
Originally Posted by
ForsakenRoe
All we need is for Toxicon to be something more than 'scuffed Ruin2' IMO, and then SGE's current damage rotation can be as is. Instead, the skillcap of the class can come from minimizing GCD heal use via exploitation of various Kardia effects, like making it AOE, turning it into a shield, flat power boost for it, etc. It'd still have things like E.Prognosis for those times/skill levels where the damage>healing gameplay isn't gonna do it, like you don't have enough time to set up shielding via Kardia in a situation like Harrowing Hell, so you'd resort to the E.Prog spam. I even would make Prognosis cost 0 MP so if someone's panic-spamming (which they would have to be, if they're resorting to bloody Prognosis of all things) then MP cost isn't a factor they need to worry about. This way, it's easier to get people to dip their toes into trying the 'Damage>Healing' gameplay, because if they do mess it up and get themselves into a 0 MP situation, they can still heal. Ye Olde Cleric Stance showed us that if someone's got a barrier in the way of 'I am panicking and need to heal now' like a CD on turning off Cleric, then they are less likely to even try to use the system, so a Kardia expansion should be aimed to avoid that