Quote Originally Posted by ForsakenRoe View Post
I'd go for both, eg if we imagine the Addersgall gauge as a 0-100 gauge, we could build 1 per second, and also generate X amount for certain attacks. Maybe Dosis gives 1, DOTDosis gives 1 per tick, Phlegma gives 10, etc. Or using the current gauge, each attack gives 'an extra X seconds' to the charging speed, so it builds over time as it does now, but can be accelerated by doing your rotation. People suggest a Water skill for WHM to 'speed the Lily charge timer' quite often, this would be basically that

There's room for both, I think, as Kardia management would allow the SGE to stabilize the party while building their Addersgall, and the Addersgall would cover the gaps where Kardia is not enough to keep up (or the SGE runs low on MP and needs to use MP neutral things to stay out of the dryzone). Of course, that would require SE to have some amount of confidence in their players being competent. Again, this kind of thing, with it's 'higher chance of punishment if things go wrong', would be completely fine if the 'panic heal' GCDs like Prognosis cost 0 MP

As for the comparison of 'bloodbath for ally' vs 'builder-spender', Addersgall already IS a builder-spender, of the worst kind: one where we have zero control over the rate we build at. Instead, the only 'builder' we have access to is a 90s CD (Rhizomata), or just waiting. Having more agency over how quickly we replenish our resources would feel a lot better, even if it works out to be a wash because of balancing, it would give the illusion of 'I have more control of my resource generation'

If anything's making Kardia feel irrelevant/weak, it's not the Galls, it's the random 'free CD' stuff like Haima and Physis. Like, Physis could have been 'spread Kardia to allies, make Kardia AOE for X shots', but nope, gotta have 'not Whispering Dawn'
I'm not sure how I feel about the concept as a whole, but I don't dislike it on principle. Like most things, it of course depends on the execution. I slightly alluded to it in the other thread in that I don't like the 'over time' aspect of naturally generating it. I'd rather fully commit to it being generated as you attack. In that way, it rewards uptime, and while that can potentially be more punishing to a degree, it's not like Sage wouldn't have its standard heals, which if we follow the logic discussed there as well, whether from my specific build or otherwise, creates a secure safety net regardless of performance and goes back into what I was saying about uptime vs basic healing requirements. As long as you can rely on standard healing quickly, cheaply, and effectively to catch you during stressful encounters, making your ability to manage DPS uptime through skill expression of some sort is, I believe, a really healthy way to create an environment where all skill levels of healers can prosper. DPS uptime is not needed in most content, and even in content where it is, perfection certainly isn't required either.