Sage
About classes | Class list | Skill list | Extended Mastery | Master Level
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Class Data | |||||||||||||||
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Class line | ![]() ![]() ![]() ![]() ![]() |
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Description | Lead your party out of a pinch with your battle wits and healing wisdom. | ||||||||||||||
Style | ![]() |
Specialty | ![]() ![]() |
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Prerequisites | ![]() ![]() ![]() ![]() | ||||||||||||||
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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Completion Bonuses | ![]() ![]() |
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Class Weapon | ![]() |
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Release date | 2016-03-10 | Other sites | ![]() |
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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 ![]() on MC.[1] Reduces ![]() Gain ![]() Duration: 1 turn upon using ![]() At level 30: Healing cap increased to 5000 (1500 for other parties)Verification needed. . Adds 2-turn cut to all allies' debuff durations.. |
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Timeless Teachings | Immunity to ![]() . |
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Heavenly Call | Unlocks at Master Level 20: Starts battle with ![]() Duration: Indefinite. |
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Recommended Subskills | |||||||||||||||
Extended Mastery Skills: Subskills: |
Master Level BonusesRequirements to unlock Master Levels
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Total Master Level Bonuses | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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New Support Skill: Heavenly Call Skill Upgrade: Panacea III Alternate color class outfits |
Contents
Skills
Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
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Panacea III | Restore HP to all parties (Healing cap: 3000 [1500 for other parties]). At level 30: Healing cap increased to 5000 (1500 for other parties)Verification needed. . Adds 2-turn cut to all allies' debuff durations. |
5T | - | No | 1 | Debuff durations cannot be cut to 0 turns. They can be cut to a minimum of 1 turn remaining. Debuffs that activate at the end of their duration, such as ![]() or ![]() (Effect can be passed to ally by using a skill. Passed effect can't be removed.) , are unaffected by cuts to debuff duration. |
Extended Mastery Skills
Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
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Blessing II | 350%-500% Light damage to all foes. Inflict ![]() Strength: 5000 DMG per turnDuration: 180 seconds. |
7T | 180s | 10 | |
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Dispel Deluge | Remove 1 buff from all foes. | 5T | - | 25 | |
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Peace of Mind | Remove 1 debuff from all allies. All allies gain ![]() Strength: 500Duration: 3 turns. |
5T | 3T | 15 |
Assessment
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This section contains subjective remarks about this class. Relevancy of information and recommended weapons can quickly change over time. Use substantial discretion before heavily investing resources. |
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 gainShield (500)Next ATK received will be ineffective for a fixed amount
Strength: 500Duration: 3 turns. is usually worse thanClarityRemove 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. In fights where enemies don't really deal a lot of damage overall but have powerful Charge attacks, Spartan may also outclass the Sage by providing a powerful damage reduction skill when it matters the most, while also being much harder to knock out without needing the class weapon. Sage is also far from the only viable class for healing purposes, with classes such as Doctor and Lumberjack providing far more unique abilities. However, they are harder to unlock and use effectively.
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 withSubstituteGain
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 (which is already immune to one of the most dangerous debuffs and has tools to negate or remove many others).
- 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.
InflictHoly 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.
True Glacial Dream Staff - The healing on charge attack is boosted by Sage's increased healing cap.
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.
Kaladanda - The healing on charge attack is boosted by Sage's increased healing cap.
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.
Tropical Fairy ⚠️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. - The healing when
Hellfire CrestFire magic is amplified (Max: 5 / Can't be removed)
is 5 at the end of turn boosted by Sage's increased healing cap.
Cherubim's Lance - The healing on charge attack is boosted by Sage's increased healing cap.
Majestas - The healing on charge attack is boosted by Sage's increased healing cap.
Auguste Commemorative Staff - The healing on charge attack is boosted by Sage's increased healing cap.
Gambanteinn ⚠️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. - The healing on charge attack is boosted by Sage's increased healing cap.
Cardinal Spear ⚠️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 Recovery Cap after a charge attack.
Draconic Rod - provides
Shield (2000)Next ATK received will be ineffective for a fixed amount
Strength: 2000Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. and clear 1 debuff from all allies on charge attack.
Resources
Alternate Colors
Obtained from Sage: Master Level 30