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  1. #1
    Player
    THEREALGIL's Avatar
    Join Date
    Jun 2025
    Posts
    3
    Character
    Gil Highwind
    World
    Marilith
    Main Class
    Sage Lv 100

    PvP thoughts about Sage

    I noticed in the 7.3.1 Patch notes about the Sage changes that the dev team was looking for a way to make the class more impactful, and they relegated that to increasing potencies. I think while that's not a bad change, when you look at Sage as what it is (a healer), you have to consider what you're losing by bringing a Sage into the game versus the other three healing classes.

    Sustain is one of the biggest losses. White Mage, Astrologian, and Scholar have a dedicated heal button that can actually impact an engage without having to use an extra button to move Kardia and start attacking. Looking objectively at this, it takes two actions and a full cast timer of Dosis to effect a single 4k heal on a single target, whereas White Mage has two charges of Cure 2 with 12k healing each on a single button, Astro has an instant casting cure with Aspected Benefic that also gives a regen and/or a shield, and Scholar has an instant cast of a heal that also gives a shield and increased damage potency.

    They're losing on action economy and dumping so much into damage that it almost doesn't even feel like a healer. Now, don't get me wrong- I love Sage, I think the design is awesome, I think it just needs some tweaks to make it more impactful as a healer.

    One thing I think that might be a good change would be to make Toxikon and Phlegma have heals attached to them. Actually having healing going off when you attack (since those two buttons get so, so much mileage- arguably more than Dosis- would make Kardia a much more impactful button.

    Pneuma being the only means of AoE healing is also stunting. It has pretty solid impact with Panhaima being attached, but again, its losing action economy to the other three healers. This one might be a stretch, but in the same way the Scholar can summon its Seraph every minute-ish? What if the Devs were to put Philosophia into the game mode on a similar timer, with some mitigation and the ability to effectively Kardia heal the entire party for a brief time? Actually making Sage able to compete in healing would be a huge step in improving its Win Rate, I think.

    Devs, I love what you guys do, thank you.
    (2)

  2. #2
    Player
    Jon-Jitsu's Avatar
    Join Date
    Dec 2024
    Posts
    2
    Character
    Jon Jitsu
    World
    Exodus
    Main Class
    Arcanist Lv 100
    Honestly, I agree with everything in this post including your suggestion at the end.
    (1)

  3. #3
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    485
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    I think Sage is in a fine place at the moment.
    Giving it anything more right now would probably tip it over the edge.

    Even right now, most of its buttons out value the other healer’s equivalents. it’s just in the form of damage rather than healing.

    So as much as I would like to see healing on the other moves, and it makes sense for it to do so, I’m not sure I want to give up anything for it.
    (1)

  4. #4
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,489
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    But I don't think it's meant to be a healer like the other three.

    From the get-go of the original rework it always seemed to be designed as a glass-cannon that was meant to apply shields and "stall" rather than heal; hence the nature of it's LB. The minor heals from landing Dosis aren't meant to do more than a minor sustain, and the main draw is putting up Diagnosis shields after using Eukrasia, because a fully used-up shield buffs your next Toxicon damage.

    If you can look at it as more of a DPS (like it's designed to be) with minor heals as a byproduct of its kit, then it's actually very solid. If you want something with spot heals and other abilities to restore HP... that's what AST and WHM are for...

    I know people like to hyper-fixate on the PvE trinity roles, but for this current iteration of PvP it's more important to identify jobs more by the archetype playstyles they're designed around.
    (4)

  5. #5
    Player
    Talke's Avatar
    Join Date
    Sep 2016
    Posts
    19
    Character
    Tal'ke Rainare
    World
    Midgardsormr
    Main Class
    Warrior Lv 100
    I definitely agree with a lot of your thoughts. As much as I enjoy Sage and how much damage and function it contributes, it feels like you have to be playing so many steps ahead of the rest of your team just to barely function as a support, and you have no real way to help your team through close calls. In something too close to its current PVE version I think Philosophia would be a bit overpowered unless it were made an LB (and then I would terribly miss sage cage, which while wonky and slow in its animation is incredibly powerful), but I would absolutely kill to have something akin to Taurochole or Ixochole as a heal or cleanse for a teammate in trouble.
    (1)

  6. #6
    Player
    AyumiCosplayGlam's Avatar
    Join Date
    May 2022
    Posts
    52
    Character
    Ayumi Nishimiya
    World
    Phoenix
    Main Class
    Sage Lv 100
    The reasoning would make sense, if White Mage would not have a Limit Break that charges around twice as fast as sage (or any other job pretty much), doing AOE damage, stun and heal at the same time.
    Following the logic, the WM Limit Break should only provide healing since WM is supposed to be the healing job.

    What sage needs is just replacing Kardia with its lvl 100 PvE version when it essentially becomes aoe for a while and call it a day. The healing would be still laughable but at least you dont lock out more than half of your team from receiving healing.

    Lets face it, 99.99% of Sages slap Kardia onto 1 target and forget about it. Its way too problematic to change targets with it in a PvP scenario depending on who needs it because it dosnt provide that much value to begin with and its a cast time that could have been used more effectively. On frontline i straight up put it on myself and be done with it.

    Even in PvE, most of us do not switch Kardia targets, we slap them on the main tank and forget about it, we dont switch it to some random DPS to heal them up.
    The only thing that incentivize pressing Kardia again in the fight if the other tank has become the main tank seemingly for good.

    So i think OP is right, sage is barely a healer in PvP compared to its counterparts and for not much reason except the devs desperately trying to cling to Kardia being the core part of Sage identity.
    (0)

  7. #7
    Player
    Zofian's Avatar
    Join Date
    Jun 2020
    Posts
    130
    Character
    S'hozqha Kalaquaz
    World
    Shinryu
    Main Class
    Arcanist Lv 2
    It's perfectly fine and should be left alone. It didn't even need the 7.31 buffs (but maybe it does in response to other 7.31 changes) but I'll give a cautious 'thanks'. If Sage is found to now be 'overpowered' under the current build, just revert the 7.31 change and do not put it in a blender.

    I still think it's weird that Phlegma III is a melee attack though (including for PvE). It's kinda silly to have to use Icarus to gap-close just to use Phlegma III, just to then have to immediately run away to avoid getting pounced on. Remove the range requirement only for Phlegma III (PvP and PvE) or leave the entire job alone, cause enough stuff in this game is now broken and PvP Sage is one of the few joys I have left in this game (and thus reasons to sub).
    (1)

  8. #8
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,695
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I think SGE is the correct healer model while the other ones, at least AST and WHM have way too much healing stacked in their toolkit, which tends to make the design too lopsided toward sustain and recovery, allowing teams to make mistakes when the team that doesn't have them on the other side isn't allowed any. SGE is a lot less oppressive with over the top healing but still provides options.
    Perhaps there is a good middle ground to aim for that heals a bit more than SGE, but definitely less than WHM/AST (when you can literally deny entire LBs with things like macrocosmos or entire synced bursts by spamming aspected benefic... no thanks). I'd like the devs sometimes to stop buffing jobs on places where it's not actually needed and when it still doesn't provide solutions they keep doing it again and again until the job becomes so lopsided that it introduces further problems: see for example VPR that has always been subpar until they buffed scales so much that it became an instant S tier pick, because the job's sole cornerstone is scales and that's it.

    I am not including SCH into this observation because SCH has very different mechanics and it's OP-ness comes from elsewhere, notably having essentially access to 2 LBs and a game breaking button at high level being Chain Strat.

    I am also strictly speaking within the context of Crystalline Conflict, around which jobs are supposed to be balanced.
    (0)
    Last edited by Valence; 09-04-2025 at 06:53 PM.

  9. #9
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,176
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Cidel View Post
    I know people like to hyper-fixate on the PvE trinity roles, but for this current iteration of PvP it's more important to identify jobs more by the archetype playstyles they're designed around.
    Why? trinity roles is what made me pick up this game, the slow removal of them makes me not wanna play it anymore

    They fail to make jobs more impactful according to their identity, because they made everyone a damage dealer with selfheal.
    (0)

  10. #10
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,489
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Commander_Justitia View Post
    Why? trinity roles is what made me pick up this game, the slow removal of them makes me not wanna play it anymore

    They fail to make jobs more impactful according to their identity
    Trinity roles in PvP is what caused lopsided Feast queue times. This was their attempt at creating a mostly role-agnostic queue system that doesn't entirely rely on whether enough of an equal number of tanks and healers are queued-up at the same time, or making it a matter of which team got the stronger healer. Is this new system perfect? Of course not. And I still see the queue system attempting to distribute tanks and healers between both teams, with mixed results, but that often comes down to which team has more of the "meta" jobs. But at least now if 9 DPS and a tank are queued, a match can be formed.

    Ironically, I've frequently heard praise about how the reworked PvP jobs have more of an "identity" than their constantly homogenized PvE counterparts. Almost every job is some kind of damage dealer, yes, but how they go about it or what strategy they have to employ to function and synergize with their teammates varies. Some jobs are bruisers, others are burst-heavy executioners, some are more set-up focused, while others lean harder on support or constant pressure.


    Quote Originally Posted by Commander_Justitia View Post
    ...because they made everyone a damage dealer with selfheal.
    And they made every PvE healer a job with a single-target heal, an AoE heal, a DPS button, and a DoT button. /s
    (3)

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