God please do this
Demis are a plague on this game
Just have rouse make eos able to cast consolation, not deal with the mess that is anything to do with seraph
Demi’s are only decent on SMN because there is literally nothing to interrupt in SMN’s LEGO brick building rotation, hell the one conflict they had was searing light being on the carbuncle which they removed because it kept getting eaten with summon Bahamut, old SMN had this problem as well (remember having to not move Bahamut and also have him despawn close to the boss so you didn’t lose ifrit auto’s)
Demis at least make thematic sense on SMN, on SCH you are just doing something that casting rouse on eos could replace without all the drama
Full kit back for scholar.
Toxikon oGCD for sage, like in pvp. And as a whole, make sage’s gameplay its pvp gameplay. Thematically more accurate and probably how they envisioned sage from the beginning. Ie more offense and more Eukrasia.
I’ve shared my ideas for Sage over on the suggestions mega thread.
Basically, make Sage live up to the identity that it was described as having. I like the idea of making it revolve around delivering critical hits and critical heals which I explained in that concept, but generally speaking, these are my requests of Sage going into 7.0:
1. Rework Addersting into a desirable resource. Making Toxikon OGCD would be great, but you’d need to add some sort of limitation to generation through GCD healing.
2. Remove, rework, and/or nerf Addersgall healing or replace Addersgall spending with something that isn’t directly healing (such as augments for Kardia healing—things that support Kardia healing rather than replace it).
3. Turn Sage into the healer version of Gunbreaker. There’s clearly a desire to have a hyper offensive healer, so commit to that. As long as the numbers are balanced, there’s no issue with its rotation being more involved.
I just want SE to finally choose:
Are healers just a glorified support DPS, who once in a while, when the party happens to be in dire need, drop their fully fledged DPS rotation to spending their precious GCDs to keeping everyone alive.
Or,
Keep the bloated healing kits, justified by high-octane unexpected damage intervals, so you actually feel like doing dead-simple DPS actions is justified by the sheer amount of responsibility regardless of your party's skill level.
But: Absolutely, I do not want this status quo of indecision and lack of direction, no matter what.
Last edited by ThorneDynasty; 12-29-2023 at 03:08 AM.
Speaking for SCH only:
1. Merging Aetherflow and Energy Drain would be great. Let Energy Drain give 3 aetherflow stacks, then deal 200 potency damage to the main target and do 100 potency to the rest. In case that there are unused Aetherflow stacks, using Energy Drain will refund an additional MP based on the amount of stacks left, then reset the stacks to 3. This will give us another option to use up our stacks when it is not needed rather than forcing us to use it.
2. Permanently increase our pet's movement speed. I don't see the reason for it to have the movement speed it we have at the moment.
3. Downgrade Eos to be a quest/lore companion only and make Carbuncle our summoned pet. This would also entail to change the names of the fairy skills we have:
i. Embrace -> Healing Ruby
ii. Whispering Dawn -> Shining Ruby
iii. Fey Blessing -> Healing Ruby II
iv. Fey Union -> Carbuncle's Favor.
4. Replace Seraph with Rouse and just bake Seraphic Veil's effect into Healing Ruby and Consolation's effect into Shining Ruby under Rouse.
5. This is more of a wishful thinking but can you give us at least the option to toggle our pet where instead of it healing, it is damaging enemies, especially in the event where healing isn't necessary? Make use of the old Arcanist Carby's auto attack as the animation.![]()
Last edited by rawker; 01-06-2024 at 12:39 AM.
Two stance for each healer :But something impacting, like 15% difference between each stances.
- One that improve HoT/shields and reduce direct heals.
- One that, of course, improve direct heals and reduce HoT/shields.
With a cast of 5 sec, switching during a fight would be painful if not used correctly (during pauses for example).
That way, we'll have to adapt to our group if we want to optimize or just having fun combinations.
(and the SCH get two usefull fairies and the AST get it's day/night stances back)
Astrologian returns to wildly different card effects, but as a twist to keep it balanced, this is more done for style than substance reasons. Effectively, existing abilities get turned into cards you draw and play, with the overall system being akin to how the Summoner job chooses the next primal, allowing us both full control what happens when while still forcing us to engage with each card eventually:
* You have 6 Draw-type abilities. `Draw Balance`, `Draw Bole`, etc. Each of these draws the corresponding card. A single `Play` ability (15s CD) uses them, only one effect can be active at a time, the old one gets overwritten if a new one is played. There is no Undraw or Redraw.
* On Play, a card is active for 20 seconds, giving its effect to you and everyone around you.
* Afterwards, the card is undrawable, it has been "used up".
* A new ability, `Reshuffle Deck`, refreshes all draw abilities on a 115s (120s + some allowance for drift compensation since we might need to heal at a bad moment) CD.
* These 6 cards **replace** existing abilities, so our hotbar isn't overloaded with new stuff.
* One increases damage (Divination)
* One gives damage reduction (Collective Unconsciousness)
* One gives regen (Celestial Opposition)
* One accelerates time (a new effect, group haste).
* One causes all healing to also give shields (Neutral Sect, the loss of +healing on us is offset because it affects all heals by the entire group)
* One is an instant AoE heal and then during the 20s duration can be played *again* to get an even bigger AoE instant heal + AoE damage. (Horoscope and Earthly Star).
This has the added benefit that because it replaces the existing system, a fair few abilities can be tossed out and duplication can be removed. This unclutters the very cluttered Astro hotbar and creates a setup where each effect is more unique (as in, there's not 3 group regens etc), so each of them can be very strong and as a result feel very meaningful when used. It's also somewhat drift-resistant as the reshuffle timer is intentionally 5s shorter than the usual 120s, plus cards can be tossed away via undraw to end their effect early to advance to another card.
The manaregen on card draw can be kept and rebalanced to emulate the manaregen currently given from the draw + from Astrodyne. The damage boost from Astrodyne can either be added as a stronger-on-yourself to the damage card (and likewise for the haste effect and the haste card!) or be folded directly into our healing and damage numbers.
Either way, this would have two huge benefits:
* Lots of decluttering the hotbar and removing duplication/triplication of effects which just waters them down.
* Brings back highly unique card effects including really snazzy visuals (the ability visuals can be kept for the card plays!).
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