Results 1 to 10 of 40

Hybrid View

  1. #1
    Player
    OtakuSempai's Avatar
    Join Date
    May 2019
    Posts
    119
    Character
    Corvus Marcellus
    World
    Exodus
    Main Class
    Sage Lv 90
    Some fantastic suggestions in this thread already but I'd like to give my input on sage:

    1. Remove addersting, have toxickon cost addersgall and be off the gcd and give MP. It's clunky the way it is currently requiring a shield break and being dps neutral despite that. This way, it gives a way to burn addersgall when you dont need a heal and lets you not get behind in MP regen.
    2. Rework Pneuma into a 10 second CD that heals all targets with kardion, increasing for each target hit. The base heal potency will be slightly larger than a normal kardion heal, to be used when burst heals are needed. This also makes pneuma more impactful and a core part of the kit.
    3. Rework phlegma to be off the gcd and have a 25 yard range. E. Dosis gives a chance proc a charge of phlegma. Potency will of course need to be lowered to compensate. This lets phlegma be the filler spell I think it's trying be now but better (imo).
    3. Have prognosis and diagnosis (non-eukrasian) apply kardion to the target for a few seconds, while reducing the potency of both direct heals for balance. Diagnosis will apply kardion for longer than Prognosis since its single target. This puts an emphasis on the 'dps healer' playstyle of sage by having kardia be more impactful.
    4. Pepsis becomes more akin to emergency tactics. Removes the kardion application from diag and prog but boosts it's base potency. Lets you spam heals viably in a pinch, like ET.
    5. Combine krasis + phsysis, and Zoe + Holos. Maybe make Panhaima into Eukrasian Haima. The goal here is just to reduce button bloat and the clunk from its healing kit, which I think will lower the skill floor a bit, which is needed. Potencies and cooldowns will need to be massively adjusted of course but I think its necessary.

    The goal is to have a core rotation, in this case Dosis, E. Dosis, Phlegma, and Pneuma all funnel in to the kardia mechanic, and giving more ways to apply kardia. Which I believe doubles down on the theme for the job, the quote 'healer with DPS options'. The reduction in button bloat would make the job more intuitive to newer players and the expanded core rotation would be engaging enough for veteran players.
    (0)

  2. #2
    Player
    RinaShinomiya's Avatar
    Join Date
    Aug 2019
    Location
    Gridania
    Posts
    308
    Character
    Catherine Shinomiya
    World
    Lich
    Main Class
    Sage Lv 90
    Quote Originally Posted by OtakuSempai View Post
    Some fantastic suggestions in this thread already but I'd like to give my input on sage:

    1. Remove addersting, have toxickon cost addersgall and be off the gcd and give MP. It's clunky the way it is currently requiring a shield break and being dps neutral despite that. This way, it gives a way to burn addersgall when you dont need a heal and lets you not get behind in MP regen.
    2. Rework Pneuma into a 10 second CD that heals all targets with kardion, increasing for each target hit. The base heal potency will be slightly larger than a normal kardion heal, to be used when burst heals are needed. This also makes pneuma more impactful and a core part of the kit.
    3. Rework phlegma to be off the gcd and have a 25 yard range. E. Dosis gives a chance proc a charge of phlegma. Potency will of course need to be lowered to compensate. This lets phlegma be the filler spell I think it's trying be now but better (imo).
    3. Have prognosis and diagnosis (non-eukrasian) apply kardion to the target for a few seconds, while reducing the potency of both direct heals for balance. Diagnosis will apply kardion for longer than Prognosis since its single target. This puts an emphasis on the 'dps healer' playstyle of sage by having kardia be more impactful.
    4. Pepsis becomes more akin to emergency tactics. Removes the kardion application from diag and prog but boosts it's base potency. Lets you spam heals viably in a pinch, like ET.
    5. Combine krasis + phsysis, and Zoe + Holos. Maybe make Panhaima into Eukrasian Haima. The goal here is just to reduce button bloat and the clunk from its healing kit, which I think will lower the skill floor a bit, which is needed. Potencies and cooldowns will need to be massively adjusted of course but I think its necessary.

    The goal is to have a core rotation, in this case Dosis, E. Dosis, Phlegma, and Pneuma all funnel in to the kardia mechanic, and giving more ways to apply kardia. Which I believe doubles down on the theme for the job, the quote 'healer with DPS options'. The reduction in button bloat would make the job more intuitive to newer players and the expanded core rotation would be engaging enough for veteran players.
    All of these sound horrible to me
    (4)

  3. #3
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by OtakuSempai View Post
    snip
    1. I like that Toxicon is on addersting, I feel like Toxicon needs some love to incentivize more usage of it. Doing it the way you're suggesting basically makes it akin to Energy Drain and Afflatus Misery. I like the idea of it being a resource generated by breaking of shields, it's supposed to be a shield healer and it's a cooler mechanic IMO, I just want to use it more.
    2. I would reduce the Pneuma cooldown, but maybe 30 seconds or 60 seconds, maybe give it a little more potency to feel like you're bursting out a big laser but nothing else. But I agree it should feel a little more impactful as part of our kit.
    3. I'm not sure, maybe it could work as an oGCD, I guess the part I'd be worried about is it feeling like weaving Energy Drain on SCH, which feels less impactful. The way I kind of use it is to close the gap with Icarus, tap Phlegma twice and go back to healing/DPSing - a jump back might be nice. So you jump in and out for your Phlegmas and maybe for Pneuma too.
    4. Pepsis to me already feels like a QoL Emergency Tactics. It allows you to detonate the shields when you need the heal, rather than deciding you want to the shields to give extra health upfront and find you've wasted it because your co-healer turned out to be on-the-ball and got people's health up.
    5. I'd be against the idea of combining these, am I always going to do Krasis + Physis and Zoe + Holos? Haima and Panhaima have separate cooldowns and have a separate use although the effect is practically identical. Haima is useful when the tank is taking repeated incoming damage (or a non-tank) and Panhaima is where the party does and normally they'd be separate mechanics in a fight that they're useful for. I honestly don't feel that there's bloat, I like that I feel busy, it's what I've been asking for.
    (0)