When should I be using this? I've noticed that I can do the same amount of healing with 2 medicas and I often feel like I'm over healing with medica II or wasting mana
Any advice would be appreciated
When should I be using this? I've noticed that I can do the same amount of healing with 2 medicas and I often feel like I'm over healing with medica II or wasting mana
Any advice would be appreciated
Medica2 has a HoT effect at the end of it, which is very useful when the entire party is taking damage. 2 Medicas is actually more healing power than medica2 (even with the HoT), but you will have to stand still to recast the 2nd medica (and it doesn't heal the tank more either during the extra cast time). Some fights have movement or damage mechanics that make the 2nd cast difficult or impossible to do without putting yourself or the tank at risk. An example is Titan, where Medica2 is often used to offset unavoidable damage from stomps so the WHM can top and stoneskin the tank in preparation for mountainbuster, or run to escape plumes.
Essentially, medica2 is a good heal-and-forget spell which lets you focus on single-target heals or dungeon mechanics. You'll use medica the most often, and only use medica2 and cure3 for specific situations.
Last edited by Anova; 09-18-2014 at 03:22 AM.
Medica II has an added regen effect to it, so often toss it up once if there's a lot of aoe, then use Medica to buffer the hp a little more. Be careful to not medica II at the start of things, it will pull hate (like regen).
Actually, I feel like Medica I heals more than Medica II in the initial cast off (not adding in the regen).
When I use it, I consider a few things:
-Does the tank have aggro on everything already?
-How long can I anticipate the monsters dying before the regen portion falls? (I prefer it to end right before or slightly after the mob dies - the remaining regen will grab aggro on you at the next mob the moment the tank gets near... and most tanks just do not wait for even half a second)
-Are the rest of the party getting damage fairy often, even if minor?
Last edited by Saseal; 09-18-2014 at 03:21 AM.
(Continued)
-Does the tank need every bit of help they need? (Regen + Medica II regen + healing... like large pulls in HMs, primals/EX, etc)
-Do I have to pause in healing a lot for something or anticipate I need to run around a lot and need to help myself heal the party (Swiftcast on CD and ressing someone; or in high movement/frenetic battles causing difficulty in casting multiple heals; is someone else in dire need of heal spamming but need more than just regen on the tank; etc)
-Am I anticipating an AOE or seeing AOEs hitting people often
I like using Medica II to help me out like Regen does but on a larger party scale - but I -think- the regen #s on medica II is lower than Regen's (or so I thought I've seen - but don't quote me on that). Also take into account that like regen, it will draw aggro on non agroo'd mobs... and that counts for the entire party going anywhere near another mob/monster ------ and especially ADDs in the middle of boss fight.
Last edited by Saseal; 09-18-2014 at 03:41 AM.
I'm not a WHM so take this with a grain of salt, but from what I see the WHM's in my static do Medica II is used during heavy AoE damage phases like vines in T6 for example or before a big attack like a Judgement Bolt in Ramuh. The Regen effect with this is the primary reason. Big heals to top people off prior to the hit and then the Regen to quickly get them up high again (of course a follow up Medica after the attack is usually given as well). But ideally this mixed with Succor/Sacred Soil from the SCH will let Regen just heal what little damage was given (if any).
Again take this with a grain of salt and let real WHM's comment ^_^
Medica II is useful to recover after a big hit but the group won't be taking any other damage for a significant amount of time. It is also nice for periods of sustained but small-ish AOE damage. It is weaker up-front than Medica and Cure III so use those instead of you need to get the group up right this second.
Turn 6 was brought up and it's a good example fight. The vines between players will apply a dot and having Medica II up beforehand counteracts some of the damage, especially since you might have to move to break vines yourself and won't be able to stop and cast. Spit does heavy AOE damage to the group but generally in turn 6 only the tanks are taking any significant constant damage when vines aren't up, so Medica II and letting the regens tick is very mana efficient.
Last edited by Estellios; 09-18-2014 at 04:14 AM.
Medica II, as others have said, is a heal and forget spell; did the party eat an AOE? Medica II that shit up and use Medica I to heal any leftovers if required. Just don't spam either Medicas too much since hate will build up on you faster than the rage of personal housing.
I almost never use medica 2 in dungeons, but I use it often in raids and trials. F
Medica is for quick AoE healing to prepare for another incoming AoE. Medica II is for the HoT effect and is more MP efficient than spamming Medica if you don't need to top people off immediately.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.