense damage and it's more than your Cure can stay on top of.
At 34, you'll get Stoneskin. Â "But," you say, "Stoneskin doesn't heal! Â It just provides the tank with damage reduction!" Â Yes and no. Â Damage prevented is damage you don't have to heal up (which means you won't incur threat at all if the Stoneskin is pre-cast before a pull and absorbs damage afterward, and it generates much less threat than Cure, Cure II or Medica do). Â Think of Stoneskin as a shield on your tank that represents a percentage of his health. Â You start at 10% flat damage reduction, but later receive a Trait that bumps that up to 18%. Â Stoneskin scales with your target's gear, not your gear, so as your tanks become more geared, Stoneskin will become increasingly effective. Â It's absolutely worth using for every pull.
At 35 you will get Regen. Â Regen is a Heal Over Time (HoT) spell that heals for a fairly good amount for a fairly cheap cost. Â It is instant. Â Regen is good as a buffer on the tank's healthbar to keep him from spiking quite as hard (which helps you avoid casting as much). Â However, Regen does overheal if placed on a full health target, and it still builds threat whether the healing is effective or overhealing. Â So, you want to save it for boss fights, and for packs of mobs with more than 2, and never recast it when there is only one mob still up. Â This way, Regen should be gone by the time the group is done with that pack of adds and ready to move on (and thus you don't have to worry about pulling immediate threat on the next pack).
At 38 you'll get Shroud of Saints, which has two uses. Â The primary use is to drop your threat to half for the duration of the spell. Â The secondary use is to return mana (as it applies a Refresh effect to you for the duration of the spell). Â If you pull threat, using this spell will help the tank re-establish threat, as well as helping you out when you have to do heavy healing (which will both spike the threat you generate AND eat your mana pool).
At 40 you get Divine Seal, which is on a 1 minute CD. Â This spell increases all of your healing done by 40% for 15 seconds. Â The only "healing" spell this doesn't affect is Stoneskin.
At 42 you get Cure III, which is a targeted AoE with a high mana cost and a very small (4 yds) radius. Â Cure III is situationally useful if you are doing an encounter with a lot of Melee and they are very close to themselves while taking spike damage, or if you have two tanks tanking on top of one another (as happens in Hydra) and taking damage together. Â Bear in mind that this spell heals for a lot, and can spike your threat on the mobs/bosses.
At 50, you get Benediction and Medica II. Â Benediction is a "Get Out of Jail Free" card. Â This spell will heal your target to their maximum HP - regardless of any status debuffs they may have that affect healing - and is on a 5 minute CD. Â Medica II is an AoE spell that does a middle amount of healing + a HoT (similar to Regen) on each person it heals.
I hope this helps to illustrate that you actually have quite a large toolbox of spells and abilities you'll pick up as you level. Â Not all of them are healing spells, but they all work together to make your job easier.
As you level up as a CNJ/WHM, you'll get various extra tools to augment Cure and Medica, and you'll be doing a lot more than just healing. Â For example...
At level 18, you'll get Esuna, which is important because it allows you to dispel most harmful status effects from the target. Â It's super important to keep on top of dispels because some status effects are really detrimental to your ability to keep people topped and the tank's ability to, well, tank!
At level 26 you'll get Repose. Â Ever wished you could just crowd control some of the things beating the shit out of your tank? Â Well guess what? Â Now you can! Â Repose puts a Sleep debuff on your target for a duration of 30 seconds. Â Beware - any direct damage the target receives after the Repose is placed on them will break it. Â Also, Repose does suffer from Diminishing Returns and will break increasingly quickly as you reapply it.
At 28 you get a trait called Enhanced Raise. Â This allows you to use Raise in-combat, meaning that if someone dies during a fight you can immediately raise them to continue on.
At 30, you'll get an ability called Cure II, which has the same cast time as Cure, but costs more and heals for much more. Â Cure is your little heal, and Cure II is your big heal. Â You want to use Cure II when the tank is taking intense damage and it's more than your Cure can stay on top of.
At 34, you'll get Stoneskin. Â "But," you say, "Stoneskin doesn't heal! Â It just provides the tank with damage reduction!" Â Yes and no. Â Damage prevented is damage you don't have to heal up (which means you won't incur threat at all if the Stoneskin is pre-cast before a pull and absorbs damage afterward, and it generates much less threat than Cure, Cure II or Medica do). Â Think of Stoneskin as a shield on your tank that represents a percentage of his health. Â You start at 10% flat damage reduction, but later receive a Trait that bumps that up to 18%. Â Stoneskin scales with your target's gear, not your gear, so as your tanks become more geared, Stoneskin will become increasingly effective. Â It's absolutely worth using for every pull.
At 35 you will get Regen. Â Regen is a Heal Over Time (HoT) spell that heals for a fairly good amount for a fairly cheap cost. Â It is instant. Â Regen is good as a buffer on the tank's healthbar to keep him from spiking quite as hard (which helps you avoid casting as much). Â However, Regen does overheal if placed on a full health target, and it still builds threat whether the healing is effective or overhealing. Â So, you want to save it for boss fights, and for packs of mobs with more than 2, and never recast it when there is only one mob still up. Â This way, Regen should be gone by the time the group is done with that pack of adds and ready to move on (and thus you don't have to worry about pulling immediate threat on the next pack).
At 38 you'll get Shroud of Saints, which has two uses. Â The primary use is to drop your threat to half for the duration of the spell. Â The secondary use is to return mana (as it applies a Refresh effect to you for the duration of the spell). Â If you pull threat, using this spell will help the tank re-establish threat, as well as helping you out when you have to do heavy healing (which will both spike the threat you generate AND eat your mana pool).
At 40 you get Divine Seal, which is on a 1 minute CD. Â This spell increases all of your healing done by 40% for 15 seconds. Â The only "healing" spell this doesn't affect is Stoneskin.
At 42 you get Cure III, which is a targeted AoE with a high mana cost and a very small (4 yds) radius. Â Cure III is situationally useful if you are doing an encounter with a lot of Melee and they are very close to themselves while taking spike damage, or if you have two tanks tanking on top of one another (as happens in Hydra) and taking damage together. Â Bear in mind that this spell heals for a lot, and can spike your threat on the mobs/bosses.
At 50, you get Benediction and Medica II. Â Benediction is a "Get Out of Jail Free" card. Â This spell will heal your target to their maximum HP - regardless of any status debuffs they may have that affect healing - and is on a 5 minute CD. Â Medica II is an AoE spell that does a middle amount of healing + a HoT (similar to Regen) on each person it heals.
I hope this helps to illustrate that you actually have quite a large toolbox of spells and abilities you'll pick up as you level. Â Not all of them are healing spells, but they all work together to make your job easier.
