Technically since EDiag is instant cast you could still have similar mobility by using Ediag to move, then refunding the potency lost via oGCD.
Not saying I like the idea at all for various reasons, but just mentioning that for the sake of the discussion.
Stormblood lilies genuinely made no sense. Using Cure II to unlock Divine Benison and also that ridiculous trait that had a very very small chance of reducing cooldowns. Toxikon will likely be expanded upon, but it's perfectly acceptable right now. It fulfills it's intended purpose as a movement tool on a limited resource. Toxikon, in fact does not have an entire job gauge dedicated to it. It has a half a job gauge dedicated to it...It bamboozles me how everyone seems fine with dedicating an entire gauge mechanic to Ruin II considering how the community generally feels about the rest of healer design. It genuinely feels like I'm being punked or that I've looked into a parallel world where logic has flipped upside down. It's far more illogical to me than even the current direction of healing as a whole.
Toxikon is worse than stormblood lilies. There, I said it.
EDIT: accidentally double-posted.
Toxicon is a dps loss at the moment due to costing two GCDs to cast but only being worth one dosis. Either make it an OGCD so it is equal to one dosis in cost, or double the potency so its equal to two dosis in cost. As of now there's no reason to try and build addersting procs during a fight since you're better off using the nearly dozen other healing abilities sage has first rather than using your GCD shields.
We already had this shit solved with TBN, mostly, so why they got it wrong with toxicon I have no clue.
I mean you're right about the lilies, I'm just being hyperbolic mostly. But if Ruin II doesn't deserve a job gauge, then Toxikon doesn't either. It's not a rewarding concept. It's an afterthought, much like how the stormblood lilies were. More effective, sure, but just because a mechanic is inoffensive doesn't mean it shouldn't be improved.Stormblood lilies genuinely made no sense. Using Cure II to unlock Divine Benison and also that ridiculous trait that had a very very small chance of reducing cooldowns. Toxikon will likely be expanded upon, but it's perfectly acceptable right now. It fulfills it's intended purpose as a movement tool on a limited resource. Toxikon, in fact does not have an entire job gauge dedicated to it. It has a half a job gauge dedicated to it...
Well you're not alone, people saying it's fine as a weak alternative to Ruin II and as a spell that emphasizes how stale healer gameplay is also bamboozles me. It's supposed to have a unique interaction with your shield but instead you just use your heal during downtime with no regards to the effectiveness of said shield 99% of the time, and you just pump it out to rebuild addersting, which muddles the interaction to begin with. And visually, it literally takes the other half of Sage's identity gauge but it feels like such an afterthought.It bamboozles me how everyone seems fine with dedicating an entire gauge mechanic to Ruin II considering how the community generally feels about the rest of healer design. It genuinely feels like I'm being punked or that I've looked into a parallel world where logic has flipped upside down. It's far more illogical to me than even the current direction of healing as a whole.
Toxikon is worse than stormblood lilies. There, I said it.
EDIT: accidentally double-posted.
Last edited by Teno; 05-11-2022 at 04:30 AM.
Okay, now... where is that dps going to come from? Balance, is, after all, a thing.
Also, why would you want E. Diagnosis spam to be a part of your damage budget, period?
Sage is already the healer with the greatest amount of healing doable before needing to sacrifice damage. Toxicon itself exists largely just to make up for the loss of Kardia on your most core "as needed" heal.
Addersting being limited to E. Diagnosis, moreover, is probably simply because removing the necessary shield break (thus allowing you to shield spam for Toxicons during downtime and between fights) would feel like shit and getting Toxicon procs from every shield to break on your shield AoEs would be broken. That procedure is what allows the devs to give Sage a bit of potency recovery without obliging degen gameplay. And that potency recovery, given the amount of free healing already available to Sage (far in excess of WHM until the 6.1 changes to Misery) is enough.
We do not need to make E. Diagnosis, a no-CD, spammable heal, cost a mere 30 offensive potency to cast
Edit:
I accidentally compared Toxicon I, instead of Toxicon III, against Dosis III. There would actually be 0 offensive potency cost of every consumed E. Diagnosis, if the OP were to have their way.
Every single E. Diagnosis, a no-CD spell, would work then work like a Lily heal into Misery, but more conveniently (more granularly).
Last edited by Shurrikhan; 05-12-2022 at 04:38 AM.
It's not even a 30 potency loss. Toxicon 2 has the exact same potency as Dosis 3 so if they made it an oGCD as it currently is you would be able to just get complete free movement with no cooldown and no dps loss, granted E. Diagnosis would still have to actually break.
Oh, yep. So, (MP aside) free Euk. Diagnosis for days, with each successive break, to a max of 3 Toxicon stacks at a time, on the healer that already had the most healing before suffering damage loss...It's not even a 30 potency loss. Toxicon 2 has the exact same potency as Dosis 3 so if they made it an oGCD as it currently is you would be able to just get complete free movement with no cooldown and no dps loss, granted E. Diagnosis would still have to actually break.
I do not mind toxicon really since the main target it hits will be the same potency of a dosis which is a good mobile( figure skate animation is nice cool and nice in boss fights which I use it for never trash however.
Again I hate to pick on pepsi but a rework to it should be to restore the adder sting gauge to full with about a 1min cool down instead of eating mp up of spamming e diag.
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