If you are genuinely curious to see the entire thing, there's a link to it under the spoilers tag over here in this thread along with reworks to the other healers as well. SCH's is probably the most out there. I will state though that these builds include a highly experimental rework to how MP functions, but without actually being able to test the MP rework, I can't actually speak on how healthy it would be. Know that if I were in charge of job design, this is basically what I'd take into testing and see how it plays out (along with everything in these builds, naturally.) That said, the concepts could easily work within the existing MP system as well, perhaps cutting the GCD MP spells on each healer and just keep Lucid Dreaming in that mindset.
I don't really understand where you're coming from on the point of muddling synergies and not feeling like healing and damage are intertwined. It's taking something that generates based on 0 interaction and expanding on your rotation by having you manually generate Addersgall instead. Is that not the definition of intertwining DPS and healing gameplay--generating healing resources through attacking?
One argument that I can understand is that you can't generate Addersgall during downtime. I think that's a valid critique, but I personally don't think is an objective negative. I myself would rather generate resources intentionally rather than have them given to me. And as I mentioned, you can always make an effort to go into phase changes after having spent your cooldowns on this spell.
One thing I'll note is I reworked Dyskrasia into a different AoE filler spell that doubles as a mobility tool at increased MP cost. This is something I'd do for every healer, and it reflects in the build ideas--adding functionality to AoE buttons in single target. These buttons exist but go unused, and I think there's value in making them work in all environments rather than just dungeon trash. For SGE, this changes their AoE to a ranged, instant cast mobility tool that heals your Kardia target and all allies around them in a fairly small radius, meaning it also works as a way to heal while the party is stacked, or perhaps helps you heal up the healers/DPS after a raidwide, then switch your Kardia back to the tank.
I bring this up because it would resolve the concern you mention about losing Toxikon's mobility function.
Ultimately on the number of OGCD weaves, that's something that would also be better resolved through testing.
Note that the only GCD spells that don't have Kardia effects are Diagnosis, Prognosis, and the new Holos (it's not important for the purpose of this discussion). With no spellspeed, there are 24 GCDs in a minute, and with spellspeed, that number can increase. If you are able to maintain DPS uptime, you generate 48 gauge per minute and need 50 to cast E. Diagnosis/E. Prognosis. The gauge goes up to 100 as well to allow you time to find the right moments for E. Diagnosis/E. Prognosis, and because these resources are generated in other ways as well, there's less pressure to just use these heals for burst window DPS gains, a problem WHM faces. It's true that both Diagnosis and Prognosis will not add to your Kardia gauge, but I don't know of any gauge spender that also increases its own gauge.
I don't really feel like comparing them to the lilies is the right comparison, because I see Addersgall as comparable to the lilies instead, it's just you use them off the GCD rather than on it. The Kardia gauge here is more about making it feel as though occasional barrier usage is rewarded rather than always coming at a DPS opportunity cost. You still of course have your Addersgall heals which are meant to be your primary source of healing like they are currently. Having said that though, I do agree that it's much better having gauges with options rather than specifical for individual actions. I ended up feeling content with this Kardia gauge concept for the sake of justifying your GCD barrier heals, and I do think it functions more effectively than you might, but it's not the absolute best option available either, I'm sure.
Ultimately, I do recognize some of your concerns. At the end of the day, theorycrafts like these are limited in that they have to be created entirely on paper and cannot be put in a testing environment, so I have no doubt there are areas that would inevitably need development, but some concerns are also issues that we can't actually no are issues without testing either, like if the Toxikon followups being 3 weaves would actually feel like too much when put into practice. It's more about creating core ideas and concepts to communicate a design.



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