Topic. If not I'll just put it in my 3rd hotbar of shame filled with stuff that I'll rarely use, if ever.
Topic. If not I'll just put it in my 3rd hotbar of shame filled with stuff that I'll rarely use, if ever.
Sacred Soil hasn't been "worth it" in most situations for a while. It really only gets trotted out for end game progression.
10% mitigation is 10% mitigation. Like protect (and succor and adlo most of the time, really any sort of mitigation or shield), it's not really needed.
It's very situational, but there are places where it helps, and it does a lot. I remember using it like a madman in T13 when there was no echo, megaflares, megaflare dives and gigaflares were dangerous without sacred soil. But yes, you won't be using it most of the time in most content.
Sacred Soil has never really been worth it simply because the mp you 'save' by using SS is less than the MP you 'save' by using Lustrate and you normally had a WHM to fix your AoE throughput problems. It sees a bit of use at cutting edge progression where you're really cutting it close in terms of HP versus damage to the raid or when someone has weakness and you want to play it safe but beyond a few super tiny corner cases like those, its never been that useful.
たまねぎララフェル
Indomitability is a straight up heal. Sacred Soil is mitigation. You don't use Sacred Soil to have an easier time bumping HP bars back up to the healthy zone, but to mitigate impacts instead. If you have any group-wide AOEs that will potentially 1HKO people, either via that singular hit alone or combined with something else (eg. T13 megaflares, followed by megaflare towers going out) - then you use Sacred Soil if need be. Indomitability can be used to lessen maintenance-AOE-healing's MP burden - calculatedly - or then clutching it if something goes wrong and extra damage is taken quicker than anticipated or quicker than it could be normally healed through on a GCD to GCD basis, with your usual strategy (ie. in an emergency situation). It's also an useful tool in 4-mans when you know AOEs happen soon and you don't wanna stop the DPS-flow for a full GCD, then you'd AOE-heal with it and return to clericing it up.
In short, Soil is very useful in progression. It doesn't see that frequent use, but when it gets used - it is invaluable. I don't think I have used it once in HW so far though. But no doubt it will happen sooner or later, mostlikely in Alex Savage.
Edit: that being said, I do think Soil will be used less now, unless the AOE-mechanics get to be even more punishing. This is because a Deployment Tactics'd Adloquium can now be spread on everyone several times per fight. Even when it doesn't crit, it will provide more mitigation than Soil. And you basically win in terms of MP efficiency/DPS throughput, too, because you can then ED that stack for DPS and getting most of the MP spent back, on top of mitigating more than you would otherwise. We will see soon enough.
Last edited by Tranquil; 07-07-2015 at 05:03 AM.
Sacred Coil was usefull on all the FCOB content, without echo and nerf.
T10 = use it for charge/chaos
T11 = for AOE with virus
T12 = Adds phase, last flame revive aoe
T13 = almost everytime.
So far in Bis/Rav EX if I Sacred soil -> Adlo -> deploy I can get us to take almost no damage from their ultimates. I've also used it on Bis's back phases occasionally.
Sacred Soil will always have a niche use in any progression content because it effectively increases your eHP by 11% for its duration while people are inside it. If players need to survive a mechanic due to low ilvl HP pools, Sacred Soil is the way to go. Indomitably won't do you any good if everyone is dead after the first raid wide super attack - though you'll probably end up using both of these in conjunction for said content.
I wish Emergency Tactics would apply to Sacred Soil and change the HP mitigated into heal. That way it would work as an area regen that would heal a total of 10%. As it is, I hardly use it.
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