Well I was only discussing the Cure V component, in reality there needs to be a whole batch of adjustments for the three healing jobs.
Curaga (WHM) III -> Level 49
Erase II (WHM) -> Level 99 -> Removes multiple buffs based on enfeebling magic skill
Dispell II (RDM) -> Level 99 -> Removes multiple debuffs based on healing magic skill
Light Arts (SCH) -> effects enabled even if sub but only at the subs level.
Regen III (RDM added)
Accession works on Haste naturally
Now we've created a unique meta between WHM, SCH and RDM. WHM gets the LA boosts from /SCH along with the unique ability to remove multiple debuffs. RDM gets Regen III and has to choose between /WHM's Curaga III and /SCH's Regen potency and Arts. SCH's get to choose between the utility of /RDM and the power of Curaga III from /WHM. All three jobs become able to heal both melee and tank orientated parties but with a different set of Pro's and Con's that the group will need to tailor it's strategy around. RDM healer could provide Haste II enabling the BRD to sing a different song for the second haste, and the RDM would provide enfeebling support, but the RDM's barspells (BIG reason to use WHM) aren't as powerful and they are going to need MP support as the fight drags on. SCH's can provide powerful regen effects along with having cheaper spells and native access to weather boosts but like RDM have weaker barspells. WHM's still king of absolute healing with the ability to remove multiple debuffs from party members.


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