Quote Originally Posted by AriKitae View Post
Might I ask why these are always to be used together? Convalescence doesn't buff the extra HP given by Thrill of Battle, so unless you are taking so much damage that Thrill doesn't mitigate it enough, it seems like a waste of two long CDs that work fine solo.

I know that Convalescence will allow the healer to more easily fill the gap in HP created by Thrill, but that HP is essentially wasted when Thrill of Battle ends.

(Apologies to OP if this discussion is unwanted in your thread. Merkava, the other info you included was great so I wanted to know if there was something I might not have thought about.)
Pretty much what FeliAiko said. The thing about Thrill is that without conva it's just kinda a small HP boost, it does pretty much nothing in terms of direct mitigation (not saying it's bad but its not as effective as Shadowskin nor Rampart in that regard). You don't use it to boost Thrill's HP recovery but in order to boost whatever Regen/Fairy Heal is on you in order to take advantage of the extra HP. Using them together basically grants you Defiance for 20 seconds and since they share a rescast timer it just seems like a natural choice. In most dungeons runs having 3 sets of Cooldown Rotations (as I mentioned above) is usually enough as mobs tend to die quickly and the time between pulls is usually long enough to rotate between them easily.

Granted tho, I'm talking dungeons. In raids it's not ALWAYS a good idea to pair them as you might need Conva for certain situations where Thrill isn't needed (ie. When needing to spread Aldo via Deployment Tactics right before an ultimate). But ultimately if you choose to use them separate that works, 4 man content isn't hard enough to really matter THAT much anyway.