If someone's post really did get removed by a moderator, that means a moderator saw the thread. Which means a non-zero% chance that its contents got passed along to SE. Mission accomplished (maybe)
Since the thread got bumped by someone else, it gives me an opportunity to opine on the design of the current healers, these redesigns, and how they'd interact with the new raid design direction. With the latest tier, some healers are really starting to feel like they're a relic of their time, and nothing puts this more on display than how wide a disparity there is in functionality during the M6S add phase.
So, after clearing the tier, I was thinking about these designs, and how the additions to each Job would fit with each of the fights. For example:
WHM:
- M5S is the intro to the tier so there's not a massive amount of impact any additions would have. You would simply have more healing options to use, and more moblilty for places like Funky Floor or Arcady Night Fever's cleave dodging. Plenary Indulgence's mitigative effect would be a free bonus to help mitigate any hard hits like A/B Side, or Celebrate Good Times
- M6S is the big one, as the WHM design would give WHM access to more incidental cleave attacks, with Quake, Flood and Tornado. The WHM would be able to much more easily damage the adds, even when chosen to be in the Jabberwock bind, helping close the gap with AST (due to the latter having Gravity to spam from any range). If GCD heals need to be used for whatever reason (eg, early prog, low gear strength etc), their increased contribution to the Vigilance Gauge would get the WHM back into their damage-neutral healing tools far faster (and would give them more uses of Quake/Flood/Tornado to dump into the add packs)
- M7S has a couple of places where mobility is asked of the player (eg the Gigaflares in P1) which this WHM would have a better time handling. The WHM would also be able to Quake/Tornado/Flood the first adds. It's not much but it's more than we have now! Plenary's added mitigative effect would also always be a boon over the current WHM's mitigative suite. In moments where no healing is needed but the WHM wants to prepare Misery for raidbuffs, they'd also be able to use Afflatus Sanctuary to apply a damage-neutral barrier, allowing them to get at least some healing use out of the Lily
- M8S expects the player to be much more mobile, and this WHM would be just that, as it would have more instantcasts than hardcasts in its DPS rotation. Additionally, Plenary's mitigative effect would see plenty of use throughout the fight on various hard hitting mechanics (Tracking Tremors, Stone/Windfangs at the start, during the Add phase, Beckon Moonlight perhaps, etc). Being able to use Blessing of the Elementals for healing (instead of running out of damage neutral tools and relying on Medica3) would also help to keep the player's DPS rolling
SCH:
- M5S, as above, doesn't really push the player's limits per se. Even so, having more options on how to mitigate hard hits like B-Side > Celebrate Good Times allows the player to be more versatile in how they accomplish their mitigative responsibilities.
- M6S, the Add phase experience would be vastly improved due to SCH regaining multiple DOTs and being able to spread them via Bane. Additionally, if chosen to go far away for the Jabberwock bind, the SCH could keep up their damage by spamming Shadowflare, getting the on-cast potency of the spell repeatedly. Additionally, more options for mitigation and pure healing (via Strategies) would allow a minmaxing SCH far more versatility in how they tackle the phase. Synchronization Tactics could also allow for interesting emergent gameplay, such as being able to put Concitations out, even on the Melee/Tank group, in the Lava phase because while you cannot reach them, the Faerie can
- M7S, any situation that calls for mobility, this SCH would have more tools to address, both for mitigation-while-moving and damage-while-moving. Additionally, Synchronization Tactics would allow for more freeform healing in certain phases where the party is split apart (eg Strange Seeds in P2).
- M8S' movement requirements would be much more smooth to handle, thanks to things like Defensive-Indomitability, Defensive-FeyBlessing, etc. Synchronization Tactics would, again, help a lot in the Add phase to mitigate both groups for the line AOE hits. In Phase 2, SCH could be incredibly well suited to the fight design (given that we're split across several platforms). Unfortunately, SE made the Faerie instantly teleport back to us whenever we use a teleporter, so this potential strength of SCH's kit was killed on the vine. Being able to do things like Recitation > Defensive-Excogitation > Deployment Tactics in a moment like Twofold, not only giving everyone a heal to top them up after their first hit, but also mitigating that first hit with the added Galvanize effect, would massively increase how many options the SCH player has to handle each mechanic
AST:
AST already feels pretty well suited to the fight design we now see, but for an example of 'potentially it's even cooler', being able to Synastry and spread mitigation/healing effects between the two Tanks during M6S Add phase would be very cool to see. Duplicating Essential Dignities, or Exaltation's mitigation effect, or Celestial Intersections, would make Synastry feel very powerful in that phase
SGE:
- M5S: As above, M5S is the introduction and as such, nothing will feel like a complete gamechanger. But, there are plenty of moments where the boss doesn't do much of anything while he sets up for his next attack (Eg, loading up A/B Side, or doing his X-Snap and Twist cleaves), and in these moments, this SGE would have opportunities to set up themselves, using the Kardia Augments to apply Zoe-based Barriers to the party ahead of the A/B Side hit
- M6S: Quite a big one, SGE would have even more options on how to deal damage to the Adds. With Neuralgia/Myasthenia and the Toxikon rework, a SCH could potentially stockpile 20 seconds of AOE attacks to use, even from the opposite side of the arena, by using their 2 charges of Myasthenia, then spending 2 Toxikon windows (which take 7.5s each to complete), not on alternating Neuralgia (the cone) with Myasthenia (the line AOE), but instead choosing to sacrifice the tiny bonus potency for alternating and simply pressing Myasthenia 4 times before finishing with Pneuma. If not chosen by the Jabberwock, they can instead incorporate Neuralgia as usual. The SGE would also be able to much more effectively keep up the offense against the adds while still keeping the Tanks alive, thanks to the new Kardia Augments. Even if the SGE were to fall back on using Eukrasian Diagnosis to save the Tanks, the barrier breaking would grant a free use of Phlegma, which could then be used to apply the DOT to the add pack for massive damage contribution. Also, in the Lava phase, Kardia Augments would make healing from range a lot more comfortable
- M7S: As with the other healers, more mobility options for when the player has to move (although SGE has a lot of mobility anyway). Kardia Augments allow more healing over long distances (Strange Seeds, Debris Deathmatch), and would also allow the SGE to much more easily heal through Brutal Impact raidwide sequences without dropping their damage.
- M8S: THE big one, as the boss draws inspiration from the same places that SGE's visual aesthetic does (with the fin funnels and all). SGE vs Howling Blade would presumably end up pretty fast-paced on both sides, with great SGE players being able to match his attack speed with a barrage of their own counterattacks. Extra mobility options as the fight requires, Phlegma proc from Barriers saving the player more damage compared to Toxikon's current refund (for Tracking Tremors and the like), being able to use Kardia Augments to heal from longer ranges at times like Add phase, or all of Phase 2. With how fast the mechanics come at us (especially at the end of P1), this would provide a LOT of situations where a Zoe-based Barrier gets broken, allowing the player to use Pepsis quite frequently to trigger the Second Opinion healing
Might not be as interesting to anyone else as it is to me, but it's quite... validating? To see that the ideas I had way back in Endwalker would be well-suited to this new design direction for the raids. It tells me that my thought processes, and the logic of 'why give this healer, this thing', was on the right track, and that the additions listed here would help to future-proof the Healer kits and give the Devs new design spaces to explore