Sage Job Guide: FFXIV Endwalker’s New Healer, Overview, and How to Play

Embark on sagely pursuits with our guide on how to play Sage in Final Fantasy XIV, the newest Healer on the roster.

If, like some players, you decided to use Endwalker as an opportunity to learn a new role, you might be considering playing as Healer. We’ve got a guide on the basics of the Healer role, but perhaps you seek a challenge, and want something a bit more complex than White Mage. You were that player, you know the one, the one who would play Feral Druid in World of Warcraft because there was no such thing as too many buttons. If so, welcome to learning how to play Sage in Final Fantasy XIV.

Before we get into the Job breakdown, keep in mind that Sage arguably has one of the more noticeable skill gaps in FFXIV. An extremely good Sage really shines, but mediocre Sages might be lacking the proficiency necessary to properly support fellow party members. Don’t let it discourage you — new Jobs take time to learn and warm up to, and you’ll be blasting away enemies with your Gundam lasers and laying down clutch barriers in short order.

If you need a broader perspective on how you should be playing the role along with some of the best practices, be sure to use our FFXIV Healer role guide and become the best Healer you can be. This guide will also be using game-specific terminology, and we have a FFXIV glossary in case you need to refer to it.

Getting Started

First, unlocking the Job. You need to have purchased Endwalker, and also have a different combat Job at level 70 already. You can then find the Sage questline starting with “Sage’s Path” in Limsa Lominsa Lower Decks (X: 9.4, Y: 12.9) to get access to the Job itself.

Next, you should understand the differences between Sage and other Healers — Sages (and Scholars) are Barrier Healers. This means that the majority of their impact is made when they anticipate incoming damage and work to mitigate it.

Sage is not the best at crisis management — White Mage and Astrologian are more suited for that kind of play. Instead, Sage prevents the loss of health by executing their various barrier spells. This Job rewards players who can get ahead of the big hits and get a good read on the mechanics in any given encounter. While not necessarily required, studying up on the various dungeons and trials help you be more effective.

Finally, Sages have a unique mechanic known as Kardia. You use Kardia on a party member when you load into an instance and they’ll have the effect of Kardion the entire time. When active, any damage you deal to the enemy will return as an automatic heal for the person with Kardion. This is surprisingly potent, and emphasizes that Sages should be focused on dealing damage whenever possible, and only using GCDs on healing as a necessity, not a priority.

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Sage’s floating gun-knives, called Nouliths, give the Job a satisfying and stylish feel for Healers.

Sage Skills

Below is a list of the Sage skills that you will be using. Sage has a few things to worry about — Kardia, Eukrasia, Addersgall and Addersting. We’ve split them into categories to explain each mechanic for easier reading. It’s easy to get confused with Sage’s skill names, especially when starting with a robust kit at level 70, so take the time to really understand the names and effects.

Damage Dealing and Kardia

Kardia (Lv. 4): This places the effect of Kardion on a party member for as long as you want. When active, any damage inflicted from the following abilities will heal that party member for a potency of 170: Dosis, Eukrasian Dosis, Phlegma, Dyskrasia, Toxikon, and Pneuma. You should always have Kardion applied to someone, and it should (almost) always be the Tank.

Dosis (Lv. 1) : This is your main single-target damage spell. Most of your GCDs will be used on this in a single-target fight. Becomes Dosis II at level 72 and Dosis III at level 82

Eukrasian Dosis (Lv. 30): This is your single-target damage-over-time (DoT) spell. It lasts 30 seconds, so you must refresh this every 30 seconds. Becomes Eukrasian Dosis II at level 72 and Eukrasian Dosis III at level 82. (More on the Eukrasian effect in the next section.)

Phlegma (Lv. 26): This is an AoE ability that hits for 400 potency on the first enemy, and 30% less on all other enemies in a 5-yalm radius. It has two charges, and it heals your Kardion partner, so this is good during wall-to-wall pulls. Becomes Phlegma II at level 72 and Phlegma III at level 82.

Dyskrasia (Lv. 46): This is your spammable AoE attack — it does not require you to target an enemy. Hits for 160 potency to all enemies within a 5-yalm radius of you, and also heals your Kardion partner. Becomes Dyskrasia II at level 82.

Healing With Eukrasia

Eukrasia is an effect that changes how certain abilities behave. Dosis becomes Eukrasian Dosis, Diagnosis becomes Eukrasian Diagnosis, and Prognosis becomes Eukrasian Prognosis. (If you played Dark Knight, you may remember how Dark Arts work — this is similar.) You need to activate Eukrasia before you can use any Eukrasian ability, and once that ability is used, Eukrasia is dispelled.

Keep in mind that Eukrasian abilities are instant-cast, and using Eukrasia + Eukrasian Ability is equivalent to a regular 2.5-second GCD. You should not weave in between Eukrasia and the Eukrasian Ability, so think of it as a combo that must be completed before taking another action.

Diagnosis (Lv. 2): This heals the target for a potency of 450. This is a standard go-to heal if you need it, but again, most of your GCDs should be on Dosis or Dyskrasia, so only use this if you have literally no other tool in your toolbox.

Eukrasian Diagnosis (Lv. 30): This heals your target for a potency of 300, but also applies a barrier equal to 180% of the HP healed, and gains a bonus barrier amount if you land a critical heal. This is equivalent to Scholar’s Adloquium.

Prognosis (Lv. 10): This heals everyone in a 15-yalm radius for a potency of 300. Again, much like Diagnosis, this ability is not as good as your Eukrasian variant and really shouldn’t be used much.

Eukrasian Prognosis (Lv. 30): This heals everyone in a 15-yalm radius for a potency of 100, but also applies a barrier totaling 320% of the heal amount. This is equivalent to Scholar’s Succor.

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As soon as you heal your allies and refresh their barrier, target the enemy and lay down some damage.

Healing and Shielding With Cooldowns

Physis (Lv. 20): This is an instant-cast AoE oGCD heal that places a Regen effect on allies within 15 yalms. For its 15-second duration, it heals for 130 potency every three seconds for a total of five heals and an overall 650 potency. It also gives a 10% boost to other healing spells they receive for 10 seconds. This is one of your emergency cooldowns, but you must follow up with other healing spells to make the most of it, especially in anticipation of AoE damage.

Soteria (Lv. 35): This boosts the healing effect of Kardion by 15% for 15 seconds. This is fantastic for stretches of a fight where little AoE damage is going out, and the Tank is the only one taking damage.

Zoe (Lv. 56): This boosts your next healing spell by 50%, and it effectively boosts your shield effects with Eukrasian Prognosis/Diagnosis since they rely on percentage healed to create the barrier. The buff lasts for 30 seconds, so if you know well in advance that some heavy shielding is going to be required, you can “pre-buff” yourself. Just don’t forget you used it.

Pepsis (Lv. 58): This dispels the Eukrasian barrier effects on everyone within 15 yalms, but in turn heals them for 450 potency (if a Diagnosis barrier) or 350 potency (if a Prognosis barrier) If you need to heal missing HP and can reapply shields before the next attack comes out, this is a good tool to use. Otherwise, this spell would have no effect.

Haima (Lv. 70): This is one of your big, useful cooldowns. It applies five stacks of 300 potency barriers on your target. When one stack is broken, the next stack takes effect. This will last for 15 seconds or until the last stack is broken. Any leftover stacks after the 15-second duration will convert into a 150 potency heal each. This will get the maximum benefit if you know a multi-hit attack is coming and apply it beforehand.

Holos (Lv. 76): This is an instant-cast AoE heal for 300 potency on allies within 15 yalms that also reduces damage taken by 10% for 20 seconds. This is another big cooldown, and is best used when you know a massive AoE attack is coming out.

Panhaima (Lv. 80): This functions the same as Haima, but as an AoE version for allies in a 15-yalm radius. It applies five stacks of 200 potency barriers, and will convert to a 100 potency heal for each leftover barrier stack.

Krasis (Lv. 86): This applies a buff to a single player that increases healing received by 20%. It should really only be used on Tanks when a tankbuster is coming.

Pneuma (Lv. 90): This is the last big cooldown you’ll learn. It’s a ranged line-style AoE attack that deals damage of 330 potency on the main target and 40% on all other targets in the AoE. It also triggers Kardion healing, but in addition to that, it heals everyone within 20 yalms for 600 potency, which is significant. This does have a 1.5s cast, so ideally you will want to use Swiftcast on this if you aren’t stockpiling it for your Raise.

Addersgall: Sage’s Job Gauge for Fast Healing

ffxiv sage job gauge addersting addersgall guide
Sage’s Job gauge.

Addersgall is the Sage’s main Job gauge. It’s a resource that caps at three stacks and generates one stack every 20 seconds, even out of combat — every minute you will have three Addersgall stacks. Addersgall abilities are all instant-cast and MP-free oGCDs, and make the Sage stand out among Healers. Additionally, whenever you use Addersgall abilities, you get 700 MP back, so this is your primary MP regen effect aside from Lucid Dreaming. Addersgall can be spent on the following abilities:

Druochole (Lv. 45): This is a single-target heal for 600 potency, and it’s similar to White Mage’s Tetragrammaton or Scholar’s Lustrate. This has a 1.0-second cooldown, so it’s the most “spammable” of your Addersgall abilities.

Kerachole (Lv. 50): When starting, this ability just reduces damage taken by 10% for everyone in a 15-yalm radius. At level 78, it gains an AoE heal-over-time effect, making it similar to White Mage’s Asylum or Scholar’s Sacred Soil. Its Regen effect heals for 100 potency per tick for 15 seconds, but has a 30 second cooldown.

Ixochole (Lv. 52): This is simply an AoE heal for 400 potency. It’s similar to White Mage’s Afflatus Rapture or Scholar’s Indomitability, except it carries a 30 second cooldown, so it’s not spammable.

Taurochole (Lv. 62): This is a single-target heal for 700 potency, and it also reduces damage taken by 10% for 15 seconds — but it has a cooldown of 45 seconds. If this is off cooldown, it takes priority over Druochole. This is similar to Scholar’s Excogitation.

Rhizomata (Lv. 74): This simply gives you a free Addersgall. Primarily used in emergencies.

How Addersting Works

Addersting is a resource that is generated whenever one of your barrier effects from Eukrasian Diagnosis is broken from damage — and only from damage. Addersting is solely used for executing Toxikon, which is a ranged AoE damage spell that hits for 300 potency on the target, and 150 potency for other enemies caught in its 5-yalm radius. At level 82, it becomes Toxikon II and gets potency increases of 330 and 165, respectively. Toxikon also triggers Kardion to heal your partner.

During single-target fights, unless you are pushing for top DPS rankings, it is not worth worrying about Addersting too much. Simply weave Toxikon in-between heals or Dosis casts when you have the resources, otherwise you don’t need to stress about it.

Use Cases for Role Actions

As with any Job, Sages come equipped with Role Actions, which are shared across all Healers. Here’s a list of what they are and what you should use them for:

Esuna (Lv. 10): This will remove most, but not all, negative status effects on your party members. This doesn’t see a lot of use in higher-level play, so feel free to remove it from your bar unless you know a fight requires it (such as the level 90 MSQ dungeon).

Swiftcast (Lv. 18): Makes your next spell instant cast. This is primarily used in conjunction with your Raise (Egeiro), however if you don’t think you will need to Raise anyone within the next minute, you can use this on Pnuema, or simply stockpile it.

Lucid Dreaming (Lv. 24): Restores MP over time. Once you hit 75% MP, use this, and then use it on cooldown to maintain safe MP levels.

Surecast (Lv. 44): This prevents knockback or draw-in and spellcasting interruption from certain enemy attacks. It’s primarily used in Savage raiding.

Rescue (Lv. 48): Repositions a party member against their will, causing them to hold a grudge against you for “ruining their uptime” or whatever. Primarily used when you wake up and actively choose violence against your melee teammates. This can be combined with the gap-closing ability, Icarus, to do a switcheroo — which is very effective if you want to survive a death mechanic, while also sacrificing your Ninja to the parsing gods.

How To Play and Best Practices

Playing Sage is, again, an exercise in fight knowledge and anticipation. First and foremost, remember your ABC’s — Always Be Casting. If you aren’t casting Dosis continually and keeping your DoT applied during boss fights, you are not maximizing your potential. You only ever stop casting when you need to move to clear a mechanic and avoid danger or lay down some healing and barriers for the group.

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When all party members are good on HP, be sure you’re always casting attack spells

 

Unlike White Mage, which excels in curing missing HP, you need to be proactive. Even if you’re not sure what’s coming next, there is no harm to reapplying barriers before you go back to DPSing. Again, Sages are not the best at crisis management — the more proactive you are, the better off your group will be.

If you know an AoE is about to come out, you want to use Eukrasian Prognosis, and if you know a tankbuster is coming out, use Eukrasian Diagnosis on the Tank. If you need to heal missing HP, you have Druochole, Taurochole, and Ixochole at your disposal for different situations. Remember, your Addersgall gauge is there to be used. It’s also wise to spread your cooldowns out — for example, if a Tank is about to eat a tankbuster, Eukrasian Diagnosis and/or Haima beforehand would be smart, plus Kardion healing should set them straight. If an AoE or party-wide attack is coming, Eukrasian Prognosis plus Kerochole, Panhaima, or Physis are your best tools.

A typical dungeon run will look something like this — the Tank will gather all the trash mobs up to the door and you will apply Eukrasian Diagnosis to the Tank throughout the pull. You will also be casting your AoE damage spells — prioritize Phlegma and Toxikon when those resources are available, then shift to Dyskrasia. Continue to cycle between reapplying shields and using Druochole/Taurochole, weaving some cooldowns such as Zoe, Krasis, Haima, and/or Pneuma — of those, Pneuma (if available) and Haima should be prioritized, since they’re more effective for mitigating the potential heavy damage at the start of trash mobs pulls. When your Tank’s shield expires, use Taurochole first, and reapply Eukrasian Diagnosis.

Sage Stat Priorities

Materia melding is like most other Jobs in Endwalker. You want to prioritize Critical Hit, and then Determination or Direct Hit. Spell Speed isn’t terribly useful, and Piety is not necessary unless you find yourself running out of MP often — and even then, it’s likely because you’re not using Lucid Dreaming or your Addersgall abilities enough.

At level 90, your food priority will be Pumpkin Potage for the Critical Hit and Determination bonuses, but if you cannot afford it, Thavnairian Chai makes for a good alternative. Your stat-boosting potion on-hand should always be Grade 6 Tincture of Mind — if you’re lacking the gil necessary, the Grade 5 Tinctures of Mind are acceptable alternatives, but you will miss out on the extra stat boosts.

Final Thoughts

Finally, practice. Sages have a higher APM (actions-per-minute) than other healers (except Astrologian) due to their Eukrasia and Addersgall mechanics. Once you start to really dig deep into learning how Sages flow in groups, you’ll find them to be a much more active and fun Job to play. Don’t get discouraged if it doesn’t immediately snap into place — over time, you will attain mastery and get to show off your cool space lasers with pride.