Quote Originally Posted by OtakuSempai View Post
Some fantastic suggestions in this thread already but I'd like to give my input on sage:

1. Remove addersting, have toxickon cost addersgall and be off the gcd and give MP. It's clunky the way it is currently requiring a shield break and being dps neutral despite that. This way, it gives a way to burn addersgall when you dont need a heal and lets you not get behind in MP regen.
2. Rework Pneuma into a 10 second CD that heals all targets with kardion, increasing for each target hit. The base heal potency will be slightly larger than a normal kardion heal, to be used when burst heals are needed. This also makes pneuma more impactful and a core part of the kit.
3. Rework phlegma to be off the gcd and have a 25 yard range. E. Dosis gives a chance proc a charge of phlegma. Potency will of course need to be lowered to compensate. This lets phlegma be the filler spell I think it's trying be now but better (imo).
3. Have prognosis and diagnosis (non-eukrasian) apply kardion to the target for a few seconds, while reducing the potency of both direct heals for balance. Diagnosis will apply kardion for longer than Prognosis since its single target. This puts an emphasis on the 'dps healer' playstyle of sage by having kardia be more impactful.
4. Pepsis becomes more akin to emergency tactics. Removes the kardion application from diag and prog but boosts it's base potency. Lets you spam heals viably in a pinch, like ET.
5. Combine krasis + phsysis, and Zoe + Holos. Maybe make Panhaima into Eukrasian Haima. The goal here is just to reduce button bloat and the clunk from its healing kit, which I think will lower the skill floor a bit, which is needed. Potencies and cooldowns will need to be massively adjusted of course but I think its necessary.

The goal is to have a core rotation, in this case Dosis, E. Dosis, Phlegma, and Pneuma all funnel in to the kardia mechanic, and giving more ways to apply kardia. Which I believe doubles down on the theme for the job, the quote 'healer with DPS options'. The reduction in button bloat would make the job more intuitive to newer players and the expanded core rotation would be engaging enough for veteran players.
All of these sound horrible to me