I think every job with access to Cure IV can agree that, over prolonged fights, Cure IV can cause fairly significant problems with enmity, even with enmity reduction effects. This has always been a problem that we've worked around, but with increasing HP levels that come with the level cap increase I think this is becoming more of an issue.

From a white mage perspective, a lot of the "topping off" we used to do with Cure III is leaning towards needing Cure IV, particularly in Abyssea but also outside. This is going to become more true as HP increases. Regen is particularly nice for when "topping off" isn't urgent, but it's not always practical or desirable.

Cure IV is an important mid-high tier cure spell in our arsenal, and it should be freely usable. There are occasions when I have overcured using Cure V rather than healed more appropriately with Cure IV because enmity is shaky for some reason or another. This kind of inefficiency doesn't sit well with me, and I'd like to find a solution! As such, I propose a new job trait that affects only Cure III and Cure IV to help remedy this problem:

Tranquil Heart II (WHM40, RDM48)
Occasionally reduces enmity gain when casting curative magic.

I'm using the traditionally ambiguous "Occasionally" here in the game description, but Tranquil Heart II will have a well-defined effect: the enmity given by Cure III or Cure IV will be reduced proportionally to the "appropriateness" of the cure for the target.

For example, a dragoon in my party has 1400/2000HP, and my Cure IV can restore precisely 600HP. Cure IV is obviously the most "appropriate" cure spell for this situation. When I heal that 600HP with Cure IV, Tranquil Heart II will trigger and significantly reduce the enmity gained by my spell. Conversely, if the dragoon has 400/2000HP, a Cure IV will bring that value to 1000/2000HP. This isn't "appropriate", and as such will not trigger Tranquil Heart II.

The "appropriateness" of the cure spell would be determined by three factors - the innate potency of the cure used, the amount of that cure that actually restores HP (i.e. minimising overcuring), and how close the target is to full HP once the cure is used. I would envisage a sliding scale - over or undercuring by, say, 20% of a cure spell's potency would still have a (lesser) effect, but 50% either way would certainly not.

This would make casting Cure IV much more practical when it is used correctly, while preserving the idea that knowing when to use Cure IV is a skill that white mages must learn and allowing Cure V's special low enmity to remain unique. White mages shouldn't be punished for being MP efficient by using the correct cure tier! I also believe that it will help red mages as support casters, and by linking the effect to a job trait it won't have any negative impact on paladins.

I'm not a genius when it comes to the precise mathematics behind enmity gain and healing magic, so any suggestions/augmentations to the idea would be more than welcome. Hopefully we white mages can get SE to help us unlock the potential of Cure IV!