Originally Posted by
ForsakenRoe
I'd go for both, eg if we imagine the Addersgall gauge as a 0-100 gauge, we could build 1 per second, and also generate X amount for certain attacks. Maybe Dosis gives 1, DOTDosis gives 1 per tick, Phlegma gives 10, etc. Or using the current gauge, each attack gives 'an extra X seconds' to the charging speed, so it builds over time as it does now, but can be accelerated by doing your rotation. People suggest a Water skill for WHM to 'speed the Lily charge timer' quite often, this would be basically that
There's room for both, I think, as Kardia management would allow the SGE to stabilize the party while building their Addersgall, and the Addersgall would cover the gaps where Kardia is not enough to keep up (or the SGE runs low on MP and needs to use MP neutral things to stay out of the dryzone). Of course, that would require SE to have some amount of confidence in their players being competent. Again, this kind of thing, with it's 'higher chance of punishment if things go wrong', would be completely fine if the 'panic heal' GCDs like Prognosis cost 0 MP
As for the comparison of 'bloodbath for ally' vs 'builder-spender', Addersgall already IS a builder-spender, of the worst kind: one where we have zero control over the rate we build at. Instead, the only 'builder' we have access to is a 90s CD (Rhizomata), or just waiting. Having more agency over how quickly we replenish our resources would feel a lot better, even if it works out to be a wash because of balancing, it would give the illusion of 'I have more control of my resource generation'
If anything's making Kardia feel irrelevant/weak, it's not the Galls, it's the random 'free CD' stuff like Haima and Physis. Like, Physis could have been 'spread Kardia to allies, make Kardia AOE for X shots', but nope, gotta have 'not Whispering Dawn'