My Idea of How To Buff Sage
I may be in the minority with my opinions, but I want to see what others think of my ideas on how to buff Sage. Feel free to share your thoughts on if you agree or disagree or other ideas you have. Overall I think SCH is better for being the dedicated shielder, but Sage is by no means a detriment to a party. My issues are mainly tied to the job's damage.
Rhizomata. Give this two stacks of Addersgall. As it is currently the ability has a long cooldown time while not being a great recovery tool so I think two stacks would make it much more viable. Pneuma. I think this should be a dps gain by about 70 potency giving a reason to use this consistently throughout a fight.
Eukrasian Dyskrasia, new interaction to put a dot on multiple enemies at once. That would make dungeons much easier in terms of spreading dots and it would still fit the Eukrasia identity. The MP cost would raise though. I'd probably have it cost about 800 MP, so doubling the cost similar to how Eukrasian Diagnosis doubles the cost of Diagnosis.
Pepsis is the only ability I'd say is not very useful. I've used it on occasion, don't get me wrong, but in general there's not really a situation I want to remove a shield to heal, and the time it takes to place a shield, use Pepsis, then add another shield is way too long so remove this ability and add a single target damage ability like a Phlegma for single target with higher potency (shares stacks with Phlegma) or a Toxicon for single target (dps gain with no cast time, thus giving us two abilities for Addersting). Those would be new abilities to replace Pepsis though so we'd have more options.
Soteria is really useful but I feel like it needs something to warrant a 90 second cooldown. I've seen the idea thrown around that it makes an AOE version of Kardia and that's a really interesting idea, you have an AOE Kardia that gives a 289 potency cure for 5 damaging abilities, making it very useful for group healing and dungeon pulls. This would not stack with Zoe.
Concerning Addersting, we'd need more ways of generating this if we're going to have a dps gain for using it so I would have Panhaima, Haima, and Holos all generate one Addersting on ability use (not on shield breaking like Eukrasian Diagnosis).This would provide a reason to use each ability consistently through a fight which is my primary goal with these SGE changes. If a new Addersting ability for single target is not added, Toxicon should receive a small potency buff of about 70 potency, similar to my suggestion for Pneuma, giving us an incentive to use it throughout a fight and not only for movement. Another idea I have for generating Addersting is to have both Panhaima and Holos provide one for each party member effected up to a total of three, but I'm not sure how broken that would make the abilities so I'm hesitant to make it more than one.
Let me know what you all think about these changes or if you have any other ideas!
Problem with damage tied to heals and my idea to buff sage.
My main problem with tieing addersting to Holos, Panhaima, and Haima, and making Pneuma more powerful is that it can cause a playstyle dissonance in which in order to deal good dps you essentially have to waste your mits and heals, cauaing you and your cohealer to suffer because you wouldn't have those mits for damage intensive sections because you needed them to deal dps.
I feel like Sage should be the healer that needs to use their heals effectively to deal dps, as well as dps in order to heal effectively. These would be my changes to give it that identity
1. Make Phlegma be 30s, if the devs are focusing on a 2 minute meta, there should be no reason for Phlegma to be disaligned a 2 minute buff windows.
2. Upon earning an Addersgal, you earn addersting as well. This makes it so you need to be effective with your addersgal, to never overcap so you can keep earning addersting, however not needing to waste it all, since it only is earned when you get a addersgal.
3. Change Pneuma to become a 2 part skill. The first part would be a powerful laser that deals 600 or 700 potency. Upon using Pneuma, you gain the oGCD ability "Pneumatic" which allows you to use a 600 or 700 potent aoe heal. "Pneumatic" will be available for 2 minutes so you gain flexibility of when you can use that heal while still being able to use Pneuma for 2 minute burst windows.