Animist, A Simple But Engaging Healer Job Proposal With Melee Elements

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So though I call this Animist (after anima, the soul, rather than the Animist in Fantasy Fantasy Tactics Advance), I also think it could be described as a monk or spiritualist. It also takes some influence in theme from spirit mysticism, ie real-world animism.

Animist has a very low skill floor. It would be the only job that doesn't punish you for not doing anything, panicking, or being slow. You can sit around, let Focus drain all of your MP, and then do one attack and and try to work your MP back up. I specifically avoid introducing any kind of job gauge or resource. Time is a resource inherent to the medium. Beyond that I have made a point of making MP a minigame.

It does have a very big weakness in AOE healing. You don't cast AOE heals - you cast Spirit Conduit when everyone is together and then you heal one person. Or, as this Animist has one column aoe heal, you ask everyone to corral together and heal them there.

It probably has a high ceiling. The numbers may have to be adjusted to put all of its DPS skills into use. I have not done any of the math. This is mostly a conceptual proposal. It has a big payoff in the form of cosmic terror, and it rewards healer responsibilities with a few extra moves in case things are rough.

Its attacks are mostly melee attacks, point blanks or column AOES, and its heals have shorter ranges than most healers'. Accordingly it has several mobility solutions. There are two positionals, but I didn't want to get carried away.

It's intended to be simple with a little variety, eg, there are two weaving options depending on what you want to weave. There are no contrived combos.

There's a 240s cooldown that's OP in raids and just moderately useful otherwise. ... Presumably all cooldown resets move at triple speed outside of combat, so you get to use it in dungeons, but that should probably be a thing for all jobs.

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