If Sage Were to be added how do you think it would play
If Sage Were to be added how do you think it would play
like you know red mage, since they are you know red mages?
Not quite Sages were simply spellcasters while RDM were essentially melee/casters hybrid.
A sage usually is depitched with having unrestricted access to all magics no matter the level, but flavorwise imho if they wanted to add it into the game it's lore would perhaps be too similar to BLM as a direct nuker.
Taking from FF of the past we usually have them having access to both white and black magic of the highest level, in 3 they could also use the summons but depending on the version they could either be their full power or simply their weakest one (the ds one nerfed the hell out of them)
With the execption of the tactics advance series where their magick is high level spells only, namely death, meteor, flare and some support spells
For the same reason we won't see Magus or Seer, I'm pretty sure Sage will remain an npc only job.
If it's essentially just a higher rank of something we have, or something that overlaps and then delimits a job, reducing its identity or cohesion, then I both expect and hope that we will never see it in XIV.
Hold on a sec, DRK was a dps in the lore, they can simply call a new caster sage and be completely different in here
Sage
Role: Caster DPS
Sub: Magic Support
Lore: Sages are older, much more experienced magi who have looked beyond their own disciplines, which many mages these days prefer not to do. This wide understanding of magic makes them effective spellcasters for many situations, but the immense amount of time has taken its toll. Sages make way for the new, upcoming mages, hoping that they can instruct them to begin their wider curriculum from an earlier age. Magic is too fascinating to stay in just one corner, after all.
Unique Mechanic: Heighten Magic - Sages Spell gain in potency based on their Spell Level, mostly gained from casting spells. This goes form Level 1 to Level 9. For each Spell Level below 5, the Sage gains 5% spellcasting speed. For each level above 5, the Sage gains 3% Critical Chance. Each spell level above 1 grants 3% increased potency.
Limit Break: Ages Past. Calls upon the memory and knowledge of previous Sages, opening a leyline of magical power beneath the targeted area.
Support Abilities
Delta Attack: Create a triangular leyline with three points, one centered on you. The other two points may each have one ally within for reduced MP costs as well as freezing their Unique Buff/Mechanic timers. While you are within your point, party members deal increased damage.
Mana Gift: Create a blossom leyline pattern on the ground. One ally standing within gains MP regeneration. If that party member isn't you, they also refresh cooldowns quicker.
Abilities - Metamagic: All Metamagics increase Spell MP cost.
All-Cast: Causes a single target spell to target all nearby targets instead.
Max-Cast: Cause the next spell cast to be considered level 9 for Potency and Critical chance.
Min-Cast: Cause the next spell cast to be considered Level 1 for Casting Speed.
Libra-Cast: Cause the next spell cast to deal 50% less damage, but inflict the target with Libra, causing the next 3 sources of Magical Damage to critically strike.
Sage Steroids - Masters of magic get to cheat.
Sagacious Overdrive: For the next 15 seconds, your spells cost no MP and your Metamagics have no cooldown. Reduces Spell level to 1 and MP to 0 when the duration ends.
Sagacious Inversion: For the next 15 seconds, your damaging spells instead target allies and heal for the amount they would have damaged. Reduces Spell level to 1 and MP to 0 when the duration ends.
Sagacious 'Meditation': For the next 15 seconds, you become unable utilize Metamagics and gradually restore MP.
Spellcasting Kit
Divided between Cast time Nukes/ Dots and instant cast Nukes/Dots.
Cast Time spells increase Spell Level
Instant cast spells, aside from Swiftcast, reduce Spell Level.
Examples
Magic Missile
Cast time: 1.5
Effect: Deal magic damage with a potency of 70. For each two Spell Levels above 1, Magic Missile fires 1 additional missile and takes .75 seconds longer to cast.
Conflagration
Cast time: instant
Effect: Deal Fire damage with a potency of 50, and an additional 30 DoT for 15s. Conflagration's duration increases by 3s for each Spell Level. Reduces Spell Level by 3 on cast.
Force Wave
Cast time: 2.5
Effect: Slam the staff to the ground, dealing unaspected damage with a potency of 150 to nearby enemies. Moving does not interrupt this spell.
Penultimate Magic
Instant cast
MP Cost: 6% per Spell Level
Effect: Deals 70 potency per Spell Level. Reduces Spell Level to 1.
Last edited by Kabooa; 04-23-2018 at 01:20 AM.
Not a fan of the steroid part but I like that
Though maybe I would see them using maces as weapons
Admittedly it's just a quick and dirty take.
Second look over made me think of moving LIbra to an independent ability, and having Metamagics being 'stances', with the overdrive essentially activating them all. Massive MP out-take but the Sage is firing off rapid spells until they're bone dry.
*shakes fist at Tellah and his limited 90mp pool*
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.