Well to me Sacred soil is of course for damage reduction but also to say "pack here" to the team
I think it is still super relevant, especially in Turn 13


Well to me Sacred soil is of course for damage reduction but also to say "pack here" to the team
I think it is still super relevant, especially in Turn 13
Larek Darkholme @ Ragnarok

I like to use it in Shiva EX a lot seeing as shes got a lot of AoE attacks plus Succor it can reduce quite a bit of damage. I make sure to use it when she goes to Sword to reduce the AoE damage even farther and since everyones already stacked for that move it makes it worth while. So it's got some good uses maybe not every fight mostly primals and coil.



Yeah, I always liked using a soil for those up to four Absolute Zero AoEs in Shiva EX, and Sword switch if you can. That is the perfect situation for one outside of coil. Or even an overloaded orb situation for breaking chaos in Ramuh EX. It's really playing the job to it's fullest potential and using it's tool chest for damage mitigation.I like to use it in Shiva EX a lot seeing as shes got a lot of AoE attacks plus Succor it can reduce quite a bit of damage. I make sure to use it when she goes to Sword to reduce the AoE damage even farther and since everyones already stacked for that move it makes it worth while. So it's got some good uses maybe not every fight mostly primals and coil.
making sure, that your party takes 10% less damage means, that your heal are about 10% more effective in term of keeping ppl alive. And your heals do scale with your mind. you could put it that way, that sacred soil raises the scaling of your heals by ~10%
And in addition, it scales with the HP the party member have. on a tank, that have 10k life, it prevents without heal 1k damage until the tank dies, while on a 5k-hp-fresh-lvl-50-pala its about 500 HP.
And if that is not enough to you: It is a Tank-LB1 without using the LB gauge
I'm not a big fan of sacred soil. I know I've often regretted using it and losing a lustrate.
I'm often left with the choice of either getting sacred soil up of landing a succor Preemptively when everybody is getting together.
It may not be as mana efficient but I can still use energy drain afterwards or use a lustrate on somebody who may have dipped too low. I can't count the amount of times I've seen a tank die from a tank buster a short while after group wide damage and we all know how this game likes to make you dodge stuff afterwards.



I find it more helpful to think of it in terms like these:making sure, that your party takes 10% less damage means, that your heal are about 10% more effective in term of keeping ppl alive. And your heals do scale with your mind. you could put it that way, that sacred soil raises the scaling of your heals by ~10%
And in addition, it scales with the HP the party member have. on a tank, that have 10k life, it prevents without heal 1k damage until the tank dies, while on a 5k-hp-fresh-lvl-50-pala its about 500 HP.
And if that is not enough to you: It is a Tank-LB1 without using the LB gauge
If the incoming damage were 1000, the target(s) would receive 900; if 5000, then 4500. If 7000, then 6300. And so on.
This is why I find Sacred Soil to be highly situational in that it only shines when NOT having that extra little bit of mitigation increases the likelihood that someone will die before they can be recovered by healing spells. Throwing it up just because it's yet more mitigation is on par with throwing out unnecessary heals on nearly-full targets just to give the appearance of being busy (rather than doing something useful like assisting with DPS). Any damage that can be effortlessly (over)healed wasn't really in need of that extra mitigation.
Again, it's a good spell for what it does, but it's just not very helpful outside of protecting against huge, scripted raid damage. About the most mundane thing I regularly use it for is to cover Wild Charge in T10 to slightly decrease the probability that someone will die outright or to a subsequent floor tick if a party member derps or lags and fails to line up correctly.


When an ability uses a percentage it naturally scales in reference to the damage or healing being done. Think of it like saving or spending money, sales and tax, the higher the cost the more you will save or spend. 10% of 100 is only 10, but 10% of 1000 is 100?


Nerve cloud without sacred soil sounds downright horrible.Farm status for awhile now.
With current gear, outside of LB2'd Tera there's nothing that'll outright kill someone in FCoB if mechanics are handled properly, and that Medica 2 won't top off over time since none of these fights have successive raid AoEs. Well, outside of slow DPS making for Mega>Giga in T13 Ph1/2, in which case ok, pop the soil to make that transition less frustrating to mass heal.
It's still primarily a progression/learning/early-weeks tool in the grand scheme of things.
Also it helps for things like t10 charge and any time where everyone in your group is getting hit. 10% reduction on everybody? No way lustrate will outdo that.
I don't normally speak up on the forums, but trying to learn SCH a bit better since I switch between healing and bard so I figured I would research more about how to use the spells more effectively.
I normally use Sacred Soil during large trash mob pulls (from Old WP to WoD). I have experimented with it during the big AoEs like the ol' Titan Jump or Garuda's 2 hour I found it didn't help too much with and the damage was still about the same (getting a succor off before and right after a large damage attack was more effective to me). Other than that I normally stay with Lustrate. I still find it funny watching people use it at the first Glasya Labolas big AoE damage because if you had a whm medica or medica II you didn't need to much except a possible Succor then switch to Cleric Stance and start DPSing again.
Like most healing in the game, its entirely situational and how each person prefers to play.
Insanity is just a state of mind



T11's auto-crit Nerve Cloud is quite survivable without Soil but you would really want both DK and SP up. Basically just a precaution, although we still use it.
T10 charges it's really unneeded and is a waste of a stack IMO, unless you're running without a MNK. We haven't used Soil in T10 since we were in full i110 gear and it was mainly only so we could survive the floor tick afterwards if we got it.
|
|
![]() |
![]() |
![]() |
|
|
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.

Reply With Quote





