This is literally the trend devs have always taken with releasing new jobs. You can be sure that whatever job(s) that is released in 6.0 will start at 70 as that would be the previous expansion's job starting level.
Printable View
I like the concept itself, it reminds me a lot of GW's Ritualist which I loved.
As for the skills I don't know, but making an original healer in this game seems something that will never happen so...
It doesn't seem to be a popular concept around these parts, but I'd still love to see a nature-driven healer... call it druid or naturist or whatever. I've also seen beastlord-ish suggestions for DPS.. that theme could also be a healer. OVERALL, I'd just like for devs to really reexamine how ALL the heal jobs are engaged and entertained. One DoT and one DD does not an engaging job make. And for pete's sake, make the astro card system meaningful beyond an indiscernible blip on the damage radar.
i have similar spiritualist job idea like this but instead of fan or prayer beads, it use talisman and throwing paper alike for its weapon
and the lore is easy since they are basically onmyoji, just link them to kugane/doman area and slap them with some lore regarding traditional healing arts from kugane/doman local.
as for the mechanic, it used stack of throwing paper, the stack regenerate automatically until 10 stack and certain skill required certain stack, for example the big badass skill is instant but required 5 stack of paper to active, while some of the basic/standard skill has small chance to instantly give you a stack and so on.
so its a number management mechanic.
So why not advocate for a more interesting system instead of being defeatist and submitting a job concept that's 'just like the other healers'?
That's what I've done with my Chemist concept. An entirely different approach to the GCD heals so that it's not just a WHM clone.
Also, I expect the new jobs will start at 70 and will feature longer job quests at levels 70 and 80, before whatever they do for the 81-90 range.
The fact is they're pinned between giving people enough time to level and learn a new job, providing real progression, and allowing people to actually play the new expansion AS the new job.
Imagine if Gunbreaker started at level 1 and you had to grind out 70 levels and job quests before you could even start Shadowbringers?
Because the full original idea had you summon an avatar of an adventurer based on number of stacks whom you could command to do multiple different skills, Tier 1 Blessing Avatar had instant low power heals 1 aoe 1 single target, Tier 2 Blessing had used shields and Tier 3 had Shields + HoTs, Tier 1 Judgement Avatar had weak dmg skills 1 slow cast but stronger than other 1 which was instant, tier 2 had the damage skills with debuffs, tier 3 had big AoEs with debuffs.
Then if used equal stacks Tier 1 avatar would have weak single shield + heal and single dmg +slow debuff, Tier 2 Avatar would have Aoe versions, Tier 3 Avatar would add Dmg up to the Aoe heal and vuln up to aoe dmg.
There was also less healing/shielding going on from you and more DoTs and an instant cast nuke.
One just need look at sch to see how well that idea would hold up since they axed Selene. I'm defeatist because the dev team are mute when it comes to healers so I changed my idea to try and suit their vision which is unfortunately whm with X, dear God I wish it weren't, I wish I fleshed this out years ago might've been more true to how I originally wanted but hey ho stuff happens.