


I disagree. HoTs are great when you know you won't be taking more damage for a while, which is often.HoT spells are the game's biggest beginner healer trap, alongside cure 1 and spamming it for the sake of triggering the secondary effect.
The usage of HoT spells is extremely niche and very limited also highly inefficient. You can sniff out a beginner healer by their usage of those, lol.
Provide high-end instances where medica 2/3 is a better option than Afflatus Rapture is for example.
There is no reason not to do Rapture considering it's a DPS gain overall with a 20s replenish.
Sure. because there are better spells that achieve better results. The only instance where Medica 2, regen, and Cure 2 are valuable is in low-level dungeons. Otherwise, there is very little incentive to use them.Care to elaborate why you feel HoTs are overrated, Kohashi?
Another example is Physis 2 where what you want is not necessarily the HOT but the 10% extra heal which not only strengthens your shield but makes subsequent spells heal more when you have a timeframe where you take repeated raidwides. (like intermission into multiple strong hits in phase 2 of m4s).



Hello World from TOP, A fait bit of Ucob, the second boss in mount rokkan criterion savage, the start of the eye phase from Dsr, tea soft enrage before perfect alex. Thrte still a few parts where its more useful than rapture.Provide high-end instances where medica 2/3 is a better option than Afflatus Rapture is for example.
There is no reason not to do Rapture considering it's a DPS gain overall with a 20s replenish.
Sure. because there are better spells that achieve better results. The only instance where Medica 2, regen, and Cure 2 are valuable is in low-level dungeons. Otherwise, there is very little incentive to use them.
Another example is Physis 2 where what you want is not necessarily the HOT but the 10% extra heal which not only strengthens your shield but makes subsequent spells heal more when you have a timeframe where you take repeated raidwides. (like intermission into multiple strong hits in phase 2 of m4s).

Yeah, there is a point here for the reference frame of Normal difficulty dungeons. The Afflatus spells take priority over Regen and Medica 2 / 3. As well as Asylum and Temperance. By the time I am used up on the Afflatus spells, Tetragramaton and Divine Benison, usually no damage is happening with a break period and the tank is fine with their own cooldowns. The only time I typically used Regen is before a pull starts during Endwalker's end times of 4 man Expert.
Sure. because there are better spells that achieve better results. The only instance where Medica 2, regen, and Cure 2 are valuable is in low-level dungeons. Otherwise, there is very little incentive to use them.
Another example is Physis 2 where what you want is not necessarily the HOT but the 10% extra heal which not only strengthens your shield but makes subsequent spells heal more when you have a timeframe where you take repeated raidwides. (like intermission into multiple strong hits in phase 2 of m4s).



Not everyone is playing White Mage. Yes, there are instances where you have better options, but that's not what you originally said, is it.



Literally any ultimate with a heal check.Provide high-end instances where medica 2/3 is a better option than Afflatus Rapture is for example.
There is no reason not to do Rapture considering it's a DPS gain overall with a 20s replenish.
Sure. because there are better spells that achieve better results. The only instance where Medica 2, regen, and Cure 2 are valuable is in low-level dungeons. Otherwise, there is very little incentive to use them.
Another example is Physis 2 where what you want is not necessarily the HOT but the 10% extra heal which not only strengthens your shield but makes subsequent spells heal more when you have a timeframe where you take repeated raidwides. (like intermission into multiple strong hits in phase 2 of m4s).
No idea why you're talking like you've done all the content in the game when Medica 2/3 is one of the best healing spells in the game due to it being a readily available 20 yalm regen that pairs flawlessly with plenary allowing you to top most anyone if not the entire party at the cost of a slight mana increase to medica.
Edit:
For clarities sake for new healers when dealing with medica and medica 2 specifically there is no initial difference in healing potency between the two spells.
The reason for this is because by the time you finish casting another medica 2 you will have gotten at least 1 regen tic from medica 2.
If you were to use medica 2 3 times in a row you would end up with 1,200 potency at the 3rd GCD after the 3rd tic of the regen.
Because you keep refreshing it you'll end up with a total potency of 1,950 if you were to stop at 3.
If you were to use medica 3 times in a row you would end up with 1,200 potency.
If you were to use medica 2 1 time and medica 2 times you would end up with 1,500 potency at the 3rd GCD after the 3rd tic of regen.
The difference between the spells is 100 mana and 5 yalms.
5 yalms is a big deal, it's the difference between 0 and 1, between healing someone and the entire party dying because you didn't want to over heal and spend 100 more mana.
So what you're considering isn't mana or potency necessarily but range, range that allows your party to ignore the restraints of healing, though that's not such a big deal anymore.
Last edited by Nethereal; 11-08-2024 at 08:36 PM.


Exactly this, Medica 2 is equal to Medica 1 after a single tick. It is for this reason, I advocate for merging Medica 1 and Medica 2, such that at level 50 (or ideally, move it down to level 30), you go from 'Medica 1, which is 300p' to 'Medica 2, which is 300p, plus 4 ticks of 100p'. Just shorten the HOT by 3 sec, add the potency of that tick that was removed into the base cast of the spell, and that allows M1 to upgrade seamlessly into M2 (and then M3). The same applies to AST's Helios/Aspected HeliosFor clarities sake for new healers when dealing with medica and medica 2 specifically there is no initial difference in healing potency between the two spells.
The reason for this is because by the time you finish casting another medica 2 you will have gotten at least 1 regen tic from medica 2.
Additionally, because it is THE Final Fantasy healing action, I advocate a trait for WHM with the effect 'When you have Medica 2/3's HOT effect on you, Cure 3's MP cost is halved'. So you'd do M2, then up to 4 Cure3 casts at 750MP each. This would be good for newer players as it'd allow them a very powerful 'spammable' heal, the numbers are big from Cure3 so it feels meaty to use, and it teaches them to put up a HOT first, which then might lead to them noticing 'oh actually the HOT can handle the healing on its own, I don't necessarily need to use that many Cure3'
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