I’m no stranger to the SGE related conversations that pop up from time-to-time and have been at odds with the part of the community that’s content with Addersting being a mobility resource, but I believe I have found an answer where all of us can have exactly what we want—A SGE with a more meaningful GCD rotation, access to decision-based mobility options, and an engaging reward system that cannot just be used as a burst dump. In addition to the summary, I have the full action list here for anyone interested: https://docs.google.com/spreadsheets...it?usp=sharing
Change Summary:
Removed Actions:
- Physis & Physis II (Kind of)
- Pepsis
- Taurochole
Prominently Changed Actions:
- Eukrasian Dosis I/II/III
- Soteria
- Dyskrasia
- Toxikon
- Toxikon II
- Holos
- Krasis
New Actions:
- Diagnosis II
- Prognosis II
- Eudipsia
- Cardiorrhexis
- Paroxysm
- Chirugia
- Cardiotomy
- Sarcotripsy
Total Buttons:
Job Actions: 23
Role Actions: 6
Minor Changes to Note:
The changes for this concept were balanced around Dosis III having a potency of 300 to compensate for the increase in DPS options and raid buff synergy. Diagnosis and Prognosis now upgrade and have potencies of 550 and 400 respectively as well as generate Addersgall when used. This is largely to make them more useful for salvaging a terrible situation and more forgiving on learning SGE players who may rely on them as clutch heals.
Soteria has changed and now applies 4 stacks of Soteria to self and all nearby party members. Soteria acts as a slightly weaker Kardia on the whole party, healing with a potency of 120 on top of Kardia when casting offensive spells.
Eudipsia is a new action that consumes 1 Addersgall to restore 14% of your maximum MP. Since SGE has a few more higher MP cost spells, this acts as a better way to spend Addersgall overflow or recover from KO.
With the revamped Addersting system, Eukrasian Diagnosis/Prognosis will be used more frequently with advantages, and thus a few healing resources were pruned. This isn’t too extreme and will also come into effect with the Holos rework.
Revamped Addersting
Addersting is challenging to balance effectively. As it stands, Addersting is not a reward that’s worth the effort of generating outside of downtime. Making Toxikon II DPS neutral simply causes Eukrasian Diagnosis to become superior to Dosis III and inverts the button spam situation largely. Here’s the solution...
Generating Addersting:
- Eukrasian Dosis I/II/III now applies a buff to the SGE called Addercoil which lasts 30 seconds. Casting Eukrasian Diagnosis or Eukrasian Prognosis while under the effects of Addercoil consumes the buff and generates an Addersting. This is the main way of generating Addersting.
This filtering process creates a soft restriction to Addersting generation while also giving you the full 30 seconds between each Eurasian Dosis I/II/III to find the best moments to heal with Eukrasian Diagnosis/Prognosis, but this is also not required every 30 seconds for optimization.
- Dyskrasia has changed completely. It is now an OGCD action that consumes 1 Addersting and enables the use of Toxikon II or the new action Cardiorrhexis. This has a cooldown of 20 seconds, and the effect lasts 20 seconds. If you do not cast Toxikon II or Cardiorrhexis in that duration, the buff will restore your lost Addersting.
This new Dyskrasia acts as an additional filter that prevents players from sitting on Addersting until raid buff windows and spending them all at once.
Addersting Spenders:
- Toxikon replaces Dyskrasia at level 46 as your main AoE button that doubles as a mobility tool. Potency upgrades to align with Dosis I/II/III, deals 50% less damage to remaining enemies, and costs 700 MP. It does not require Dyskrasia to be used nor does it consume Addersting.
- When Dyskrasia is used, Toxikon upgrades into Toxikon II (learned at level 50). Potency upgrades to always be twice your current Dosis I/II/III, deals 50% less damage to remaining enemies, and costs 0 MP.
At level 66, Cardiorrhexis is learned—the first part of the SGE continuation combo, turning into Paroxysm for one use once cast. At 76, Chirugia is learned, which acts as the OGCD second half of the combo. Here are the specifics:
- Cardiorrhexis: GCD, 1.5 second cast time. Deals damage with a potency of 380 to one enemy. Has a 60 second recast time. Requires Dyskrasia. Changes to Paroxysm and enables Cardiotomy.
- Cardiotomy: OGCD action. Deals damage with a potency of 180.
- Paroxysm: GCD, 1.5 second cast time. Deals damage with a potency of 550 to one enemy and 30% less for all remaining enemies. Enables Sarcotripsy. Ends the combo.
- Sarcotripsy: OGCD action. Deals damage with a potency of 240 to one enemy and 30% less for all remaining enemies.
Combo exists across 3 GCD actions: Addersting Generation, Cardiorrhexis, and Paroxysm. Total damage is 1350 which equates to 450 potency per action, a 450 potency gain once per minute. Deals 553 potency to all other enemies in AoE situations, which would otherwise be a total of 450 potency from Toxikon spam across 3 actions, and thus still a gain in AoE.
New Addersting Generator:
Krasis has been heavily reworked into a new 120 second cooldown learned at level 60. It is now a GCD action that grants 1 Addersting, resets the cooldown of Dyskrasia, and grants 2 stacks of Holos Ready for 120 seconds (initially only 1 stack is gained, but receives an additional stack via a trait at level 86). This action now helps streamline Addersting usage during buff windows.
Krasis changes to Holos while under the effects of Holos Ready, and players have the entire 2 minute window between Krasis uses to utilize each stack. Holos can also be affected by Eukrasia, and each version of Holos looks like this:
- Holos: GCD spell, instant cast, costs 700 MP. Grants a regen to self and all nearby party members with a potency of 130 for 15 seconds, increases HP restored from healing actions by 10% for 10 seconds, and grants 1 stack of Soteria to self and nearby party members for 15 seconds. Grants 1 Addersting and consumes 1 stack of Holos Ready.
- Eukrasian Holos: GCD spell, instant cast, costs 700 MP. Restores HP to self and nearby party members with a potency of 200 and creates a barrier for 100% of the HP restored for 20 seconds, reduces damage taken by self and nearby party members by 10% for 20 seconds, and grants 1 stack of Soteria to self and nearby party members for 15 seconds. Grants 1 Addersting and consumes 1 stack of Holos Ready.
This essentially combines Physis II and the current Holos into the same button but on the GCD with Addersting generation. This helps players store Addersting to be used during Dyskrasia's reset, and the additional Soteria stack both versions provide creates better synergy with SGE’s Kardia gameplay as well as offering more ways to make decisions with Eukrasia.
Conclusion:
I believe this is a system that answers questions that many of us have been asking for in healers as well as enhances some of the aspects of SGE that could have been better implemented. Many of these changes assume that the other healers would at least be given appropriate buffs to retain consistency, such as AoE damage and catch-up mechanics to basic GCD healing.
This system retains SGE’s access to resource-based mobility by having Toxikon consume 700 MP and gives you more opportunities to make resource-based decisions with it than we currently have. It revamps the Addersting gauge to be a more worthwhile reward and the main focal point of gameplay while also using cooldowns and filtering actions to prevent spam abuse and buff window dumping. The removed actions are debatable but was done to prune excessive healing options to make room for Eukrasian Diagnosis and Eukrasian Prognosis to be used more frequently.
In total, this revamp reduces our total buttons by 1 even with the additions of the new SGE continuation buttons, and I feel the kit has greater harmony and interactivity within itself than what we have now. Because many of these new systems give you time to utilize their effects, I also don’t believe it makes the job much more challenging either. There’s a more important rhythm to 2 minute bursts, but otherwise the job’s “rotation” demand is fairly relaxed.