I only asked when it's best to use and I got it.
Please don't turn this into another "PLD needs help thread".
I can find multiple uses for it now and have saved the party from wiping with it.
It's a tool for raids and primals.
Use it whenever the group is getting peppered by light attacks (you'll get a heal, veil everyone, and lessen the damage some) or is about to get hit by a big party-wide nuke to ease its impact (takes some coordination).
There's no loss in using it in dungeons, but most times in dungeons when other people are taking damage it's because they're making mistakes and/or it will absorb light damage and not really make a difference. Maybe best to save it as a panic button so the healer has another moment to recover if the group is smashed up.
Unfortunately no matter how much you'd like this to not become another thread of complaints aimed at skills like Clemency and Divine Veil, that's still going to happen.
I'm glad you got the info you were looking for, and I hope it serves your parties well in the future.
One thing to note is that the "up to 10%" in Divine Veil seems to be 10% no matter what the healing strength is. You can have a dumb black mage or something physick you and it'll trigger for the full amount. Divine Veil is good for like party busters where you know a succor is coming (Teraflare, boss jumps in A1S, all of A3S, maybe primal limit breaks, etc).
^Well that's because the 10% is based off the PLD's max HP. The japanese tooltip straight out says "10% of the Knight's HP", Knight being the Japanese name for the class.
Yeah, the English tooltip is a little more ambiguous. "Up to 10%" could mean that getting less than 10% is possible.
A good example of when to use Divine Veil is after the jumps of the A1 boss. Since everyone stacks during jumps, you pop Veil since your healers will be pre-casting AoE heals to heal the damage from when the bosses land. Group gets heals and barriers from Divine Veil, then move back to position.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
When party needs to stack, and there is aoe dmg afterwards
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