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  1. #1
    Player
    Rongway's Avatar
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    Cyrillo Rongway
    World
    Hyperion
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    Black Mage Lv 100
    I'm confused as to why so many people in this thread sound like they don't have enough Addersgall and they don't have enough movement tools. I'm often slightly low on MP because I've been sitting on three stacks of Addersgall because sage has so many free oGCD heals. And as for movement, slidecasting, one reserve charge of Pneuma, and three starting Adderstings (plus three more when there's downtime) should be enough mobility for any Lv90 content outside of Savage, and in Savage things should be planned out well enough that you can manage without other tools.

    I'm not saying sage is perfect but the only thing I feel is really missing is an AoE Kardia (Echokardia?) on a 90s or 120s cooldown.
    (2)
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  2. #2
    Player
    ty_taurus's Avatar
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    Noah Orih
    World
    Faerie
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    Sage Lv 90
    Quote Originally Posted by Rongway View Post
    I'm confused as to why so many people in this thread sound like they don't have enough Addersgall and they don't have enough movement tools. I'm often slightly low on MP because I've been sitting on three stacks of Addersgall because sage has so many free oGCD heals. And as for movement, slidecasting, one reserve charge of Pneuma, and three starting Adderstings (plus three more when there's downtime) should be enough mobility for any Lv90 content outside of Savage, and in Savage things should be planned out well enough that you can manage without other tools.

    I'm not saying sage is perfect but the only thing I feel is really missing is an AoE Kardia (Echokardia?) on a 90s or 120s cooldown.
    Since Druochole doesn't have a cooldown, its a good idea to use it to prevent your addersgall from overcapping. Honestly, you really shouldn't need this MP most of the time, but I find that it's something I needed to develop as a habit in case I did end up low on MP, especially when I was playing SGE in savage (because even savage couldn't keep my Addersgall in use--at least not the first tier. P8 definitely seems like it'd be keeping Addersgall busy based on what my party's SGE is doing). Yes, it feels like shit tossing out useless heals just to get MP back, but that's what healer design is in this game.
    (1)

  3. #3
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    Blondefox25's Avatar
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    Oct 2022
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    Character
    Bren Brown
    World
    Excalibur
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    Sage Lv 90

    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.
    (2)

  4. #4
    Player
    ty_taurus's Avatar
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    Noah Orih
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    Sage Lv 90
    Quote Originally Posted by Blondefox25 View Post
    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.
    I do like the flavor of Pneuma as is being a laser that emanates a heal, but what you could do is have the high potency part 1 stay as you suggested, and then the follow up is current Pneuma--still a DPS neutral attack that also heals rather than pushing the heal over to an OGCD action. This could also potentially keep both actions on the same button.
    (0)
    Last edited by ty_taurus; 01-07-2023 at 08:20 AM.

  5. #5
    Player
    Rongway's Avatar
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    Cyrillo Rongway
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    Hyperion
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    Black Mage Lv 100
    Please use the LIST tag when making lists so your list doesn't display as a wall of text. The tags, in straight brackets [] are as follows:
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    Quote Originally Posted by Blondefox25 View Post
    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.
    A 30s Phlegma would need three charges and a -40% potency nerf to keep it around its current power. It would carry the side effect of increasing sage mobility by about 15%, which would result in losing marginally less DPS to mechanics.


    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.
    Addersting does not increase DPS directly; it only increases mobility. An additional three free movement GCDs per minute would be a mobility increase of 120%. These would make mechanics obnoxiously easy to handle on sage while having only a marginal effect on DPS as sage is already mobile enough to handle most movement requirements losslessly. Overcapping Addersgall and forfeiting potential Adderstings would still not be a significant loss in single target contexts.
    (0)
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  6. #6
    Player
    ty_taurus's Avatar
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    Noah Orih
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    Faerie
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    Sage Lv 90
    Quote Originally Posted by Rongway View Post
    Addersting does not increase DPS directly; it only increases mobility. An additional three free movement GCDs per minute would be a mobility increase of 120%. These would make mechanics obnoxiously easy to handle on sage while having only a marginal effect on DPS as sage is already mobile enough to handle most movement requirements losslessly. Overcapping Addersgall and forfeiting potential Adderstings would still not be a significant loss in single target contexts.
    I think changing Addersting from a glorified Ruin II into an actual aspect of your rotation would be a massive improvement on SGE's gameplay. Obviously how Addersting is obtained needs to be taken into consideration for this direction, but that is literally my number 1 desired change come 7.0, and not just in terms of gameplay changes. I want to see Addersting be a DPS tool that's a consistent part of SGE's gameplay more than any piece of content, any new QoL improvements, any story aspect, any Final Fantasy references--that is what I ache to see more than anything else.

    If that does end up being the case, I think a good trade-off for SGE being highly mobile is allowing it to be more complex and a little challenging to play correctly, not unlike how GNB has a tricky time positioning bosses while maintaining its rotation.
    (0)

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