Quote Originally Posted by Sylvain View Post
I get your point and for summoner I 100% agree there's virtually 0 difference.

However I don't think you get my point regarding SCH(I put some emphasis because my entire last post was about SCH and you replied about SMN altough I said you were entirely right regarding SMN).

SCH could get it removed and turn into a "one charge per 15sec", but it would involve a change gameplay. A SMN will "nearly always" burn through their 3 stacks ASAP.
If as a SCH you burn your 3 charge within 5sec after using Aetherflux, your healing option are quite limited for the next 40sec.
No instant AoE (totally broken this spell seriously)
No instant heal
No Dome
No Proc-heal
No "Insert new Healing skill form 5.0"

However if you holded your 3 stack and burn them, you know that in 15sec, you can do one of these actions. And that's a big difference.
Some would be true if you would hold your 3 stacks and delay Aetherflux because you know that in 10-20 you might need to burn up to 5 of them in a very rapid succession.
And, again I see no difference to decent play. At worst, there's less potential by which to trap oneself. I don't see that as complexity enough to warrant the keyspace.

Even then, you could still emulate that exact same gameplay and ability to trap oneself even without the button, simply by breaking it into 3 stacks of 'readied' Aetherflow and 3 stacks of 'reserve', which are made ready once the 'readied' are consumed, but must still each be recharged before any new 'readied' stacks can be made.

I.e. Start combat with 3 readied stacks. If you consume a readied stack within 15s of starting combat, another stack replaces it, bringing you back to 3. If you remain at cap (3) when the recharge completes, you gain a reserve stack, which will instantly refill a stack. If you blow through all 6 in a 3 seconds, you'll still have 42 (45-3) seconds to wait before you gain a single new stack. Holding onto stacks past the first three doesn't allow you to use another any sooner: it just increases burst potential, just as currently true. The only difference then is that you have one less oGCD to cast when blasting off all six. Zero gameplay change.