Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 36

Hybrid View

  1. #1
    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 baklava151 View Post
    There's one minor change I think they could make to improve SGE. Eukrasia seemed interesting at first but ultimately it's just an ability for saving hotbar space, there's nothing really to it. Instead, what if it was a spender for Addersting stacks and would change or buff another ability. For example they could make Toxicon SGE's Ruin II equivalent but when it's buffed with Eukrasia it does more damage than Dosis. That on its own isn't a huge improvement but I think it would be a good base to build off of (I'm not creative enough to come up with other ideas for what else Eukrasia could modify )
    We don't really need to redesign Adder's Sting in order for it to flow though. Literally all we have to do is buff the potency to 660, and bam. It works. The DPS is the same as 2 casts of Dosis III, and you get a heal and barrier out of it.

    I'd also be cool with separating Toxikon and Toxikon II into ST and AoE spenders. Change Toxikon II's potency to 340 with no drop off and use Toxikon I as a 660 potency single target action. It's a darn shame that animation is going to waste.
    (4)

  2. #2
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    412
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ty_taurus View Post
    We don't really need to redesign Adder's Sting in order for it to flow though. Literally all we have to do is buff the potency to 660, and bam. It works. The DPS is the same as 2 casts of Dosis III, and you get a heal and barrier out of it.

    I'd also be cool with separating Toxikon and Toxikon II into ST and AoE spenders. Change Toxikon II's potency to 340 with no drop off and use Toxikon I as a 660 potency single target action. It's a darn shame that animation is going to waste.
    Maybe have Eurkasia affect Toxicon to make it AoE? I dunno, just an idea.
    (0)

  3. 10-19-2021 10:01 AM
    Reason
    Forgot to quote

  4. #4
    Player
    baklava151's Avatar
    Join Date
    Aug 2021
    Posts
    278
    Character
    L'tanan Tyanu
    World
    Malboro
    Main Class
    Warrior Lv 82
    Quote Originally Posted by ty_taurus View Post
    We don't really need to redesign Adder's Sting in order for it to flow though. Literally all we have to do is buff the potency to 660, and bam. It works. The DPS is the same as 2 casts of Dosis III, and you get a heal and barrier out of it.

    I'd also be cool with separating Toxikon and Toxikon II into ST and AoE spenders. Change Toxikon II's potency to 340 with no drop off and use Toxikon I as a 660 potency single target action. It's a darn shame that animation is going to waste.
    I agree at the very least they should buff Toxicon, but I was more focused on Eukrasia in that post since it seems like wasted potential for an interesting skill. The Toxicon part just built off that
    (0)

  5. #5
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    412
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Gunbreaker Lv 100
    Yeah, I don't understand why Addersting is being granted on single-target shields. I don't think they understand just what SCHs are doing with their shields. The way Toxicon is right now, it feels like a Freecure trap. The most optimal way to use it is basically precast it on three party members before a pull to get a full charge, and then fish around for AoEs during downtime.

    Just, if it was granted from Addersgall usage, I'd understand more, but, like, hello?
    (1)

  6. #6
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    814
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    Imagine healers being rewarded for healing. We are currently begging for healing skills to be dps neutral but that is kind sad really. Why can't our healing skills have interactions within the kits that make them dps positive? 4 Glare should not be better than Afflatus Healing and Misery. If healers are gonna prioritize healing GCD's (especially preemptive shields) it should have a direct link to better damage options.
    (3)

  7. #7
    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 NobleWinter View Post
    Imagine healers being rewarded for healing. We are currently begging for healing skills to be dps neutral but that is kind sad really. Why can't our healing skills have interactions within the kits that make them dps positive? 4 Glare should not be better than Afflatus Healing and Misery. If healers are gonna prioritize healing GCD's (especially preemptive shields) it should have a direct link to better damage options.
    It depends a bit on the situation. If we make DPS gained through healing DPS positive, then we run the risk of situations like Assize where the healing becomes a non-sequitur. It's more important to keep the CD moving than to save it for healing purposes. Afflatus Misery is probably the best example of a DPS action through healing that should be DPS positive. There's a bit of a risk in encouraging players to throw away their lilies, but since lilies are on a timer, you don't need to burn them as they arise and can afford to wait for the healing to be necessary. I think we could also just have more interesting interactions with lilies where we can nourish the blood lily at less of a loss or no loss with specific action order to gain rather than lose.

    For Toxikon, I think it's important to keep it neutral rather than a gain. There's a bit of a joke that's not entirely a joke where you pretty much don't want E. Diagnosis to crit because that makes the barrier harder to break, and Toxikon being a gain would exacerbate the situation. It also means SGE's DPS gets worse the more you out gear a fight because you'll be pumping out larger shields that would take longer to break and thus your Toxikon generation would slow at higher ilvls.

    Having it be neutral though does still encourage us to use barriers frequently since you're burning an extra 600 MP at intervals to heal and barrier an ally alongside your normal damage rather than just getting the damage, which even if you're only getting the barrier out of the deal, is still a minor gain indirectly than a direct Dosis III, not to mention the mobility factor.
    (2)

  8. #8
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by ty_taurus View Post
    Literally all they need to do is double the potency to 660 and suddenly, even though it's DPS neutral, you're still getting a heal and barrier out of that which is increasing healer DPS indirectly and thus ultimately something you want to prioritize. Would actually make a significant difference in Sage's playstyle that not only would help in giving veterans more skill expression, but also doesn't pressure casual play in any way.
    Sounds like a problem another healer job has……. I don’t think they gonna buff it. They never did for whm.
    (1)

  9. #9
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    660
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    I think a good way to "fix" toxicon would be the following:

    1st: Increase its potency to be more powerful than dosis, not too much so at 2 targets it doesn't become better than using dykrasia twice (so our aoe rotation doesn't become shield->toxicon) but enough to be dps neutral at that point so around 450-455 potency with 50% falloff

    2nd: Make Phelgma and Rizomata give addersting. Phelgma to incentivize its use even more and give the job a bigger flavour of dps healer and because its a skill introduced very early meaning it could be upgraded in a natural way as soon as toxicon is unlocked and rizomata to be able to be comparable with recitation as giving only addersgall makes it feel kinda flat.

    3rd (maybe): Give a trait that for X amount of Addersgall generated it creates one addersting. However this would require us to not be able to generate Addersgall out of combat as it may cause long pull countdowns and it may potentially give too many free toxicons
    (3)
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

  10. #10
    Player
    Iedarus's Avatar
    Join Date
    Aug 2021
    Posts
    365
    Character
    Iedarus Meridus
    World
    Midgardsormr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by WaxSw View Post
    I think a good way to "fix" toxicon would be the following:

    1st: Increase its potency to be more powerful than dosis, not too much so at 2 targets it doesn't become better than using dykrasia twice (so our aoe rotation doesn't become shield->toxicon) but enough to be dps neutral at that point so around 450-455 potency with 50% falloff

    2nd: Make Phelgma and Rizomata give addersting. Phelgma to incentivize its use even more and give the job a bigger flavour of dps healer and because its a skill introduced very early meaning it could be upgraded in a natural way as soon as toxicon is unlocked and rizomata to be able to be comparable with recitation as giving only addersgall makes it feel kinda flat.

    3rd (maybe): Give a trait that for X amount of Addersgall generated it creates one addersting. However this would require us to not be able to generate Addersgall out of combat as it may cause long pull countdowns and it may potentially give too many free toxicons
    I think what they should have done, now that I've seen other peoples' thoughts, was make Toxicon I and II separate abilities and make Toxicon I have 660 potency for single target, only, and Toxicon II be a 340 potency AoE with no drop off. On top of that, both of those abilities should cost 600 mana. That way, you would be ensured to remain DPS neutral by being able to use GCDs without losing potency while not being able to just spam shields and Toxicon and have a net gain with trash mobs.
    (2)
    Last edited by Iedarus; 10-24-2021 at 11:12 AM.

Page 2 of 3 FirstFirst 1 2 3 LastLast