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  1. #11
    Player
    Nethereal's Avatar
    Join Date
    Feb 2015
    Posts
    842
    Character
    Deviously Enchanted
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Kohashi View Post
    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).
    Literally any ultimate with a heal check.

    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.
    (2)
    Last edited by Nethereal; 11-08-2024 at 08:36 PM.