And it's so easy to come up with 'something' for a job like SGE, because of how 'nothing' it currently has over other healers (that is, they all use the same baseline and don't really grow from said baseline)
Quick example, imagine SGE has two new abilities on the GCD, Neuralgia and Myasthenia (nerve pain and muscle weakness, apparently). Make both be 15s CD GCDs, with 2 charges (or 3), and deal 330p damage just like Dosis. But each cast of Dosis reduces one of the two at random, by 2.5s CD. Make Neuralgia a Conal AOE, and Myasthenia a line AOE in front of the SGE, give one of the two the effect 'the next autoattack dealt by enemies is reduced by 50% of the damage dealt to them by this attack', the other 'reduces enemy's STR and DEX by 3% for 10s', and a RPR-esque thing where alternating between the two gives you, idk, 20 bonus potency on the cast (so they're 350p instead of 330, since the base cast is 330p you could theoretically overcap on purpose to keep the chain going for the sake of your barse I guess). Now SGE has a pseudo 1-2-1-3 thing going on, but also has to react to the possibility that one of the two just Rambo procs CD reduction over and over and so you have to press that one more often
Then give SCH Miasmalysis and Shadowflare, and attach 'enemy inflicted by this DOT has their STR and DEX reduced by 2% for each SCH DOT they are afflicted by', for a total of 6%. Add Bane back as an AOE upgrade to Energy Drain, make it so that it deals 100p, but to be quirky and different, have it jump from one enemy to the next in a sequence when hitting multiple in an AOE, and each jump INcreases the potency of the Bane cast (not the DOTs it's spreading) by 10p per jump (the pathogen evolves as it spreads, making it more lethal, some lore thing like that)
I've always suffered from 'lack of creativity', being more of a logic-minded person. If I can come up with stuff for these jobs, because of their sheer 'barebones'-ness, SE should be able to. And that shows the real problem, it's not that they cannot, its that they do not want to, as it conflicts with their design goal: Healers should heal, dealing damage is for the damage dealing classes (and tanks)
The best part of a 'Medica 3' is that it would make Medica 1 and/or Cure3 more redundant, but having redundancies in the kit is kind of WHM's identity at this point, what with 3 copies of Cure2 (Cure2/Solace/Tetra) and 2 of Medica (Medica/Rapture). At this point, wouldn't be surprised if we got a Lily spender that was 'Cure 3 potency and range, but it's damage neutral!'
Last edited by ForsakenRoe; 04-20-2024 at 12:41 AM.
It is a shame we can't really talk about that recent thread there because it did kind of lined up with what I was thinking they would do but can't really say anything since it would the whole TOS stuff.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
This is, in my opinion, the crux of healing design and why I think it's really a waste of time to invest emotions into healing or wanting it to get better in this game at this point in time. SE doesn't want to design them well because to SE - they are exactly where they want them design wise, and SE is happy with that. You're right, it's entirely that they do not want to design them any better damage wise. They could give a varied DPS rotation to each of the healers without consuming too many more buttons. Hell, I can come up with an easy one (that I've likely posted before) off the top of my head, now.
Return Miasma to SCH, shorten Bio's timer down to like 12/15/18s and then copy BRD's old DoT proc mechanic. From there, give the DoTs a % based chance to grant a stack of Ruin IV each tick (or name it whatever you want, Kaustra etc) and have the potency of that Ruin IV stack be slightly above Broil IV, lets say 25 potency above, so 320. Make it where SCH can only stack 2 so you want to go into a 2m burst with both stacks of Ruin IV to use in burst but you also want to not stay capped if possible to maximize the amount of gains you get from Ruin IV. The reduction in Bio's timer along with adding the procs and Miasma back would reduce "Broil spam" a ton and give Scholar more things to manage again, reducing complains of "just spamming one button" because there's now a reactive element in SCH's kit along with different timers to manage that aren't on a boring 30/60/120 cycle. Maybe even re-add Quickened Aetherflow as a trait since that requires no buttons?
None of that is what I'm saying they "should do" but just saying that there are significant things they can do to make Broil/Glare etc spam less apparent, diversify how each job plays damage kit wise all while not introducing a huge amount of buttons into the kit that exist only for damage. They just don't want to; it wasn't a coincidence that every DoT became 30s and every healer has the same 'spam spell refresh DoT twice a minute'; the developers already hate variance in fights because of jobs and they especially hate variance because of player skill level. To be honest, I'm still genuinely surprised Energy Drain exists in SCH's kit at all because total Energy Drain optimization is a party effort, not a SCH skill effort (mostly) and the need to coordinate and communicate as a party to increase your overall damage is something they've broadly been shaving out of the game for years.
Getting a Medica II and Cure 3 lily spender sounds like exactly the type of thing they would do to pad out buttons in an expansion, lol
The design for this role is so grim, and the thing we can't discuss out of fear of being struck down made me laugh really hard ngl
Honestly, in modern healer design, you don't even need to actually communicate with your party anymore to burn all your stacks on Energy Drain. The other 3 healers have so much totally free healing that they can basically soloheal most fights with minimal help from the SCH, mostly supplementing with the fairy abilities, Expedient and Consolation is enough.
That's why I find it strange when people complain about the SCH not healing, it's not like the other healer loses anything when they heal. It's really funny that people want totally free healing but also complain that they have to heal more than the one remaining healer that doesn't have totally free healing.
not much for me to heal when every co-healer I get in duty finder reacts to any and all form of damage in the most paranoid way possible, typically by spamming Medica 2 or other similar crutch spells (on top of tanks having things like Divine Veil/Shake it Off). at that point the only thing I can use Aetherflow on is Energy Drain and sometimes press mit.
truly, healing is a thankless job. not because charity goes unrewarded, but because there wasn't anything to thank me for in the first place.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
At least you get SGE’s that actually press eukrasia
Usually I get SGE’s who when the boss does a raidwide that hits us for 30 of our health they will drop holos, panhaima and kerechole then when we still lose 4% of our HP they will spam prognosis 4 times while I’m over there watching my whispering dawn get totally wasted
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