Healer Ideas

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Here's a general gist of what I'd love from the healers in this game. I am not expecting any of this to happen obviously.

White Mage: Hard cast powerful spells, Cure, Medica, Stone, Holy to generate blue instant cast lilies, after 3 blue lilies are spent allow a choice of either a bountiful lily to heal or a blood lily to do damage. Whm should have no shields and only one single target damage reduction. No regens.

Astrologian: Powerful regen hard cast spells. The 8 cards should be abilities on the hotbar, each does its effect but gets an added effect if Horoscope or Earthly Star, or both are in effect. The only shields it gets is from Nocturnal sect which lasts 15 seconds and changes your regens to shields. I personally don't like Macrocosmos, it's way to similar to ES, I have no idea what to do about it other than maybe make Macro place ES once the effect has run out?

Scholar: This job should have no damage reduction but it should have a bunch of different shields from light to heavy. If the bubble is out then it changes all the pet heals to shields. It should be more tactical, the pet should have an aoe mini version of excog. When the pet does an ability, it powers up the Sch hard casts and vice versa. I also think the pet should have a tactical pre fight set up UI like Dragon Age Origins but obviously smaller, so you have more control per fight as to who it's primarily healing.

Sage: Make it do more damage the closer it is to the target. No shields but a bunch of damage reduction. Have abilities add effects to your damage, so keep kardia the way it is but have abilities which allows your next attack spell to give mitigation to the kardia target or bounce the damage reduction to the rest of the party etc. The entire point of this job should be it keeps attacking while giving heals and damage reduction to the party. A small personal beef with Sage is that I hate the weapons so imo change the weapons to a Magictek Sword Staff.

I believe these ideas have holes in but they make each healer much more imperfect than they are now, which is a good thing. Currently each healer has to be able to do a decent amount of everything and I personally think that's bad. I don't believe what I have put here is absolutely fantastic or anything but it's just a fun attempted to make them all more distinct and actually make their own kits work with themselves. At the moment for example all White Mage abilities are just random heals with no goal or reason, which I think is boring and bad design.

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