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  1. #1
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ty_taurus View Post

    I don't really understand where you're coming from on the point of muddling synergies and not feeling like healing and damage are intertwined. It's taking something that generates based on 0 interaction and expanding on your rotation by having you manually generate Addersgall instead. Is that not the definition of intertwining DPS and healing gameplay--generating healing resources through attacking?

    One argument that I can understand is that you can't generate Addersgall during downtime. I think that's a valid critique, but I personally don't think is an objective negative. I myself would rather generate resources intentionally rather than have them given to me. And as I mentioned, you can always make an effort to go into phase changes after having spent your cooldowns on this spell.
    Imo, addersgall regeneration shouldn't be affected since that's unique to sage and works well with Kardia itself (1 per 20 sec natural regeneration allows good sustain over time). When you're forced to decide between GCD healing with Eukrasian shields or charge addersgall because the tank is taking far too much damage (applicable at lower levels when tank's undergeared), not having addersgall generate naturally is a huge detriment since it's tied to the GCD - which directly limits the sage's healing throughput when damage greatly exceeds what Kardia can heal in the next GCD. I would actually have the tank die more times in Stone Vigil and Aurum Vale if addersgall generation is tied to a GCD spell and the tank isn't exactly great at mitigating, but chooses to do big pulls anyway.

    On the other hand, I would be fine if addersting generation is tied to a DPS GCD spell since addersting generation is something you do when you have the time to charge resources (instead of using Dosis). It would be more preferrable to make addersting skills activate Kardion multiple times and keep addersgall generation separate. If there needs to be a connection between addersgall and DPS-to-heal, it would be more preferrable to have addersgall skills apply Kardion to the affected targets instead.



    That being said, if they add more DPS skills with additional effects to our healing output, I would definitely prefer if there would also be a skill the sage can use to summon a mini target dummy during downtime or transitions. Hitting the target dummy will activate said skills' effects and also activate Kardion - which helps prevent any inconsistencies with not being able to use DPS spells that heals (example: Pneuma) for long periods of time if we ever get a case where the enemy becomes untargetable but is still inflicting damage. It would be even better if said dummy will also restore MP to the sage based on the number of hits it received at the end of its duration, making it a dual purpose skill that can be used during combat as well. Depending on how many more skills sage gets for DPS, it can open up a variety of MP-expensive spells to heal/shield as a caveat, and being able to hit a target at any point in time would fit in-line with this kind of playstyle.
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  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by AnotherPerson View Post
    That being said, if they add more DPS skills with additional effects to our healing output, I would definitely prefer if there would also be a skill the sage can use to summon a mini target dummy during downtime or transitions. Hitting the target dummy will activate said skills' effects and also activate Kardion - which helps prevent any inconsistencies with not being able to use DPS spells that heals (example: Pneuma) for long periods of time if we ever get a case where the enemy becomes untargetable but is still inflicting damage. It would be even better if said dummy will also restore MP to the sage based on the number of hits it received at the end of its duration, making it a dual purpose skill that can be used during combat as well. Depending on how many more skills sage gets for DPS, it can open up a variety of MP-expensive spells to heal/shield as a caveat, and being able to hit a target at any point in time would fit in-line with this kind of playstyle.
    You know, something that could be done in a theoretical environment where there's more Kardia effects granted through DPS spells and other secondary effects from general DPS effects, like the Addersgall/Addersting generation to rename Eukrasia to Dyskrasia, and add Eukrasia which turns your DPS buttons into GCD heals that can be used outside of combat or during downtime.

    Eukrasia basically means "good" or benevolent whereas Dyskrasia is the opposite. So it's a little odd that Eukrasia turns your DPS spell into a DoT. In my concept, I'd rename the existing Dyskrasia to Paroxysm, and this would just make the naming conventions make more sense. But then you could make your "bad" spells worse with Dyskrasia, your "good" spells better with Eukrasia, and also convert your "bad" spells into "good" spells with Eukrasia as well. It's not something that would hold meta value, but it would allow for a more aggressive approach to building support and utility into their damaging spells.
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