Yeah, Sage has its own version of the Freecure noob trap. Not as bad, but bad nonetheless.
Yeah, Sage has its own version of the Freecure noob trap. Not as bad, but bad nonetheless.
Toxicon is basically SGE's Ruin II with extra steps
The Haimas should provide Addersting when the shield breaks. Perhaps cap it to once per ability use.
I think I have come across my first sign of the content not matching our tool kits. I ran the level 89 dungeon for the first time yesterday and was healing as SGE, I died to an early mechanic during the second boss with a PLD tank. With no SMN or RDM to raise me it would surely have been a wipe? Nope. Nor did it look like they struggled. This was something I complained about in ShB in the level 80 dungeons.
I get content has to be approachable to heal, but at the very least balance it so the healer role is needed, else we're just green DPS.
Doing leveling roulettes and MSQ with SCH I realised your Energy Drain stays at 100 potency through out the lower levels.
I don't know why I figured it would start at lower potency and update into higher potencies as you level, but nope. The moment you get it its 100 potency forever.
It has this strange effect of becoming weaker as you level. At level 50 your Ruin is 150 potency and your ED is 100 potency, meaning weaving your ED in is a huge gain in DPS, almost another nuke's worth. Then as you level that ability gets weaker and weaker comparatively, which its not what you want an ability to feel. You don't want your Job to feel weaker as you level.
They won't ever raise energy drains potency again, if anything they'll need
Curse auto correct and the awful mobile version of this forum.
If anything they'll nerf energy drain again to try to reduce its usage.*
toxicon being the same potency as dosis kind of makes it almost completely useless though. the mobility isnt needed if you know how to slidecast and even then you can use a charge of phlegma for the same effect since its instant
Not every movement can be covered with slidecast and Phlegma requires melee-izh range.
Which brings me to my biggest question to the design team, why do so many of your casters have one or two abilities that bring them into melee range, they are not melee jobs and the melee range is already crowded with tanks and jobs that need to be there. Seriously are we ranged casters or not make up your mind here.
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