Their fear of making it a gain in single target has functionally made it useless even in AOE, since you DOT targets while running it’s a bigger loss to override those ticking dots by using e dyskrasia than it is to actually use e dyskrasia




Their fear of making it a gain in single target has functionally made it useless even in AOE, since you DOT targets while running it’s a bigger loss to override those ticking dots by using e dyskrasia than it is to actually use e dyskrasia
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

I think you're making some... rather negative assumptions about how SE makes their design choices.
I'm thinking maybe this has to do with lore? Kardia, in greek, means "heart". "-ion" is a suffix that means "an act, state, or result of doing something". So, in game, when you cast Kardia and give someone Kardion, you are connecting your heart to theirs, and they receive healing from you as a result of that connection. Its described as the residual aether from damage spells being given to the connected person as healing.
Eudamonia comes from "Eu" - "good", and "daimon" - "soul" or "self". From a greek philosophy standpoint, its a about a state of being your best self. I mean its more complex than that but I don't wanna type out a whole essay on it. So lets just stick with "being your best". Since you are in a state of your best, your healing magic is boosted, and you can increase the reach of the residual damage aether.
I can see an argument that this should be seen as an extension of Kardia. But for me, I feel like going from a connection to just one heart to everyone's heart is... just not right. I can see it making a certain amount of sense. But I think it makes more sense that you can only have that heart connection with one person in the party at a time. Everyone can benefit from the residual attack aether. But only one person gets to be connected by the heart.
SE put a ton of thought into the lore and naming for Sage skills, so I think that makes the most sense for why it works that way. Or maybe its a programming thing having to do with the way partner statuses, like Dance Partner, work in the code. But I think the lore side of it makes a lot of sense.




That’s a seperate argument. SGE has well designed naming conventions for its skills for their connections to the origin of the medical field (side note I’m a doctor so you don’t have to explain to me the meaning of SGE’s names. Not saying that in a rude way just that I’m aware) but naming design doesn’t mean near anything when it doesn’t really translate into meaningful design expression
Plus when you really break down SGE’s names a lot of them don’t make a lot of sense anyway. “Haima” means blood as a representation of the 4 humours theory (of which phlegma for phlegm is another though black and yellow bile are not represented) but blood has nothing to do with stacking shields and then “panhaima” means “the blood of the collective” which doesn’t make any more sense than haima other than “pan” being a shorthand to represent everything within a group. Holos means “whole” which again………mitigation, not really seeing the contention. Even your example of kardia and kardion being a short hand for “heart to heart connection” is it not strange a heart to heart is only activated by doing damage.
If the only argument for why physis/philosophia is not pankardia is naming conventions then that’s a pretty flimsy argument. The design of the class should come first and then the names from there.
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

I see I see. Well we like the same things as least.
Do you also hate Aetherflow? If not, what makes you hate Addersgall specifically? Not being critical just curious.
I am curious too about the transplantation of your heal plan. Holos also has a heal, did you not utilize the heal, was it not needed? Did you hit something else to replace it, or did your co-healer have to adjust? Did you use Pnuema and Panhaima? What did those transfer as?


Had a run of M3 normal earlier (for a friend's alt character). Must have been like, 14 deaths across the team in total? Enough to lose count, and to need a Healer LB, at least. But, I was, at multiple times, one of four players still alive in the run as one of the Healers (SCH). We scraped by long enough to get a Healer LB out and clear. There was a moment (about 30s before LB3 came up) where we had to take an 8man stack mark with just 4 people. I had to think fast, and throw out a Swiftcast>Adlo>Deployment combo (there was also an active Sacred Soil I used for the regen), and the team lived with sub-5k HP left. Without that, we'd have wiped, 8mins or so into the fight. That would have been pretty tragic
Point is, I think that the 'Proactive/Reactive' label doesn't really add anything, because we can be VERY Reactive with one of the more Proactive healers (SCH), but we can't be as Proactive as one of the Reactive healers (WHM). In the above scenario, if I were a WHM, we'd be done for. Temperance and Divine Caress would likely have already been used at that point, and WHM has no other mitigation they can offer. Even if Temperance/Divine Caress were miraculously available, DC is 400p and my Deploy Adlo was 540p, so it wouldn't have even been enough without something extra. As a WHM, I could keep everyone's HP at max more easily, yes, but once that stack marker comes, WHM-me wouldn't have anything I could do to save us. Can't out-HPS a oneshot. But as a SCH, I almost always have access to something. In a normal mode like that, when everything's going swimmingly, I don't need to use Expedient, or Deployment Tactics, or Seraph, or Seraphism. So, when things DO go wrong, I have all of those actions on standby to salvage the situation.
Every expansion, SE makes it easier for all the healers to be 'Reactive'. But this comes at the cost of making the so-called Proactive healers, more Reactive too, so they end up with the potential to be Proactive and Reactive, and the originally-Reactive healers end up being... still just 'Reactive'
I don't remember which of the two is which, but I do know that one of the two biles is 'Melainachole', from which we get the word 'melancholy', and -Chole is referred to by the Addersgall spenders
The other bile I don't know the name of, but was thought to be produced by the Gall Bladder. I'm sure we can all guess what part of the SGE naming refers to that
(edit: wikipedia says Melainachole is the black, and that means the Gall bile would be the yellow)
As a side note, I hear more often than I need to from someone I know who does Fencing, that some of RDM's actions have nonsensical names. For example, a Fleche is more akin to the animation we see for Corps-A-Corps (the dash in), and Zwerchau is a longsword technique, not a rapier one. Guess they just wanted a word that began with Z, that is sorta kinda sword related, so they could have the Zorro slashes as an animation
Last edited by ForsakenRoe; 02-23-2025 at 01:39 PM.




I hate addersgall because it’s just aetherflow. Aetherflow was designed as it is and is balanced well against energy drain and dissipation, the skills aetherflow offers are diverse and have good niches (sacred soil is too strong but that’s a different argument) but my problem with addersgall is that it’s just aetherflow with none of aetherflow’s nuance, 2 of its skills are completely identical, a third is functionally identical and one has a slightly different niche but still broadly used in the same situation. Also dumping druachole stacks for mana is probably the worst mana economy decision this game has ever given birth to. The skills also just don’t fit well into SGE’s kit, like indom exists because in ARR SCH had almost no AOE healing outside of succor. So it was given indom because SCH’s lack of AOE healing was damaging WHM’s mana economy, why does SGE need indom? It’s arguable these days that even SCH needs indom
And with the heal plan panhaima is just seraph and pnuema can be substituted with recitation indom. It’s rare I use holos heal rather than its mitigation but if needed that can be subbed with blessing
Last edited by Supersnow845; 02-23-2025 at 01:38 PM.
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

As see that's an interesting take. Someone else who chimed in before had the opposite opinion, that lore should drive the design. To them that was a big part of maintaining class identity. I would agree that lore should indeed play a part in design, and that it would help with making the classes more distinct. I mean the symbolism will always break down at some point but at the very least I don't think it should be completely cast aside when bringing in new skills.

How exactly are the addersgall skills lacking in nuance compared to aetherflow? Why do you think using addersgall stacks as the mana regen system is bad?
As far as heal plans go, it sounds like you've made things fit your play style, but I wouldn't say that those are all equivalent skills used in equivalent ways. Pnuema is on its own CD, and can be paired with Zoe for extra potency. Using Recitation to boost the potency of Indom into matching Pneuma's base potency is way to make a similar effect, but they are in no way the same skill. If you aren't using the full potential of Holos, well, that's your own choice. But again, that doesn't make it the same as Expedient. Were these clears around the same time and/or near release, when differences in heal plans will be felt more?

Well I'm glad you were able to salvage a clear. But seriously, one anecdotal example of a very specific situation, with literally no mention of what class the other healer was and how they contributed, only proves that you and your co-healer did a good job of reacting to that situation. Every healer will run out of resources eventually. How long that takes is more dependent on how well you can utilize the kit than the kit itself.
The labels proactive and reactive, just like barrier and pure healer, are referring to overall design. You can be proactive, reactive, shield, and direct heal with all of them.
I've gotten into this topic before but a large part of this is so that any healer class, or pair of healer classes, can go into any content and handle the healing. But what this does lead to is toolkits that are flexible, rather than rigidly centered around the functional design idea.




They are lacking in nuance because they are COPIES, I don’t know how to make this any clearer. The skills were added to SCH’s kit over time to fulfil particular niches then SGE just dumped them in their kit with almost nothing changed for no reason than to fill out its kit. Let me ask you this. Why does SGE need the skills SCH learned overtime to fill out its kit rather than them actually introducing unique skills (and tying them to SGE’s actual unique systems). Why when they made addersgall did they go
1) direct heal 600 potency no CD check
2) 400 potency AOE direct heal 30 second CD check
3) 10% mitigation bubble that gets a 550 potency regen at 78 30 second CD check
4) single target higher potency than 1) with additional effect 45 second CD check
5) extra gauge generator on a long CD check
6) 3 per minute + extra gauge generator check
Like they didn’t even TRY to pretend they didn’t just rip off aetherflow. And this extends to other skills as well. Like soteria, it’s SGE’s answer to aetherpact, but aetherpact wasn’t there to be a heal channeller of a higher potency than embrace, it was a replacement for the fact that embrace used to be targeted. So soteria has completely missed the point of what aetherpact exists Is it really so strange to fondly remember the original and hate the blatant rip off? Mana regen on addersgall feels bad because it removes the nuance of SCH’s cost based system. Aetherflow actions cost something you have to actively have a reason to want to press them. SGE lacks that. Because pressing them for no other reason than to put them on CD confers a benefit……namely mana regen. It’s the same problem as the modern lily system. You shouldn’t be rewarded for wasting your healing. Now personally I preferred when regen was tied to energy drain not aetherflow but regardless a system designed to confer benefits to wasting your healing is bad because the mana regen is never the difference on whether you throw out a heal or not……unless your intention is only the regen and the healing is useless
These were week 2 clears on both classes and yes the skills aren’t identical but like I said, the fact that the mit plan remotely works is the problem. Critdom+blessing equals pnuema, or expedient+blessing equals holos, whispering dawn+illumination equals physis. In a savage mit plan these tiny differences in nuance make little to no difference. SCH just splits a lot of its buttons functions while SGE combines them but they lead to the same end result
Last edited by Supersnow845; 02-23-2025 at 02:38 PM.
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