Quote Originally Posted by ty_taurus View Post
Is that not the definition of intertwining DPS and healing gameplay--generating healing resources through attacking?
To me, no, because nothing about the latter effect scales or synergizes with that damage. You simply took something SGE already had and then gated it behind something else such that the new position provides no advantages over the old despite having a smaller banking margin.

For a similar reason I wouldn't say that Misery is generated by healing so much as simply by particular generators that, among other things, happen to allow for recouped healing costs. In dungeons, it's most often used between pulls, where the healing (like the damage of your above generator) is irrelevant to the additional effect.

You might as well say that AST gets its MP through card usage *(because of the appended 5% MP per Draw) or WHM through Water magic (Assize) as say that locking Addersgall behind (rather than it having scale or synergize with) an attack entwines damage and healing.

Now, if a portion of healing potency was then wrapped into WHM's next attack spell, sure, I'd call that entwinement. If AST's only way to regenerate additional mana was through self-casts of the Ewer card, yeah, I'd say they're entwined.

I myself would rather generate resources intentionally rather than have them given to me.
Fair. And I could agree with that. I just don't think this adds any meaningful degree of intent. You would already follow identical behavior (don't let your nuke attack overcap its charges) with or without gating Addersgall generation behind it.

In fact, you'd be even less able to use it situationally (much like holding for future burst Assize or --a more powerful-- Draw due to their MP generation). Since you're then giving yet more weight behind using it in the most normal and least fight-awareness-rewarding way, I'd possibly go so far as to say it's reducing the space for intention in that ability. You've reduced the space for alternatives, after all.

One thing I'll note is I reworked Dyskrasia into a different AoE filler spell that doubles as a mobility tool at increased MP cost. This is something I'd do for every healer, and it reflects in the build ideas--adding functionality to AoE buttons in single target.
Oh, nice. Okay, that reduces the would-be costs quite a bit then.

If you are genuinely curious to see the entire thing, there's a link to it under the spoilers tag over here in this thread along with reworks to the other healers as well.
Alrighty. Will check it out.