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I think a TP based healer could work if it was based on combos. I have seen one game do a 'combo' healer extremely well in my opinion, let me explain how it worked.
In Forsaken World, Bard was able to be a healer. It was the weirdest healer I ever played because it had ZERO single target heal, everything it did was aoe.
Your spells were water, light or wind based (heals were generally light spells) and different elements would play a 'chord' when you cast them. water played a D chord, wind a C chord, and light an E chord. As you leveled, you gained access to songs which were 3 chords played in any order, and when activated a song would give a large aoe buff or other effect.
How this worked was a healer that dpsed to heal and buff their party. you had no ST heal so no need to target a party member, and you needed to use wind/water attack spells to build your songs (there was also a 'rest' which was in some song combos and prevented chord generation for a set time, got more complex with higher level). So you would do something like AOE heal (E) icy note (D) aoe heal (E) and activate the EED song, an aoe regen. then you could do a CDC or some such and activate a damage buff for your party. you could have multiple songs 'up' at once.
This became so very mana intensive however (and mana regen in that game was...well...not really there. just chug pots) and so I think attatching this to a tp based class would be great. or perhaps even using both tp and mana for varying skills, such as having your attack spells use tp and straight-up heals use mp so you must use both to get full buff play out of the class.
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Dancer! TP based, AoE heal/HoT both melee and ranged.. Could be really awesome XD
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I'd love Chemist for the comedic value of throwing glass bottles at people to heal them.
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I'm all for the dancer. I do hope tho, if they ever add Red Mage (and it's looking like they may not at this stage) that they limit it's ability to heal. I loved Red Mage in FFXI, but hated that it never worked for the community as intended sadly and largely only healed. (That's not a complaint btw, I main healed on my RDM more often than not and was good at it. I just found having to dps, heal, and cc, along with refresh/haste and convert got to be a headache later when you never got downtime healing on RDM lol.)
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A hammer class! ( I know, I said the exact same thing on the tank thread, but hear me out, it could be an AWESOME healer too! )
You wield a giant two handed hammer. Or... "Gavel" for healing purposes. You use both tp and mp (you can channel mp into tp to use more "dps" type moves.)
You have basic healing spells (physic, cure, or in this case "Judgement" or something) and some HoT's, along with a few shields. But your gameplay revolves around sigils that you SMASH into the ground with your gavel! These sigils could give you buffs, increase HP, restore HP over time, restore MP or TP over time, increase movement speed (for 'x' seconds) if you walk over it, reduce incoming damage, etc. But you can also smash your foes to deal damage! You get a low potency 1/2/3 combo, and your combo could leech health and give it to the party, or deal holy/fire damage depending on which stance you're in.
The Judicator class, healer. Pretty cool, huh? :D Sqenix pls this would be so cool :D
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To be blunt. Going to wait until I get my hands on AST before I start throwing my 2 cents around on what kind of healer the game needs.
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Everyone wants a TP based healer, but they are forgetting the best part of healing:
Sprint. TAKE THAT, MELEE.
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Dancer c: or a singing maiden, probably a support healer that can potentially work as a healer/bard? can heal and also help the party regain their mana/tp.. something like that would be interesting and definately a job of its own.
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Dark Knight! You steal health from enemies and hand it out to the party in the form of heals and buffs. Can even dip into your own HP bar to fuel your heals. Armored Melee Healer Role!
What? Oh nvm, it's a tank already :p
Joking aside, it could have made an interesting healer thinking about it.
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Vampire/Blood Mage
1.) Channels HP to heal/regen (Tethers between yourself and party members)
2.) While Channeling effects you are able to use different spells (Cures, buffs, etc but you cannot move)
3.) Has drain to recover HP, and ways to convert MP to HP and shields.