I have other problems besides this though.. I'll probably make another topic when my thoughts are more organized.


I have other problems besides this though.. I'll probably make another topic when my thoughts are more organized.


Oh there's one thing you should do.
If you have a DPS dying constantly (and there's no DPS check) or always taking avoidable damage, let them die. You waste more mana trying to res them and heal them. Maybe the fight will be a bit slower, but not that much with a DPS with weakness and half the battle dead.
To be honest I only ever use Medica consistently when solo healing AS3. There are very few situations in the game where you need burst healing on top of Medica II, and in those situations you will most likely prioritise Assize or need the higher potency of Cure III. That being said, it's still nice to have - it has a shorter cast time than Med II, has a proc, heals 8 people with one GCD, and doesnt interfere with enmity when you have adds spawn.

Let them die in pain !!!Oh there's one thing you should do.
If you have a DPS dying constantly (and there's no DPS check) or always taking avoidable damage, let them die. You waste more mana trying to res them and heal them. Maybe the fight will be a bit slower, but not that much with a DPS with weakness and half the battle dead.
You have control of their life 8D
Plus it is a great way to save mana XD
In A1S once if my Medica 2 from Phase 1 still ticks for the first double gunnery after missile spawn and my Assize still on CD but yeah it is a skill I usually never use :O (and yeah haven't used WHM beyond that because just a hobby class)To be honest I only ever use Medica consistently when solo healing AS3. There are very few situations in the game where you need burst healing on top of Medica II, and in those situations you will most likely prioritise Assize or need the higher potency of Cure III. That being said, it's still nice to have - it has a shorter cast time than Med II, has a proc, heals 8 people with one GCD, and doesnt interfere with enmity when you have adds spawn.
I prefer C3 M2 Assize
I try to keep a regen on those suicidal Deeps but yea some need to be sacrifised to RNGsusOh there's one thing you should do.
If you have a DPS dying constantly (and there's no DPS check) or always taking avoidable damage, let them die. You waste more mana trying to res them and heal them. Maybe the fight will be a bit slower, but not that much with a DPS with weakness and half the battle dead.
Last edited by Werhusky; 10-27-2015 at 11:44 PM.
It depends, in AS1 you'll want Medica II up most of the time so I personally pre-cast it to coincide with gunnery pod every time, even if the previous HoT still has a bit of time left. I think that's just a preference thing though.
Actually now that I think about... Medica is my go-to for jump damage because there's downtime immediately after, and my other healer normally shields so Cure III is overkill. Save that MP!
Good adviceIt depends, in AS1 you'll want Medica II up most of the time so I personally pre-cast it to coincide with gunnery pod every time, even if the previous HoT still has a bit of time left. I think that's just a preference thing though.
Actually now that I think about... Medica is my go-to for jump damage because there's downtime immediately after, and my other healer normally shields so Cure III is overkill. Save that MP!I main SCH and I think our WHM uses Assize for jumps and if its the harder hitting jumps I either add Indom if its available or a Succor.
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I have had to do this a few times. Mostly because I don't have the resources to facilitate anymore raises. MP too low/no SoS/no DS(to get them straight to full).Oh there's one thing you should do.
If you have a DPS dying constantly (and there's no DPS check) or always taking avoidable damage, let them die. You waste more mana trying to res them and heal them. Maybe the fight will be a bit slower, but not that much with a DPS with weakness and half the battle dead.
Nasty thing about players in the process of "raising": The animation blocks cures >.<. Gotta wait til it's "completed". Well you know what I mean.



Yeah in A1S, the one place I know I clip some HoT ticks is the Swift+Medica II right when double prey comes out before we get occupied with that mess lol. Keeping HoTs flowing through that whole mechanic made a lot sense to me instead of them falling off in the middle of it and the cleaves. So yeah it's a good preference to have in my opinion.It depends, in AS1 you'll want Medica II up most of the time so I personally pre-cast it to coincide with gunnery pod every time, even if the previous HoT still has a bit of time left. I think that's just a preference thing though.
Actually now that I think about... Medica is my go-to for jump damage because there's downtime immediately after, and my other healer normally shields so Cure III is overkill. Save that MP!
As for jump damage, not to mention Mantra, or PLD Divine Veil party buffs they like to use for the jump damage so Medica I ends up being very good. That saved MP for that short downtime after I like to get DoTs up on both of the bosses. I use Assize to top-off the last gunnery before the jump, but if it wasn't up for whatever reason, I would use Medica I.
Huh I've always used Medica II on the jump damage. Probably massively over healing but its become en-grained habit to use Medica II when the party's taken a lot of AOE.
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I main SCH and I think our WHM uses Assize for jumps and if its the harder hitting jumps I either add Indom if its available or a Succor.



