Its so annoying how we aren't as good as White Mage, and Astrologian.
Just a teeeeny buff would be great at the very least for the sake of balance. -_-
Its so annoying how we aren't as good as White Mage, and Astrologian.
Just a teeeeny buff would be great at the very least for the sake of balance. -_-
Sage plays a different combat role than WHM and AST. What buff should Sage even get that feels beneficial to tbe job without feeling obnoxious to play against?
I think Sage doesn't need to be buffed, if anything WHM/AST need a bit of a nerf. Specifically:
WHM : Miracle of Nature replacing Imp with Silence.
AST : Reducing the damage dealt of Macrocosmos. For a job that has damage buffs available a 15y radius 12000 damage oGCD on top of top tier healing tools should not be a thing.
But if we insist on SGE buffs... Id have some suggestions.
Pneuma - Haima shields per stack from 2000 to 3000/4000
Dosis III - Damage dealt from 5000 to 6000
Toxikon II - cleave damage (beyond target) from 2000 to 4000
MAYBE give Icarus an extra effect similar to how Black Mage gains Swiftcast on Aetherial Manipulation use.
Phlegma should be 15y or something, why should you be forced to run into stunrange of melee's as a healer in pvp for only 10k aoe damage with barely an aoe effect to it.
Because you have two casts of Icarus on a 10s recharge.
If you dive as the first person into the enemy without a wall or a corner nearby, should you really expect kind treatment or buffs to deal with that? Black Mage also has to dive in for Burst. Granted they get a shield from it but as a SGE you can apply shields before that.
I don't think it would be fair to increase someone's damage taken AND do high damage spells all from a fairly safe distance. But that is just my take.
If melee jobs didn't have insane levels of mobility the 5y range would be fine, but lets be real here, there is no safe range in pvp right now, there just isn't unless you can los.
You shouldn't be forced to waste your only 2 dashes on 10k damage, that's just terrible design, especially since a machinist can just throw a 20k drill in your back after the dashes.
The two melee jobs with insane mobility are Dragoon and Monk. Reaper is also solid but not as crazy. Ninja with Shukuchi depends on their use - either they engage with it and gotta see how they disengage or they engage with sprint / Raiju / Huton and keep it for disengaging. Not exactly as free. Samurai can only engage with it.If melee jobs didn't have insane levels of mobility the 5y range would be fine, but lets be real here, there is no safe range in pvp right now, there just isn't unless you can los.
You shouldn't be forced to waste your only 2 dashes on 10k damage, that's just terrible design, especially since a machinist can just throw a 20k drill in your back after the dashes.
In all seriousness, I can see Phlegma III going to 8-10y, akin to SAM's Midare Setsugekka + Ogi Namikiri. Not fully 15y but a reasonable distance further than default melee range. But with their fairly readily available Toxikon + Toxikon II, I cannot imagine them going further with it offensively.
But on survival, as mentioned above the Haima shields from Pneuma would be one option, the other would be an increase to Max HP for one (if no range buff happens) or a slight upping of the Kardia shield (10000 perhaps).
Or an actually crackhead idea - using Icarus granting "Holos" to self, which grants them {-10, -15}% damage taken for {4, 5, 6} seconds. That would give Icarus some extra spice akin to how Monk has extra stuff on Thunderclap.
I'd take slight range increase for Phlegma, as it currently seems to need you be even closer than the melee Jobs to go properly off.
Also having some effect on Icarus, similar to the MNK shield would be nice for slightly increased survivability for you or your teammate. They could also go reverse route and make pounces on enemies give additional slight DoT while having small shield on jumping to teammate.
You will take your only change in 8 seasons being a single second add to your Toxikon debuff, and you WILL like it.
/cry in SGE main
SGE is great in CC though...
The only buff SGE really needs is its baseline HP. Having to go into Melee range for burst, while having the same HP as BLM just feels bad man. When you don't have any instant healing outside of Recup like the other Healers is needlessly bad.
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