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  1. #1
    Player
    DamianFatale's Avatar
    Join Date
    May 2015
    Location
    Ishgard
    Posts
    3,089
    Character
    Arctura Fengari
    World
    Balmung
    Main Class
    Dancer Lv 90

    Buff Sage for PVP already

    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. -_-
    (0)

  2. #2
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,570
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    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.
    (1)

  3. #3
    Player
    Llynethil's Avatar
    Join Date
    Feb 2021
    Posts
    266
    Character
    Llynethil Kindle
    World
    Balmung
    Main Class
    Botanist Lv 90
    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.
    (0)

  4. #4
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,570
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Llynethil View Post
    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.
    (1)

  5. #5
    Player
    Llynethil's Avatar
    Join Date
    Feb 2021
    Posts
    266
    Character
    Llynethil Kindle
    World
    Balmung
    Main Class
    Botanist Lv 90
    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.
    (1)

  6. #6
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,570
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Llynethil View Post
    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.

    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.
    (1)

  7. #7
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    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.
    (0)

  8. #8
    Player
    Dakam's Avatar
    Join Date
    Jun 2016
    Posts
    22
    Character
    Akam Mizuna
    World
    Leviathan
    Main Class
    Warrior Lv 90
    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
    (1)

  9. #9
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    SGE is great in CC though...
    (3)

  10. #10
    Player
    Seto_Mimyho's Avatar
    Join Date
    Apr 2020
    Posts
    11
    Character
    Seto Mimyho
    World
    Behemoth
    Main Class
    Monk Lv 100
    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.
    (0)

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