Sage

About classes | Class list | Skill list | Extended Mastery


Class Data
Class line PriestClericBishopSage
Description Lead your party out of a pinch with your battle wits and healing wisdom.
Style Specialty  
Prerequisites CP ×2,500
Pilgrim Distinction ×20
Superior ClergyRewards
Crystal ×50
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1 Healing +8%   Total:
Healing +24%
Debuff resistance +6%
Lvl 5 Debuff resistance +3%
Lvl 10  Healing +8%
Lvl 15 Debuff resistance +3%
Lvl 20 Healing +8%
Master Bonuses Healing +2% and Debuff resistance +1%
Class Weapon Hallowed Pilgrimage
Release date 2016-03-10 Other sites Gamewith
Support Skills
Ray of Hope 5% boost to healing.
20% boost to healing cap.
100% boost to restored HP amount upon revival.Also affects summons such as Europa and AutoreviveRecovers once from a knockout while in effect
on MC.
[1]
Reduces  ReviveResurrects one party member at 25% Max HP and places them in sub slot 1.'s cooldown by 2 turns.
Gain Enchanted: Ray of HopeATK is boosted
Duration: 1 turn
upon using  Panacea IIIRestore HP to all parties (Healing cap: 3000 [1500 for other parties])..
Timeless Teachings Immunity to Skill SealedCan't use skills
.
Base Multiattack Rates
Base DA RateIncluding Support Skills/Level Bonuses 4%[2] Base TA RateIncluding Support Skills/Level Bonuses 1%[2]
Recommended Extended Mastery Perks
-
Recommended Subskills

Extended Mastery Skills:
 VeilAll allies gain VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
.
: Powerful defense against debuffs on a short cooldown.
 Dispel DelugeRemove 1 buff from all foes.: Against particular foes.

Subskills:  Miserable MistInflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
and 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
on all foes.
: Massive increase to effective damage and survivability in solo play.
 ClarityRemove 1 debuff from all parties.: Raid-wide debuff clear for assisting others or as a backup to Veil.
 Double Trouble IIIGain 100% TA UpTriple attack rate is boosted
Strength: 100%Duration: 1 turn
.
Spear: All parties gain 10% DA UpDouble attack rate is boosted
Strength: 10%Duration: 3 turnsWithout other buffs
and 5~10% TA UpTriple attack rate is boosted
Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs.
.
Axe: Inflict DA DownDouble attack rate is lowered
and TA DownTriple attack rate is lowered
on one enemy.
: (with Spear main-hand) Raid-wide DA/TA and one guaranteed TA for charge bar acceleration.
 SubstituteGain SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 1 turn
.
: Can combine with Nirvana/ Hallowed Pilgrimage's AutoreviveRecovers once from a knockout while in effect
to negate certain foe charge attacks.
 Just the CureRestore 25% of all allies' HP (Healing cap: 1500). /  Bard SongHarp: All allies gain RefreshHP is restored on every turn
Strength: 5% maximum HP
(Healing cap: 300 HP)
.
Others: All allies gain RefreshHP is restored on every turn
Strength: 3% maximum HP
(Healing cap: 150 HP)
.
: Additional healing.

Skills

Icon Skill Name Effect C/DCooldown in Turns DurDuration in Turns or Seconds SubSubskill usable on other classes LVLClass level required Notes
Panacea III Restore HP to all parties (Healing cap: 3000 [1500 for other parties]). 5T - No 1

Extended Mastery Skills

Icon Skill Name Effect C/DCooldown DurDuration EMPCost in EMP Notes
Blessing II 350%-500% Light damage to all foes.
Inflict Holy SpikeHP is lowered on every turn
Strength: 5000 DMG per turnDuration: 180 seconds
.
7T 180s 10
Dispel Deluge Remove 1 buff from all foes. 5T - 25
Peace of Mind Remove 1 debuff from all allies.
All allies gain Shield (500)Next ATK received will be ineffective for a fixed amount
Strength: 500Duration: 3 turns
.
5T 3T 15

Assessment

For most players, Sage will be the ideal first Row IV due to its versatility: Panacea and Veil (or Dispel, where relevant) are very powerful in almost every battle and for almost every team, allowing the remaining subskills to be tailored for individual situations.

  •  VeilAll allies gain VeilDebuffs will be nullified (1 time)
    "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
    .
    lasts until consumed and can block multiple debuffs at a time, effectively negating the debuff component of many battles.
  •  Dispel DelugeRemove 1 buff from all foes. is simply an all-foe version of Bishop's  DispelRemoves 1 buff from a foe. and an alternative to Veil for the mandatory Extended Mastery Skill.
  •  Peace of MindRemove 1 debuff from all allies.
    All allies gain Shield (500)Next ATK received will be ineffective for a fixed amount
    Strength: 500Duration: 3 turns
    .
    is usually worse than  ClarityRemove 1 debuff from all parties. due to its longer cooldown and it not being raid-wide, but has niche value as an Extended Mastery alternative to Veil, or in battles where multiple debuff removal skills are desired.

In practice, Veil, Skill SealedCan't use skills
immunity, and potentially even AutoreviveRecovers once from a knockout while in effect
(via Nirvana/ Hallowed Pilgrimage) make Sage an excellent raid support, capable of reliably offering Panacea, Clarity, Dispel, or other skills as needed. Even for players with under-developed grids, Sage (along with Holy Saber and Spartan) is one of the best classes with which to legitimately contribute to difficult high-level raids. As Panacea can keep teams alive almost indefinitely with damage cut from characters and summons, Sage is no less resilient in solo content, and even its offensive capabilities are respectable due to the Ray of Hope passive, guaranteed triple-attacks from Double Trouble, and the flexibility to safely dip into Enmity or maintain Stamina via Panacea.

Sage's one weakness is that it doesn't strictly offer anything that cannot be replicated by other characters or summons in solo play. Therefore, players whose characters already bring Veil, Dispel, and powerful healing may wish to prioritize more offensive classes such as Chaos Ruler or Elysian.

Notable Main Weapons

Sage has strong choices of a variety of staves and spears for each element. There is not necessarily a need for a Sage to wield a staff or spear that interacts with its healing abilities at all, and many players may just choose a strong offensive spear or staff that goes well with the rest of their team. Still, a player may find use for healing-centric main weapons in select circumstances.

  • Hallowed Pilgrimage - The Class Champion Weapon significantly improves healing potential for the class. The MC also gains access to AutoreviveRecovers once from a knockout while in effect
    , which when combined with  SubstituteGain SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    Duration: 1 turn
    .
    allows bypassing certain boss triggers. Its strength is somewhat counterbalanced by weak emblems.
    • Saint's Humanity - 25% resistance to debuffs is a decent amount, but it is of extremely limited use since it is limited to protecting the MC.
    • Saint's Divinity - Improves the strength of the shield from White Wall to a decent 2000 on a 6 turn cooldown, which is better than some characters. The best emblem for normal use, though still not an amazing choice.
    • Saint's Devilry - Transforms  Blessing II350%-500% Light damage to all foes.
      Inflict Holy SpikeHP is lowered on every turn
      Strength: 5000 DMG per turnDuration: 180 seconds
      .
      from being nearly useless into a minor damage reduction, but it is doubtful whether it is worth spending an emblem on it.

Other spears and staves that directly benefit or directly benefit from Sage's healing when wielded as a main weapon include:

  • Dawn Rising - Applies a strong stacking attack buff to the party each time a green-border skill (healing etc) is used. Sage has access to several of this type of skill and thus can power up the party relatively easily.

  • Stardust Holly Rod ⚠️⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. - Boosts healing power and healing cap of the MC after a charge attack. Also includes a bonus shield at the start of a fight.

  • Sunflower Wand ⚠️⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. - Boosts healing power and healing cap of the MC after a charge attack.

Resources

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References

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