I guess i can try some support too. Let's see.. Bard, Time Mage, Engineer
Bard
Well, unless they revamp, it's base class will be stuck with archer
Just change rain of death back to the way it was, make swiftsong useable in battle, and reduce battle voice's cooldown to 2 mins. You can swap out some utility skills like blunt arrow for some burst tp or mp regain moves, and change passives (like river of blood) to something like dot crit remove cooldown on the burst tp or mp regain skill. If they keep the archer base class, then there isn't really much to do except give bard it's own non-bow weapon and lower the damage like that (maybe make it magic damage too). Also change skills like quick knock into aoe cone healing and use MP. Put shadow bind back to the way it was as well.
Change cross class to conjurer and engineer's base class
Time mage
Base class can be conjurer
lvl 30: Haste (single target) cost 400 mp (lvl 50), lasts 20 seconds
lvl 35: Slow (AOE) costs 200 mp (lvl 50), lasts 20 seconds
lvl 40: Magnega (AOE) draws all foe's within 25 yalms to a target you choose (like the tank for example) inflicts lethargy for 30 seconds, 1 min cooldown, 100 potency
lvl 45: Veil (AOE) casts Bravery, Faith, and Veil on target (where veil will increase change to interrupt enemy on damage), 600 mp, lasts 10 seconds
lvl 50: Black hole (AOE) 300 potency, draws all enemies in range to the block hole (it's a ground target like meteor LB)
Cross from Bard's base class (if not archer, else from arcanist) and engineer's base class
Since I don't think this would fit in a proper base class then it Engineer will have a healing DoW base class Medic
Medic
Since this won't be a ranged class, it will need some extra stuff to make it comparable to conjurer in the early levels
lvl 1: Inject, 100 potency inflict's disease, 50 tp
lvl 2: First aid, 300 potency hp restore, 60 tp
lvl 4: Acid, 150 potency, 10 potency dot for 18 secs, 70 tp
lvl 6: Stimulant, increase tp by 400, 2 min cooldown
lvl 8: Prosthetic, 400 potency hp restore, casts 20 second bravery, 200 tp
lvl 8: Oil, increases fire damage by 20%, 30 seconds, 2 min cooldown
lvl 10: Immunization shot, increases status resistance to 100% of target and removes all ailments, 10 sec, 200 tp
lvl 12: Second aid, 200 potency hp restore, restores 400 mp, 30 second cooldown
lvl 15: Lab rat, summons lab rat, See below, 500 tp
lvl 18: Floss, 40 potency, binds target 20 secs, 40 tp
lvl 22: Tranquilizer, 160 potency, pacifies target 5 seconds, 1 min cooldown
lvl 26: Brace, increase target's physical defense by 20%, 20 seconds, 2 min cooldown
lvl 30: Bacterium, summons e-coli, see below, 500 tp
lvl 34: Medic Stance, Stance move, Increase TP usage by 10, increases restore potency by 10%
lvl 38: Bubonic Plague, AOE dot, no initial damage, 10 potency per tick, 1 min duration, 100 tp
lvl 42: Sterilize, Increase restore potency by 30% for 15 secs, 3 min cooldown
lvl 46: Operate, Binds target 10, restores 50% of HP, MP, TP, 3 min cooldown
lvl 50: IED, AOE, 200 potency, inflicts oil, inflicts burned (decrease str by 10%), dot potency 20, duration 18 seconds, 1 min cooldown
Passives:
lvl 6: Surgeon's hand, HP restore is based on Dexterity
lvl 14: Enhanced Dexterity
lvl 16: Enhanced Dexterity II
lvl 20: Increase action potency
lvl 24: Rocket Fuel, Increase duration of oil to 1 minute
lvl 28: Armor suit, adds increased defense (10%) to prosthetic
lvl 32: Enhanced Dexterity III
lvl 36: Implant, Brace increases Magic defense as well
lvl 40: Increased Action Potency II
lvl 44: Placebo Effect, increase tp restore from stimulate to 500
lvl 48: Blood bank, each first aid has 25% chance to proc first aid with no cost
Lab Rat:
Skills:
Bite: 50 potency, inflicts disease for 30 seconds
Gnaw: 20 potency, reduces defense of target by 10% for 20 seconds
Breed: Halve's HP, Spawns seconds Lab rat with half HP (maximum 2 Lab rats simultaneously)
Chew: 100 potency
Carry: Transfers all dots from 1 target to another, resetting duration on receiver , 3 minute cooldown
E-Coli:
Skills:
Infest: 100 potency, inflicts disease for 10 seconds
Multiply: Spawns duplicate E-Coli (maximum 4 E-Coli simultaneously)
Swarm: E-Coli's moves become AOE, 15 seconds, 2 minute cooldown
Stem cell: Restores 50 potency HP to target
Cancer: Target inflicts double damage and receives 75% more damage for 10 seconds, 3 minute cooldown, may target foe or party member
Idea is a unique healing class with new mechanics, so a DoW healing class based on Dex, with pets that multiply. Note that in this class, there is no way to restore the HP of the pet, unlike arcanist.
Engineer:
Base class Medic
Passive: Change Lab Rat to Robo Rat, change E-Coli to Assistant
lvl 30: Engineering Stance, Stance, All TP usage Doubled, all restore moves can only target self, Grants veil on self, change Medic Stance to Scientist
Scientist (lvl 34): Stance, Decrease TP usage by 20, decrease restore potency by 30%
lvl 35: Spinal Implant, Increases determination of target by 20% for 20 seconds, 1000 mp (lvl 50)
lvl 40: Weapon Upgrade, Increase Skill speed of all nearby targets, drains MP
lvl 45: Lock-on Scouters, All nearby targets cannot miss attacks, drains MP
lvl 50: Bomb Shield, AOE invulnerability for 3 seconds, 3 min cooldown
Cross from conjurer and Bard's base class
Robo Rat:
Skills:
Scout: Stance, Cannot be attacked by enemies (or receive damage), cannot use actions
Scrapify: 50 potency, places scrap stack on enemy (max 8)
Collect: Removes all stacks of scraps from target, give equal number of spare parts stacks on any engineer (no limit on stacks)
Explosive: Removes all spare parts from target engineer, and places parts at ground target (if IED explodes in range of explosives, then increase potency by 20 for each spare part stack used in explosive)
Salvage: 300 potency, if delivered as the killing blow, give 8 stacks of spare parts to nearest engineer, 3 minute cooldown
Assistant:
Skills:
Power Tools: Grants haste to target 10 seconds
Recharge: Bind self, Restore HP while bound, doubles damage taken while using Recharge
Lab Flare: Fire damage, AOE, 100 potency
Aid: Restores 50 tp to target
Automate: Increase accuracy and determination of target by 20% for 20 seconds, 3 min cooldown
Seems balanced where all Jobs would have their uses, There's much more tendency to use ranged classes than melee, so why not have a class that is devoted to buff DoW? In addition, I think it would handle melee range heals.
