And I was trying to convey that having multiple stacks on the gauge can functionally work.
It all depends on what design(s) are thought of that use them.
Essentially, saying "We could get up to 3 unique Hearts that stack up simultaneously"
As a way to allow freedom of design, rather than trying to restrict to "Well, this is what the job gauge looks like, we have to think of designs that work with that"
Like, there's no reason we can't have Astral/Umbral Hearts sharing the same spot on the gauge, just like we do with the AF/UI crystal stacks.
Just, I wanted to point out that we aren't necessarily restricted to ONLY that option and ONLY designs that work around mutually exclusive Astral/Umbral Hearts.
In down sync'd content, there's even LESS reason to actually pay attention to stacks. Since all your spells are generating stacks anyway. Pre-F3 when you're in AF your options are... F1 or F2. It doesn't matter if you're 1 or 3 stacks (Well, if you're 3 stacks you're level 40+ and thus have F3 + B3) you're using your one skill over and over and it's generating your stacks.
Making stacks relevant is impossible unless you rework AF an UI phases completely.
Streamlining, would likely end up in removing the Stacks mechanic entirely and just having the traits at the relevant levels buff the phases up inherently. Which would free up F3 and B3 to be more useful than "Phase swap skills" (Outside of level 42-60 where Firestarter procs are used for DPS)
You could also further streamline and remove the time limit on phases. So your entire rotation is fuelled only by your MP needs (Which could be interesting, it could open up some MP management dynamics to use expensive and hard hitting Fire skills by swapping to UI just to get that extra bit of MP to fire them off)
An alternative is to scrap the AF/UI mechanic in its entirety and just make Fire spells inherently stronger and cost a bunch of MP and Ice spells free and restore MP. Thus the only Timer/Phase you need to care about is then Enochian. Which could maybe be fed into with resource management of Hearts (I.e. Expending Hearts furthers Enochian by X seconds, getting you closer to a Foul cast)
Well, ideally, that's the thing I'd look to challenge. At the moment, we're on a strict timer with AF because we want to use F4 above all else and F4 doesn't refresh AF.
But this is what causes the staleness in the rotation. Because you basically want to cast nothing but F4 during AF as it is the single most damaging Fire skill available (Unlike during levels 42-60 where F3 is stronger than F1 but costs more MP and has a longer cast time making it unappealing outside of Firestarter procs) with the only deviation being the single F1 as the most efficient way to refresh the duration of AF to let us spend the rest of our MP on F4's.
Thus, we could do with something that seeks to usurp F4 as a spell to cast during AF, albeit conditionally. So that we want to do something other than cast infinite F4's.
Though, the issue tends to be... What to do. Since, we don't like RNG procs being a heavy influence on overall DPS... But any sort of guaranteed build up will lead into a similarly robotic gameplay.
The issue for me is that it likely still won't make you want to do anything other than F4 as GCD's in AF.
Even if it does gobble up the Thunder, it's still a DPS loss to actually hard cast it in AF (Heck, it's technically a DPS loss to hard cast it in UI too... Outside it leading to a DPS gain if you have TC procs in the future)
Also, "Give more time to use Blizzard spells in UI" - Oh right. 1 more GCD worth of Blizzard spells. Gee, I can hardly control my excitement...
I think my feelings on UI being 2 GCD's as maximum has been shown enough in this thread.
Well, that depends entirely on how its animated.
It doesn't necessarily have to be animated as this giant rock slamming down like 1 second after the cast with a low "BLAM"
It could just be a large fireball appearing over the targets head and then crashing down in a blazing inferno.
Still "Comet"-y but while still retaining a distinct visual over the LB effects.
It's most likely that Fire V/VI/VII would just end up being traits to boost up the potency of already existing Fire skills at this point.
Buffing up F1 into Fire V which does the same thing, but with more potency. F3 into Fire VI which does the same thing, but with more potency. F4 into Fire VII which again, same thing, more potency.
With Fire II being left to rot because it has already been usurped by Flare...