



Don’t forget Toxikon, the only tool directly referenced as being their answer to healers wanting more DPS actions—an attack attached to a gauge as bad as Stormblood lilies with arguably even less impact.

I'n going to have to agree that the SGE barely feels like a DPS healer at all. I also do the same Dosis spam WaxSw mentions for the casual content I tried it with. Toxicon only gets used regularly on wall to wall trash pulls. Once it's back to single target, Toxicon suddenly doesn't get used much at all.
I think WaxSw proposed a solution about 6-ish months ago to add a cooldown to start some form of spell combo, right? It probably changes the Dosis and Dyskrasia buttons to keep the button bloat down. Kind of like how GNB has the 30s cooldown Continuation combo. Their cooldown combo doesn't break when using the Sonic GCD DoT or their lvl 90 DPS button Double Down. It does break when they use their other normal combo moves. Something like that for SGE where their cooldown spell combo doesn't break from healing spells, but it can break when pressing the Dosis or Dyskrasia buttons wrong? It might even be possible to have an AoE version if you press the changed Dyskrasia button first instead of the changed Dosis first.




I’ve thought of a few different ways to make Sage interesting myself, most recently with gameplay that revolves around scoring critical hits. Toxikon is OGCD in this case, with Addersting generated anytime you score a critical heal or a critical hit. You can gain 1 Addersting per instance of damage and instance of healing, meaning for attacks that trigger Kardia healing, you can potentially gain 2 if both the damage and the Kardia crit.I'n going to have to agree that the SGE barely feels like a DPS healer at all. I also do the same Dosis spam WaxSw mentions for the casual content I tried it with. Toxicon only gets used regularly on wall to wall trash pulls. Once it's back to single target, Toxicon suddenly doesn't get used much at all.
I think WaxSw proposed a solution about 6-ish months ago to add a cooldown to start some form of spell combo, right? It probably changes the Dosis and Dyskrasia buttons to keep the button bloat down. Kind of like how GNB has the 30s cooldown Continuation combo. Their cooldown combo doesn't break when using the Sonic GCD DoT or their lvl 90 DPS button Double Down. It does break when they use their other normal combo moves. Something like that for SGE where their cooldown spell combo doesn't break from healing spells, but it can break when pressing the Dosis or Dyskrasia buttons wrong? It might even be possible to have an AoE version if you press the changed Dyskrasia button first instead of the changed Dosis first.
Your normal spells don’t naturally heal with Kardia though. Instead, Eukrasia spells have Kardia effects, and Dyskrasia becomes a tool that is similar but opposite to Eukrasia, making your attacks have more harmful effects. Instead of a DOT, Dyskrasian Dosis inflicts a debuff that increases the rate at which your spells score critical hits on enemies.

Ok. This idea looks like a proc based strategy. Kind of like what BRD had in the past with crit DoT procs from the Mage's Ballad. I am guessing the debuff to increase critical strikes on enemies would be about 15 seconds? That way Eukrasian Dyskrasia would need to be used that often. Or is this Eukrasian model kind of like a choice between different options and it all goes on cooldown for 15 - 30 seconds?
The borrowed GNB cooldown combo / PLD spell combo could be placed on another healing class. Last thread I was discussing, I think another AST player said that getting the PLD combo changing button would be fine for their class.




You can find the full concept breakdown that I shared in the healer suggestions megathread if you're interested, though I've worked on the idea off the forums as well for the fun of it, and because I really like the idea, and have made some adjustments here and there, though the concept here is largely consistent with what I posted there.Ok. This idea looks like a proc based strategy. Kind of like what BRD had in the past with crit DoT procs from the Mage's Ballad. I am guessing the debuff to increase critical strikes on enemies would be about 15 seconds? That way Eukrasian Dyskrasia would need to be used that often. Or is this Eukrasian model kind of like a choice between different options and it all goes on cooldown for 15 - 30 seconds?
The borrowed GNB cooldown combo / PLD spell combo could be placed on another healing class. Last thread I was discussing, I think another AST player said that getting the PLD combo changing button would be fine for their class.
To answer your question, Dyskrasian Dosis is still 30 seconds, but also costs up to 3 of your Addersting to generate the strongest effect, giving more engagement on managing Addersting rather than it just being a store-and-dump resource for exlusively Toxikon. Though Phlegma has a much shorter cooldown and both a Eukrasian form and a Dyskrasian form. Paroxysm (your renamed AOE attack because Dykrasia was made into an alternative to Eukrasia) also has a Eukrasian form that grants AOE healing, giving it uses in single target as well.
I'm not at all opposed to a Continuation-inspired addition to Sage and have made that suggestion in the past. I was trying to be more frugal with the crit healer concept in terms of what new resources would actually be needed to make that a reality.
On a different note, something I thought about before that I didn't include in the crit healer breakdown, but could work with it potentially, was my idea for Sage's level 100 capstone ability, Psykomakhia. The sparknotes is, you summon a projection of yourself that begins channeling a massive laser attack, and at the same time, you apply an anti-barrier to your Kardia target as well as stacks of that anti-barrier that replenish it after each one is popped--basically the same as Haima and Panhaima. Now, an anti-barrier is effectively the same as a barrier, except instead of absorbing damage taken, it absorbs HP restored from your actions and only your actions; your co-healer is unaffected. Every time you pop an anti-barrier by healing it, your Kardia target restores a percentage of their missing HP, and your hologram gains a stacking buff. After the duration expires, or your hologram reaches max stacks from fully popping all 5 anti-barriers, it unleashes a channeled laser attack that deals damage every second an enemy stands within its radius. The channel lasts for 1 second plus 1 more second for every stack you generated for your hologram, maxing at a 6 second channel.

Is it me has the game been downgraded to meet the needs of less intellectual people? I used to love having to spend hours learning the perfect rotation... now its just rinse-repeat... gets boring FAST xD


Hey, as long as you are paying that subscription then no player left behind~!


The reality is that you never had to do that, the perfect rotation for every job is online somewhere from the day of release.


We can get all the complex DPS rotations we want for healers, won't change the fact that all content in the game can be completed without them and much faster without them. If you want healers to actually be needed and have an impact in party then something else has to change.
I'm surprised people are still upset that Sage wasn't a DPS job that happens to heal. The game has very rigid design format, there will never be a role like that without rework of roles in general. Sage IS a DPS healer, just that it's not that it's a healer with great DPS rotation or whatever, it's a healer that heals by doing it's DPS. Which is true to what was promised. It was never said that it would have some BLM level rotation of spells to cycle, just that when it uses is healer attack kit, it heals.
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