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  1. #11
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Archwizard View Post
    Okay, so what would you suggest? I'm not saying you have to do the devs' job for them, but you obviously have a particular idea of what an "offensive healer" should be that isn't congruous with the existing design of SGE, and might be able to give some direction in that regard.

    And to be clear, I'm not trying to be backhanded, I'm genuinely curious as to your thoughts. Nothing on my suggestion list was "be all, end all" -- after all, I prefaced with spitballing.
    I've got a full skill list of what I'd do with SGE as well as the other healers over on the echo chamber thread in the first post. This includes a rework to the MP system but could also very easily adjust into the current MP system as well, so I'd not worry too much about the MP costs. Simply put:

    1. Add a new attacking spell on the GCD with a 20 second cooldown and 2 charges that generates 1 Addersgall and 1 Addersting. Addersgall no longer generates passively over time. Instead, every time a Kardia effect occurs, your Kardia gauge increases by 2. When at 50 or greater, your next E. Diagnosis or E. Prognosis grants 1 Addersting. This replaces the barrier breaking aspect currently on E. Diagnosis.

    2. Toxikon II gains a cooldown of 15 seconds. Its potency stays the same, but it now grants 3 stacks of Toxikosis Ready. This can be spent on an OGCD spell called Toxikosis II. Toxikosis II is 110 potency with 50% dropoff on secondary targets and can only be used with stacks of Toxikosis Ready. This makes Toxikon II DPS neutral when gained through healing, and also acts as a "combo" of sorts out of other actions that generate Addersting. Doing it this way also reduces the potential crit variance of what would otherwise be a 660 potency action.

    3. Change Dyskrasia as the main AoE to "Paroxysm" mainly because adding a Eukrasian variation would create "Eukrasian Dyskrasia" which is kind of an oxymoron. It changes to a ranged, instant cast AoE with the same potency as Dosis but 50% dropoff (I'd do this with all healer AoEs, the potency part, and provide some added functionality to them in single target situations). Eukrasian Dosis's DoT is now called "Dyskrasia" and add a Eukrasian Paroxysm that applies the Dyskrasia DoT to all enemies in range with the DoT on secondary targets being 50% weaker. Paroxysm now works as a mobility tool at a higher MP cost and also heals all allies nearby your Kardia target in a small area which can be useful for some instances of group healing.

    4. Both Eukrasian Dosis and Eukrasian Paroxysm apply a small barrier to your Kardia target instead of a heal. When this breaks, or the duration expires, you get 1 Addersting like in PVP. This applies just to your Kardia target for Eukrasian Paroxysm and not all party members affected.

    5. Remove Krasis and Taurochole and add a new DPS spell with a larger MP cost which applies a 20% increased healing received buff for 15 seconds to your Kardia target normally and a 10% damage mitigation buff for 15 seconds when used under Eukrasia. This has no cooldown and has the same potency as Dosis and thus can be used interchangeably as the effects are needed.

    6. Add a couple more OGCD offensive tools to give SGE a bit more complexity; nothing too difficult in actuality, but an option for something that has a higher ceiling for optimization for players that want that.

    My ideas are also not "end all, be all." And I wasn't trying to be antagonistic and hope it didn't come across as an attack or anything. It's just I don't necessarily feel like those suggestions were effectively addressing any problem areas in the design, nor were they really improving the regular healing experience of SGE either. I realize my idea is well beyond SE's comfort zone and has a very unlikely change of being anywhere close to the potential outcome of 7.0, but SGE needs to move somewhere in that direction to genuinely improve in its experience.
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    Last edited by ty_taurus; 11-04-2022 at 02:54 AM.

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