It’s a healer with a passive, permanent regen that has 0 influence on your gameplay otherwise, and less DPS variety than every other healer. Sage is as much a “DPS healer” as I am a pink hippopotamus secret agent named Steven.
You can find the full concept breakdown that I shared in the healer suggestions megathread if you're interested, though I've worked on the idea off the forums as well for the fun of it, and because I really like the idea, and have made some adjustments here and there, though the concept here is largely consistent with what I posted there.
To answer your question, Dyskrasian Dosis is still 30 seconds, but also costs up to 3 of your Addersting to generate the strongest effect, giving more engagement on managing Addersting rather than it just being a store-and-dump resource for exlusively Toxikon. Though Phlegma has a much shorter cooldown and both a Eukrasian form and a Dyskrasian form. Paroxysm (your renamed AOE attack because Dykrasia was made into an alternative to Eukrasia) also has a Eukrasian form that grants AOE healing, giving it uses in single target as well.
I'm not at all opposed to a Continuation-inspired addition to Sage and have made that suggestion in the past. I was trying to be more frugal with the crit healer concept in terms of what new resources would actually be needed to make that a reality.
On a different note, something I thought about before that I didn't include in the crit healer breakdown, but could work with it potentially, was my idea for Sage's level 100 capstone ability, Psykomakhia. The sparknotes is, you summon a projection of yourself that begins channeling a massive laser attack, and at the same time, you apply an anti-barrier to your Kardia target as well as stacks of that anti-barrier that replenish it after each one is popped--basically the same as Haima and Panhaima. Now, an anti-barrier is effectively the same as a barrier, except instead of absorbing damage taken, it absorbs HP restored from your actions and only your actions; your co-healer is unaffected. Every time you pop an anti-barrier by healing it, your Kardia target restores a percentage of their missing HP, and your hologram gains a stacking buff. After the duration expires, or your hologram reaches max stacks from fully popping all 5 anti-barriers, it unleashes a channeled laser attack that deals damage every second an enemy stands within its radius. The channel lasts for 1 second plus 1 more second for every stack you generated for your hologram, maxing at a 6 second channel.
Hmm, ok. In a sense, the Eukrasian system seems to be expanded. 2 buttons to modify actions instead of just 1.
At first, I was puzzled to not see the usual Eukrasian Diagnosis barrier, but I see other things would make up for it. Haima and Panhaima look to be the replacements with no cooldown multi-barriers. Dyskrasian Aphonia having a 4s stun on all enemies would be very strong mitigation for 4 mans since we know what Holy spam can do from WHM >.> Eukrasian Phlegma looks to have a barrier too and it has that usual barrier breaking mech we have today. Ah, I see you did this to get rid of the Eukrasian Diagnosis being spammed to farm for Addersting procs with wall to wall pulls. The Kardia heals look to be stronger than Diagnosis too.
All the basics look to be covered while having a synergy for Kardia heals to actually work with mini shields. This might actually work with the buffs increasing critical strike chance and the modified Aphonia spell used for getting guaranteed crits when it is actually used to cleanse debuffs or interrupt stuff. It might just need a QoL mech where all the Adderstings are replenished over time when you are out of combat for a while. That way the Dyskrasian Dosis / Paraoxysm are not always getting the lowest "5% crit" version at the start of combat.
Like I said, I've been tweaking things a bit, like instead of Haima/Panhaima being their own buttons, making them the new Eukrasian Diagnosis/Prognosis to conserve on space. It's the same otherwise, just a little more hotbar economical. Also bringing back Druochole and Ixochole as OGCD cooldown heals at 40 and 80 seconds respectively just so that you do have a couple pinch heals. They'd be independent of the new Addersgall. Starting with 3 Addersting out of 6 is probably the easiest way to address your concern, though if I were actually producing this rework, I'd definitely want to test how long it might take me to power-generate Addersting through things like using Zoe and see how that feels and if it's consistent.
1) Divination can no longer be set to hotbar and now triggers Draw CD
2) Draw CD is now 30s
3) Every card is now AoE 3% damage buff
4) Each card gives a seal, after 3 cards, Draw becomes Divination (You start with 3 seals)
Does that look like something SE would do? Please look forward to it.
The solution is not more dps spells or complex healing spells. What we need is encounters that forces the healers to use majority of their kit. I think the first thing the developers need to do is nerf or remove the ogcd healing spells. Force healers to hard cast and force them to keep a eye on their mp.
This will mean less dps from healers, so dps players need to just deal more damage.
There is no possible way to balance fights where you force a veteran to use all of their kit while also making it clearable by weaker players. A balance needs to be struck between healing requirements and engaging healing downtime activities, whether you like it or not.