Let's see if I can leverage the Edit feature to get it all in one post or not.
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Overall Objective: To retool Sage to realize the class fantasy of “healing by dealing damage competently”. (Note this means competent execution of a damage rotation, not necessarily high raw damage in nominal values/”big numbers”).
Method: Give SGE a basic damage rotation, give SGE tools/leverage existing tools whereby this damage translates to heals for party members, ensure those tools are flexible to provide for various nominal healing situations including tools to account for minor errors in rotation or party member gameplay, give SGE backup tools in cases of extremis, and ensure SGE has additional tools as needed to smooth incoming damage sufficiently for these healing tools to be effective. As a healer, SGE must also have tools to react to situations as necessary, meaning having some healing tools aside from the core rotation Kardia healing for when the core rotation can’t be lined up against healing/mitigation needs of mechanics (this is what the oGCDs and GCD heals are for) or where the core rotation’s Kardia healing is insufficient for the task of fulfilling all healing needs.
Overview of changes:
Remove Addersgall and Addersting system. I know this is a big change, but stick with me as it ends up better in the long run.
Introduction of a four point combo system for damage rotation, named after the Four Humors (because I couldn’t pass up the opportunity).
Removal of several largely redundant or underused healing tools to make room for abilities with kit interaction under the new paradigm.
Reimagining/retooling of some existing tools to facilitate the new systems.
Addition of new abilities to facilitate the overall objective.
Combination of some abilities (through the use of Eukrasia or context activation like RDM) to prevent overwhelming button bloat.
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NOTE: ALL NUMBERS are PLACEHOLDERS. This is to get scaling between abilities and I’m simply using the current abilities as a baseline. The scale is roughly 1.1x for the second combo step, 1.2x for the third tier steps, and 1.5x for the finisher. The numbers can and would be adjusted with tuning for SGE to do approximately the same damage as WHM or as it does now in other words. The goal here is NOT to make a DPS powerhouse of a healer, but rather to make a healer with a more interesting DPS rotation and healing mechanics that leverage it.
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General Ability:
Eukrasia:
Cast: Instant
Recast: 1s
Augments certain offensive and healing magic actions.
Dosis1/2/3 is upgraded to Eukrasian Dosis 1/2/3
Stegnos is upgraded to Sestos
Ugros is upgraded to Kruo
Dyskrasia 1/2 is upgraded to Eukrasian Dyskrasia 1/2
Diagnosis is upgraded to Eukrasian Diagnosis
Prognosis is upgraded to Eukrasian Prognosis
NOTE: In this rework, I would alter Eukrasia to be affected by spellspeed (it presently is not, which is what the current game tooltip of “Recast timer cannot be affected by status effects or gear attribtes.” Means. So I would remove that.)
Additional Note: Abilities that require a resource to use (Sestos and Kruo) require that resource. If Eukrasia is pressed and then either of those buttons are pressed WITHOUT their resource being available, the normal version of the spell will cast instead, dispelling Eukrasia on cast completion. [That is, you have the cast time to realize your mistake and stop the cast to correct yourself, but if you don’t, the normal version will cast instead, generating a suboptimal rotation.]
Damage Abilities:
Single Target:
Dosis/Dosis 2/Dosis 3: Remains as it is today.
Potency: 330
Cast Time: 1.5s
Recast: 2.5s
Range: 25y
MP Cost: 400
Additional Effect: Restores HP to targets under the effect of Kardion granted by you
Cure Potency: 170
Stegnos (Dry) – Combo Action: Dosis
Potency: 200
Cast Time: 1.5s
Recast: 2.5s
Range: 25y
MP Cost: 400
Additional Effect: Restores HP to targets under the effect of Kardion granted by you
Cure Potency: 180
Combo Potency: 360
Combo Action: Grants Yellow Bile
Sestos (Hot) [Eukrasia Stegnos] – Combo Action: Stegnos; can only be cast after Stegnos
Potency: 400
Cast Time: Instant
Recast: 1.5s
Range: 25y
MP Cost: 400
Additional Cost: Yellow Bile and Plasma, requires both to use
Additional Effect: Restores HP to targets under the effect of Kardion granted by you
Cure Potency: 190
Combo Action: Grants Black Bile
Combo Action: Additional Effect: Regen (partywide 20y radius of Sestos TARGET)
Cure Potency 100 [NOTE: 50 might be better if this is too powerful/has too much uptime]
Duration 15s [Total healing 500/250 Cure Potency]
Additional Effect: Restores 7% of maximum MP
Ugros (Wet) – Combo Action: Dosis
Potency: 200
Cast Time: 1.5s
Recast: 2.5s
Range: 25y
MP Cost: 400
Additional Effect: Restores HP to targets under the effect of Kardion granted by you
Cure Potency: 180
Combo Potency: 360
Combo Action: Grants Plasma (Blood seems a bit too macabre)
Kruo (Cold) [Eukrasia Ugros] – Combo Action: Ugros; can only be cast after Ugros
Potency: 400
Cast Time: Instant
Recast: 1.5s
Range: 25y
MP Cost: 400
Additional Cost: Yellow Bile and Plasma, requires both to use
Additional Effect: Restores HP to targets under the effect of Kardion granted by you
Cure Potency: 190
Combo Action: Grants Phlegm
Combo Action: Reduces damage taken by self and nearby party members by 10% (partywide 20y radius of Kruo TARGET) [NOTE: 5% might be better if this is too powerful/has too much uptime]
Duration: 15s
Additional Effect: Restores 7% of maximum MP
Pneuma [Dosis] – Can only be cast after Sestos or Kruo, Dosis changes to this action on hotbar when conditions are met to use it
Potency: 450 to target, 50% less (225) for all remaining enemies
Cast Time: Instant
Recast: 2.5s
Range: 25y
Radius: 25y
MP Cost: 400
Additional Cost: Consumes Black Bile and Phlegm, requires both to use
Additional Effect: Restores own HP and the HP of all party members within 20y
Cure Potency: 400
Additional Effect: Restores HP to targets under the effect of Kardion granted by you
Cure Potency: 200
Additional Effect: Grants Euphoria
Duration: 30s
Eukrasian Dosis – Consumes Euphoria if present
Potency: 250
Cast Time: Instant
Recast: 1.5s
Range: 25y
MP Cost: 400
Additional Effect: Restores HP to targets under the effect of Kardion granted by you
Cure Potency: 150
If SGE has Eurphoria, consumes Euphoria
Euphoria Potency: 400 to target and 50% less (200) for all other enemies within 5y
Cure Potency: 200
Additional Effect: Reduces Kardion target’s damage taken by 15% (CAN stack with Kruo’s partywide damage reduction)
Overview:
The damage gameplay loop is relatively simple, but structured and sprinkled with effects you might recognize from SGE today. The loop is Dosis -> Stegnos -> Dosis -> Uros -> Kruo -> Dosis -> Uros -> Dosis -> Stegnos -> Sestos -> Pneuma, and using Eukrasian Dosis as a movement tool that gets a nice boost once per Pneuma.
The total cycle is 12 abilities. 12 x 2.5 = 30 seconds for a full loop, meaning this comfortably meshes with all 30, 60, and 120 second buff/burst cycles. The damage and healing (to Kardia targets) ramps up as you go through the cycle, and correctly performing the cycle will keep a high uptime on both the Regen and damage reduction effects of Kerachole, which have been split into additional effects of Sestos and Kruo.
About the Four Humors: It seems too good to pass up, but I may need to tinker with it a bit. I considered having Sestos and Kruo consume one each of Yellow Bile and Plasma, and Pneuma consuming Black Bile and Phlegm, but then you might end up with an extra of each each cycle. On the other hand, you end up with an extra of each anyway, so I need to tinker with it a bit more. But I think the general flow here is workable, and I think the setup proposed above makes sense. The “lower tier” of each is consumed for each of the third tier spells, then the “higher tier” of each, one each granted by the third tier spells, is consumed for the big finisher.
The Job Gauge would be adjusted to be the Eukrasia gauge, with a slot in each corner for one of the Humors. When you were granted each, that slot would light up (think like the SMN Primal gems or something). Having all four means Pneuma is ready to be used.
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Area of Effect (AOE):
Dyskrasia/Diskrasia 2 – Remains as it is today.
Potency: 170
Cast Time: Instant
Recast: 2.5s
Range: 0y
Radius: 5y
MP Cost: 400
Additional Effect: Restores HP to targets under the effect of Kardion granted by you
Cure Potency: 170
Eukrasian Dyskrasia 1/2 – Combo Action: Dyskrasia
Potency: 100
Cast Time: Instant
Recast: 1.5s
Range: 0y
Radius: 5y
MP Cost: 400
Additional Effect: Restores HP to targets under the effect of Kardion granted by you
Cure Potency: 200
Combo Potency: 200
Additional Effect: Grants Yellow Bile; if Yellow Bile already obtained, grants Plasma
NOTE: Alternate name could be Phlegma 1/2
Toxicon [Dyskrasia] – Dyskrasia changes to this action on hotbar when conditions are met to use it
Potency: 330 to target, 50% less to all remaining enemies
Cast Time: Instant
Recast: 2.5s
Range: 25y
Radius: 5y
MP Cost: 0
Additional Cost: Yellow Bile and Plasma, requires both to use
Additional Effect: Restores 7% of maximum MP
Additional Effect: Restores HP to targets under the effect of Kardion granted by you
Cure Potency: 250
NOTE: If no enemy is targeted or self or ally is targeted, effect is centered around the caster. If enemy is targeted, effect is centered around the enemy.
Additional Effect: Grants Euphoria
Duration: 30s
So, the AOE rotation is a somewhat bland 1 -> E+1 -> 1 -> E+1 -> 1; Repeat but this still breaks up the monotony of the current system, which is just 1,1,1,1,1,1 sprinkled with Plegma once per 45 seconds. With the addition of Euphoria boosted Eukrasian Diagnosis (you might have noticed the AOE component reading that tooltip earlier), it throws in a E+2 in there once each cycle. Each cycle, btw, being 15 seconds. So just like the single target rotation, the AOE rotation fits into 30, 60, and 120 second cycles…should an AOE fight go on that long.
ASIDE: Note that Eukrasian Dyskrasia (a name that is amusing to me because Eu- prefix means “good” while Dys- prefix means “bad” so this is basically “good krasia, bad krasia”, but again, alternate name could be Phlegma 1/2) grants EITHER OF Yellow Bile or Black Bile, depending on which you don’t have.
An alternative here would be to just pretend Toxicon doesn’t exist, have it grant Black Bile/Phlegm instead, which would give it niche optimization uses or “fix fat fingering” in cases of screwing up the single target rotation. Granted, at a DPS loss, but it would allow rotational recovery if mistakes were made. If so, Pneuma’s AOE would obviously work just fine with the AOE rotation, albeit requiring a bit of aim.
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Additional Damage Related Cooldowns:
Rhizomata:
Cast Time: Instant
Recast: 30s (or 60s, see notes)
Range: 0y
Radius: 0y
MP Cost: 0
Allows you to use any Single Target or AOE damage spell as if the conditions for use were met. Any additional effects and combo action bonuses associated with the executed spell will also be applied as if all preconditions were met.
Additional Effect: Restores 10% of maximum MP
Note: This is basically akin to Form Shift on MNK and allows the SGE to correct for mistakes in their rotation, recover a rotation if an error or downtime broke it, or gain immediate access to a desired additional effect such as Kruo or Eukrasian Dosis’ (also included as if Euphoria was active) damage reductions, or Sestos’ party Regen effect. I’m toying with the idea of adding “does not consume any current resources”, such that using it when you HAVEN’T messed up would allow something like 2x Pneuma or something, but I’m not sure that’s a good idea as (a) that would make it have an always “right” use (so people might avoid it for the intended use of correcting mistakes or using additional effects) and (b) it might make it too powerful in some cases. The MP effect is to aid in using this tool for wipe recovery, which is probably where it would shine. It may also need to be limited to NOT work with Pneuma, but I’m open to that either way.
The 30 second CD is short enough to allow frequent use, but not so short as to allow skipping through the rotation. 60 seconds might be better, as that would still be relatively available but not TOO available. I’ve also toyed with the idea of having a “small” and “big” version of this ability (the big version having a 180 sec CD and allowing the next THREE abilities to gain their additional effects), but I feel like starting small is better as the bigger version can always be added later for some major power tripping.
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So, in a nutshell, we have a 30 second rotation that ramps up damage (and healing) as it is correctly performed, maintains uptime on party HoT and party damage reduction when correctly performed, has a specific movement tool (Eukrasia Diagnosis) as well as three instant cast spells to allow for movement (and SGE still has Icarus for additional movement needs AND I haven’t gotten to the heals yet), and has a more involved AOE rotation than today of generating two combo points and using them on a big spender and Eukrasia Diagnosis (since it’s an AOE) for damage and healing. Finally, we have a tool that allows “cutting in line” to access benefits or get back on track after a Raise, downtime, or other crazy situation interrupts your flow.
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Will make a second post now just...to make this slightly easier to read: