Imo, addersgall regeneration shouldn't be affected since that's unique to sage and works well with Kardia itself (1 per 20 sec natural regeneration allows good sustain over time). When you're forced to decide between GCD healing with Eukrasian shields or charge addersgall because the tank is taking far too much damage (applicable at lower levels when tank's undergeared), not having addersgall generate naturally is a huge detriment since it's tied to the GCD - which directly limits the sage's healing throughput when damage greatly exceeds what Kardia can heal in the next GCD. I would actually have the tank die more times in Stone Vigil and Aurum Vale if addersgall generation is tied to a GCD spell and the tank isn't exactly great at mitigating, but chooses to do big pulls anyway.
On the other hand, I would be fine if addersting generation is tied to a DPS GCD spell since addersting generation is something you do when you have the time to charge resources (instead of using Dosis). It would be more preferrable to make addersting skills activate Kardion multiple times and keep addersgall generation separate. If there needs to be a connection between addersgall and DPS-to-heal, it would be more preferrable to have addersgall skills apply Kardion to the affected targets instead.
That being said, if they add more DPS skills with additional effects to our healing output, I would definitely prefer if there would also be a skill the sage can use to summon a mini target dummy during downtime or transitions. Hitting the target dummy will activate said skills' effects and also activate Kardion - which helps prevent any inconsistencies with not being able to use DPS spells that heals (example: Pneuma) for long periods of time if we ever get a case where the enemy becomes untargetable but is still inflicting damage. It would be even better if said dummy will also restore MP to the sage based on the number of hits it received at the end of its duration, making it a dual purpose skill that can be used during combat as well. Depending on how many more skills sage gets for DPS, it can open up a variety of MP-expensive spells to heal/shield as a caveat, and being able to hit a target at any point in time would fit in-line with this kind of playstyle.



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