The most POWERFUL healer skill in FFXIV!



Sacred soil is in my opinion/experience the single most powerful healing cooldown in all of final fantasy 14, combining mitigation with healing off of the global cooldown and in an area of effect– and it can be up 50% of the time. What’s NOT to love?

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Timestamps:🍕🍕🍕
0:00 Intro
0:57 Why This Is Interesting
2:13 History
3:37 Mitigation Talk
6:57 Heal Talk!
7:31 Effective HP
11:30 In-game example of it’s healing
12:42 Outro

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26 thoughts on “The most POWERFUL healer skill in FFXIV!”

  1. You mention that with infinite atherflow you would have a 50% uptime of the bubble, but I would put an asterisk on the question: do you need team wide 50% uptime? In reality the uptime is gonna be less than 50, but it's late I don't want to calculate the actual max uptime. The calculation I want to bring an eye to is, is the team actually taking heavy aoe raid wide damage for 50% of the fight? Because I would argue that using sacred soil on a tank taking autos would be wasted, so to gather a more precise value of sacred soil I would compare max uptime with how much time in a fight you spend time taking damage on average, this would refer mostly to bosses because dungeons have a different gameplay scenario, like let's say in a fight on average the boss has a 15% uptime of "wide damage" (unavoidable raid wife's, stack markers ecc) because most of the time you need to avoid aoes, right? So in such a scenario you wouldn't even need the max uptime of sacred soil, and this would mean that it is EVEN MORE powerful than you described in the video, if the time it is required is less than the possible uptime, it means that you can use it always when needed and have the extra charges for big heals. Like going down this rabbit hole you could spend your entire existence making always more accurate formulas, but I think that an abstraction like this might be a useful metric to value a mitigation skill like that

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  2. Completely unrelated to the video, but since you seem to know so much about the history of healers and do high-end content, I would really like to hear your thoughts about the global healing power nerf between 71-80. I don't do savage or any of that harder stuff personally, but as a casual Joe I find it jarring to get level 60 or 70 dungeon or raids in the roulette now. All my heals feel twice as strong at 70 and the tank take damage faster, so 70 content feels more fast paced than level 80 content, which feels wrong. I suspect they nerfed healing to address the criticism that healers spent too much time doing DPS in high-end content, but I feel this had an adverse effect on the more chill content that everyone is doing.

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  3. A couple quick notes:

    I was a WHM main in ARR, but I leveled up SCH before HW dropped and used SS frequently. Granted, I've NEVER BEEN meta (though in SB and ShB, I come a lot closer), but I loved the idea of a defensive field. I love the idea of being able to mark a "safe(ish) area" for my party to stack into against huge boss hits. I love Passage of Arms for this same reason. And I wasn't a "Healers are for green dps" person, so I used Energy Drain when I needed MP, not for dps.

    In any case, Sacred Soil always HAS been good, when used correctly. People just prefer using other things for damage. Once SCH got Indom, people just went to it instead of SS.

    I think SS actually TECHNICALLY has 6 total ticks, one when it's dropped and then 5 more, one every 3 seconds, for a total of 600 potency. If all 8 raid members are in it, this is a grand total of 600 x 8 = 4,800 potency of healing, which is absolutely insane. It also reduces damage taken by 10%/only take 90% damage (I'm still iffy about how that's supposed to be different…) It's effectively a Lustrate over 15 seconds to all party members that will stand in it for the whole duration, which is absolutely insane to consider, oh, and with a 10% damage reduction, meaning you can effectively think of it, in effective health terms, as 4,800 x 1.1 or 5,280 total Effective Health, which would be 660 EFFECTIVE Potency, which is stronger than Lustrate (due to it having no damage reduction), not THAT much weaker than Exocog (800 Potency – again no damage reduction), and clearly stronger than Indom's 400 Potency heal (AGAIN no damage reduction)…and also begs the question why the "barrier healer" SCH has so few Aetherflow spenders that actually reduce or absorb damage… o.O

    SS is just uber powerful right now, and people that don't realize that are sillypants. 🙂

    …now I'm going to have to go watch your video on the Endwalker healer meta, as I hadn't seen that chart…

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  4. I don't think Sacred Soil it's the most powerfull Healer Spell at all, even as SCH Sacred Soil isn't your Priority Spell to burn your Afterflow stacks.

    Sacred Soil does have 600 Cure Potency + 10% Damage Reduction, Asylum does have 990 Cure Potency + Increase Healing by 10%.

    In my Opnion for Full Party Asylum helps better both healers to recovery ( since Sacred Soil alone isn't enough to recovery big Raidwides, you always must to Heal after the damage it's taken, it doesn't matter how many Mitigation tools your group casted before the incoming Damage ), Asylum helps better on the recovery since it makes any Healing Spells stronger, specially with Regen.

    Also in my opnion for Light Party ( Dungeons ) Asylum it's better, since you're not Healing only ( at least you shouldn't ) WHM it's absolutely the king for Dungeons based on the way their Spell works together, between all the Healers WHMs are the one that requires less Healing at Dungeons ( most ot time not even Tetragramaton it's required for Big Pulls and you usually must to burn your Lillies out of combat cuz it wasn't even needed to use it in the battle ). Holy does basically gives a Hallowed Ground passive effect for each pulls you do, which means 8-10 seconds without any damage, that time it's enough to get Adds Health destroyed by yourself and your allies, they just start to hit you when they are almost dying, SCH in other hand can't stun so it's a non stop damage takeb 100% of time requiring more Heals for recovery and that's where Sacred Soil can fit in, trying to mitigate a non stop damage while WHM can just negate any damage at all, a single Pull in Dungeons with Holy does mitigate more Damage than Multiple Pulls under Sacred Soil CD.

    Then we have Afflatus Misery and Assise that does 1075-1300 Damage Potency ( both combined ) which means to overtake that amount of damage you must to cast at least 7-9 Extra GCDs as SCH, requiring more time and Healing to sustain, it's just insane.

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  5. The on demand 10% mitigation with only a 30s cooldown itself makes it busted for savage/ultimate fights. Regen is just the icing on top for dealing with stuff like Burnished Glory.

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  6. Soil is actually 600 potency, the way this game work (post SB) with ground aoe its that the game will make an instant tick the moment you apply and then starts to count the ticks. It works like this with any ground targets.( if you count your ticks in your own footage you gonna see 6 ticks) As bonus: thats the reason titan enkindle its the one that does the most damage.

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  7. After Excog is used up, I put up Sacred Soil in conjunction with Whispering Dawn and Fey Union; it makes the tank invincible in trash pulls. And I still have one aetherflow left for a lustrate if the tank is wearing paper

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