Thus far, there’s been discussion on the past about how Sage ultimately fails at achieving the “healer who heals through DPS” fantasy that the job was claimed to have. As has been discussed at length, its DPS options and “rotation” are largely the same as every other healer, and that’s a problem.
There have been theorycrafting attempts for Sage in the past, and I’ve done my own fair share of theorycrafting as well, but having spent more time thinking about what the fantasy of the Sage really is, I want to go over what I believe the proper gameplay loop should look like to make a more satisfying healer. My goal here isn’t to outline a specific rework of the class or dig into the nitty gritty, but to give a more broad overview with an example of how I would approach the Sage’s offensive spells to accomplish this.
Things like names and values are meant to just convey the idea and open up a discussion about other ways to address the issue with Sage’s gameplay loop. So think of this as an opportunity for discussion. Having said all that, let me start by outline changes to the gauge that would be important to identify going into this example.
Gauge Mechanics
For starters, Addersgall is no longer generated naturally, but with the use of a new spell Eudipsia which also generates 1 Addersting. More on this later. Beyond that, the meter is instead replaced with a gauge that increases as you cast spells that have Kardia effects to a maximum of 100. E. Diagnosis barriers no longer generate Addersting on break, but rather, casting E. Diagnosis or E. Prognosis will consume 50 gauge to generate 1 Addersting instead.
That having been said, let me go into some details about your offensive tools in this concept:
Action Changes
I’ll reiterate briefly that the names and numbers here are more just a general idea. I’ll just be focusing on offensive spells to communicate the details of a proper gameplay loop, but there would naturally need to be other changes as well to fit this type of system. But regardless, here’s an example of a reworked offensive tool kit for the Sage:
Dosis III – Your standard single target offensive spell. No changes. Eukrasian Dosis III stays as your single target DoT but has one change: The Kardion effect changes to a weak barrier that, when broken, allows for 1 use of Atelektasis (more on this later). The barrier can stack with other GCD barriers or galvanize.
Phlegma- No changes or additions.
Kardiorrhexis – New offensive single target spell on the GCD. More expensive than Dosis III, but heals your Kardion target for 400 potency. Eukrasian Kardiorrhexis changes this to a barrier that does not stack with other GCD barriers or galvanize.
Toxikon – Replaces Dyskrasia as your standard AoE GCD spell. It has Dosis potency with 50% drop off and costs more MP but hitting multiple enemies refunds half the cost. This makes it both your AoE tool and your mobility tool. Standard Kardion effect. Eukrasian Toxikon applies an AoE DoT with drop off that does not stack with Eukrasian Dosis III’s DoT. It no longer requires Addersting.
Toxikon II - Toxikon now upgrades to this when you have Addersting. Effects are the same as Toxikon with a few adjustments: No MP Cost, enables 1 use of Atelektasis, consumes 1 Addersting.
Atelektasis – New DPS OGCD ability. It has AoE Dosis potency with 50% drop off. Causes targets to take 5% more damage from you for 15 seconds. Can only be used after Toxikon II or Eukrasian Dosis III’s barrier.
Eudipsia – New offensive spell on the GCD. Dosis potency in a line AoE with 75% drop off. It has a 1.5 second cast time and a 20 second recast time with 2 charges. It generates 1 Addersgall and 1 Addersting and provides the standard Kardion heal. Eukrasian Eudipsia loses its Addersgall generation to restore 8% of your MP alongside generating 1 Addersting and also restores 8% of your Kardion target’s MP.
Paroxysm – New offensive spell on the GCD. Phlegma potency cone AoE with 50% drop off. Instant cast with a 60 second recast time. It grants your Kardion target an 8% damage buff for 15 seconds. It costs 3200 MP.
Pneuma – The current Pneuma remains as Pneuma II, and a weaker Pneuma is added at a much earlier level. This is a Dosis potency line AoE with 50% dropoff that heals all nearby allies for 120 potency. Costs 1600 MP but has no recast time. Your Kardion target also creates an AoE heal for 120 potency around them that stacks similar to Dancer’s Cure Waltz.
Pneuma II – The same as our current Pneuma except the Kardion effect is also the AoE 120 potency heal as with the new base Pneuma.
Discussion
Naturally, the rest of the sage’s tool kit would need to be balanced around these tools, but again, the focus is more on Sage’s gameplay loop rather than a specific rework. This is just an example to detail more ways to create variety within the Sage’s spellbook.
Here, you have more spells that have unique effects on your Kardion target, which will make swapping your Kardia more important as there are effects in this example that benefit other party members other than just the tank. There’s also a more intentional gameplay loop with raw offensive tools as well to expand on the shallowness that is the current, universal healer “rotation.”
The floor is of course open to discuss Sage details in general, but I’m also curious what other Kardia effects might fit well into further delivering on Sage’s fantasy that I might not have thought of, as well as other ideas that could better address what Sage's fantasy should be.