Except you know SpS, CRIT or PIE...
People being so anal about not melding but then complaining about how they should have Vit melded is just mind boggling. The standard rule for HP is you don't get hit by avoidable stuff.
Last edited by Underdog2204; 10-11-2016 at 01:31 AM.

In a static or having everyone on voice chats then yes sps/crit/det are better but in pugs I find 3k more hp is greater that .08 sec faster cast time ... For the time when someone makes a mistake or is uncoordinated. When those mistakes happen 1 death will totally erase everything you get from other melds
I mean this doesn't make a lot of sense. If you are confident in your ability to avoid stuff, VIT won't help you. VIT isn't going to give your party members more HP. As a healer, if you meld up stuff that increases your health, it will add up to more total HP throughout the fight.In a static or having everyone on voice chats then yes sps/crit/det are better but in pugs I find 3k more hp is greater that .08 sec faster cast time ... For the time when someone makes a mistake or is uncoordinated. When those mistakes happen 1 death will totally erase everything you get from other melds
Let's say that those melds will give you a minor 1% boost in your healing abilities. Let's say as a healer, you're doing 3k HPS in an 8 minute encounter. 3000 HPS x 60 sec/min x 8 min = 1.44 million HP healed. A 1% increase gives you 14,400 more HP healed in the fight. That's quite a bit more effective HP gained than the 3K from VIT.
The only reason to meld VIT is if you are in progression and are undergeared for an unavoidable aoe attack.

There have been plently of times having extra bit saved my life.
-tank turned the final boss of weeping making me smack dab in the middle of her hair attack, the extra hp gave me 1 more tick to remove the dot
-I missteped in a12 and would have died from the aoe if not for the extra vit
-it has allowed me to proitize the tank in healing rather than myself
-it has allowed me to take an aoe while rezzing the healer (without swiftcast)
I'm not arguing that any of the secondary stats wouldn't increase healing, but the extra buffer can be a lifesaver
And there would be plenty of times that the extra 1% healing ability would have saved the lives of you and/or your team. My argument wasn't that VIT cannot save your life, it's that it is less effective (about 33%) than the alternative.There have been plently of times having extra bit saved my life.
-tank turned the final boss of weeping making me smack dab in the middle of her hair attack, the extra hp gave me 1 more tick to remove the dot
-I missteped in a12 and would have died from the aoe if not for the extra vit
-it has allowed me to proitize the tank in healing rather than myself
-it has allowed me to take an aoe while rezzing the healer (without swiftcast)
I'm not arguing that any of the secondary stats wouldn't increase healing, but the extra buffer can be a lifesaver



VIT melds have already proven themselves effective during FCoB early progression to cheese gear checks and mechanics. While I don't personally use them, with the amount of raid wide unavoidable AoE going out in even the normal mode raids, an extra 800 HP could be the dealmaker between giving a healer time to heal you, and being forced to res with weakness, especially if the healers fall behind for whatever reason.
Case in point: If it prevents a death, it's still an indirect dps gain. Being dead is the biggest dps loss in the game, even if you ignore the 15% weakness.In a static or having everyone on voice chats then yes sps/crit/det are better but in pugs I find 3k more hp is greater that .08 sec faster cast time ... For the time when someone makes a mistake or is uncoordinated. When those mistakes happen 1 death will totally erase everything you get from other melds
Last edited by Thunda_Cat_SMASH; 10-11-2016 at 01:41 AM.
I come from a time when everyone was expected to do their job.... No I would put the blame on the healers for failing the mechanic intended to test them.VIT melds have already proven themselves effective during FCoB early progression to cheese gear checks and mechanics. While I don't personally use them, with the amount of raid wide unavoidable AoE going out in even the normal mode raids, an extra 800 HP could be the dealmaker between giving a healer time to heal you, and being forced to res with weakness, especially if the healers fall behind for whatever reason.
Case in point: If it prevents a death, it's still an indirect dps gain. Being dead is the biggest dps loss in the game, even if you ignore the 15% weakness.
Btw I can't even parse :P



Funny thing, that. Following that mindset, tanks should keep tank stance on 24/7 and healers shouldn't touch cleric stance, ever because that's 'not their job'. 'u' I wonder how many arguments started over Cleric Stance because of that.
Ahh no there is a fundamental difference in the roles.
More damage helps everywhere 100% of the time, more HP helps how often? More damage helps everyone in the group, more HP helps yourself.



Any time you take an unavoidable AoE that would have killed you without it, either due to your bad positioning for AoE heals or the healers prioritizing other more important party members instead of the dps.
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