Quote Originally Posted by LilimoLimomo View Post
For example, what if casting Glare filled a meter, and every 3 or 5 Glares gave you the ability to cast some manner of Stoneskin on a single party member, or gave you Swiftcast for your next non-instant healing spell, etc? Something that made it feel like you were doing something more than just meekly contributing to the DPS pool, that your DPS efforts were actually building towards something relevant to your class?
cough cough

Sarcasm/shilling aside, I agree with the general idea, the issue is that SE has removed a lot of options of 'what' to tie it to. For example, you say 3-5 Glare casts. But what else is there? We have that, DOT ticks, and that's basically it. Which is why I'd ask for a couple more buttons (or maybe just one is all that's needed on some healers), so we can have variety. Like, differing build rates between certain skills. Example, Glare is 1, Dia is 1 per tick (incentivizing keeping DOT up for faster gauge build speed), Water/Banish/Absolution whatever new button is 5 but has a CD (incentivizing using on CD for bigger burst of gauge gain). Something like that.

There is also room for even the highest end players with this direction, if you can believe that. As I put in my above post a year ago, using the heal move would give you Quake, Tornado, Flood. The gained potency over their 'base forms' for those three, added together, total the potency of the one Glare that was lost to casting the heal (because it's a GCD). But, that means that since they're 'neutral' in the same way Misery is, they're actually 'a gain' if you can wrangle your healing in such a way that you land the 'recompense' skills into raidbuffs. Since they're going to literally replace your standard GCDs, you cannot hold onto them without just... not casting, so you would have to purposely change what order you use your Lilies vs this new heal move, so that you land at the raidbuff window with the Quake set prepped AND Misery ready to fire. That would hopefully make for an interesting enough amount of optimization for the top end, while the lower end of the skill bellcurve would happily say 'cool I press the strong heal move, and now I can throw massive elemental devastation around, this is hype'