Quote Originally Posted by Renathras View Post
SGE playing like a DPS, despite being much more recent, is also difficult to find an original source for.
I found a source in about 2 minutes or so... There are probably other examples to. Here's the link: https://youtu.be/8_mdi8RMbRk?t=1236

"Our thought process behind Sage was where we looked at what the players were demanding. And we had a lot of demands come in from the players who go into high-end content. For example, raids and such. And those types of players, they were playing healers, but they wanted more opportunities to attack the enemy rather than just healing... So, based on that, we thought, 'Ok, what can we do?' So we designed Sage so that the Sage can attack and then can also heal or have a barrier effect on another player."

There's more to that quote. He's ultimate describing Kardia as a system, although you can't actually apply barriers through Kardia so I'm assuming that was something it could do during the conception of the job and they took that away for some reason. After that quote, there's also a reference to Toxikon that you can earn for when the barrier runs out. Now, Addersting isn't anything close to a desirable resource that you actively care to generate unlike the Blood Lilly, but that made me think about something interesting.

We could just say that SE was tone deaf to Toxikon being a 100% DPS loss to actively generate, which isn't unbelievable giving Misery sat at a 25% DPS loss for nearly 2.5 years, but if Sage actually did have a way to apply a barrier through Kardia at some point during its development, what if that barrier breaking also gave you Addersting? That's exactly how it works in PVP, and that's a system that actually makes a lot of sense. Your DoT also generates a barrier that gives you a mobility resource, but because it's your DoT you don't spam it to generate Addersting constantly and it would give you an actually worthwhile stream of Addersting stacks throughout the course of a fight even if it stays the same potency as Dosis. But that's all speculation. Honestly a lot of healer-related potency issues get completely overlooked even when they're blatantly obvious. Toxikon's potency doesn't increase at level 72, so Toxikon is weirdly even worse between 72 and 82, and similarly Afflatus Misery is just a flat 1240 potency, so it's a 40 potency net positive between 74 and 82 for WHM as well. Really easy things to fix that continue to go completely under the radar.