Quote Originally Posted by ForsakenRoe View Post
Not who you were asking, but I can speak to my SGE idea. Basically each of the 'augmentation skills', Soteria, Pankardia, Zoe and Krasis would cost big MP (I had it at 1000, adjust for balance as needed). The 'manual choice' in this situation is that, if you need AOE healing but you're low on MP, do you have time to Kardia each person individually for a couple of shots, do you use the other Augments to make this faster, do you use Pankardia to get everyone at once albeit at the price of 'you can't augment the strength of the ticks at all' or is there just not enough time, you've screwed up somewhere earlier and ran yourself out and now have to resort to a GCD that loses you damage (but doesn't cost MP because it's your 'i screwed up' button)

Ty's idea had the 'effects' be seperate, distinct GCD attacks, but the general thinking is the same as mine, iirc. I was just a lot more conservative on adding new buttons, and focused more on retooling 'the ones we have'.
I guess it doesn't make sense to me because I've never gotten in a position where I've been OOM and had to heal because I don't let myself get there. (FFXIV aside because again, MP management nonexistent).

Its a nice safety net, but to me it doesn't fix the current MP management is where I'm getting at. Especially with Dosis costing 0.

I get that the intention is that since you're a healer that heals by doing damage, making Dosis be 0 so you can still heal without being punished while giving the costs to either augementations or your emergency burst option (akin to Benediction, with a 1000k mp cost, to give an example) but I'm a visual person that needs to see what exactly it is your talking about.

Like, exactly just how often are you trying to get these augementations to be used to where MP is going to be an issue? Because I don't see it (especially with the current inc damage set up).