'How can I not use this' is in fact more thought than 'I'm gonna use this'. Not to mention that the extra thought is 'what am I using if not this, and how does that affect the rest of the fight'. Its such a strong ability that it's better off not being neutral, bc it really just is something you can't ignore. Making it dps positive does not make it any more skill expressive than 'press it on cooldown'. Holding it for healing later would be a one time decision, and you would only do it if it was absolutely required. Star is a good example of this, bc star has a 10s window that can be manipulated. Pneuma is genuinely too strong of an ability to just call it a gain it leave it at that. People will take any gain and run with it, and at that point you can compare it to star. But at least star has a 10s window you can manipulate, with predictable uses throughout the fight. You don't use star to heal most times. You use star to do damage and heal by proxy. That's what pneuma would become. You complain about pre-neutral misery but you want pneuma to turn into that? Idk about you but I use neutral sect plenty, and that's healing with a dps loss. I don't mind it. I don't actually want my strongest healing tools to be unpunishing to use, and I definitely don't want them to be mandatory to use due to a higher dps potency.
A 500p HoT over 15s is basically negligible. I don't do prog in pf, bc I prefer actually being in the fights instead of waiting in pf after looking for t/h for a half hour, doing two pulls, and having someone leave bc someone else wiped. Maybe it's a different world there, but it's not a world I care about. Seraphism is a recovery tool, sure, but it's roughly comparable to just... doing zoe+pneuma+ixo. Which is roughly the same amount of weaves as seraphism+ET+succor 2 or whatever it's called. And this might be a hot take but I think big party wide emergency heals should come at the cost of damage.



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