Dropping this thread here to match the other two combat roles threads. ^^
What healer jobs do you play, and what do you want for them the most in 7.0?
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Dropping this thread here to match the other two combat roles threads. ^^
What healer jobs do you play, and what do you want for them the most in 7.0?
I dabble with all healers, though WHM and SGE are my mains. Main things I'd want are:
General/Misc.White Mage
- Adjustments made to shield overrides to prioritize stronger shields winning out. {Eukrasian Diagnosis} should not be a blanket override to Galvanize, especially when it's from a crit Adloqium cast. Potentially including "wasted" casts refreshing the shield timer either partially or wholly.
Scholar
- Rework Freecure into a trait that gives the job's other heals a chance to proc it, instead of just Cure. Something that makes it worth using outside of coils.
- A new lily option for regen to complete the trifecta.
Astrologian
- Energy Drain to be reworked away from a damage dealing move (X or damage design), either back to an MP regen or a Fairy gauge boost so it still acts as an aetherflow dumping move.
- The ability to use Eos as a movement option, similar to BLM's {Between the Lines}.
- Eos automatically teleporting to your side if you accidentally leave her on Place mode in a boss fight.
Sage
- Cards to be reworked slightly so they're more distinct. As it stands currently, there are really only effectively 2 cards, melee buff and ranged buff, and very little reason to give any to tanks (outside of DRK opener) or healers.
- Give {Undraw} a reason to exist. Even if it's just eating a card to get MP back.
- A new ability that ties into the fortune reading and preplanning side of AST. Maybe a shield that only becomes active after 5s.
- {Minor Arcana}'s cooldown being visible even when holding a card.
- More combos with {Eukrasia}. Like {Eukrasian Dykrasia/Toxicon} as an aoe DoT, or {Eukrasian Phlegma} giving your patient a shield instead of a heal.
Repeating what I said in the general discussion thread:
More dps tools to have some semblance of a mini rotation.
I don't care if its in the form of better cards (ast), dots (sch) or even skill combos but if the game has us spending over 80-90% of our GCD's in damage dealing actions the least it can do is make those moments rewarding and not the 1nuke 1dot mess we have now. It would make everything from casual/solo content to high end more interesting
I would love to see more interactions within the kits too, no more having X cd being completely unaffected by almost any other skill or resource we have.
In the end the only way the healers are left to grow in a meaningful way is in their healing downtime activities, we don't need another 2 more heal oGCDs and update to attack animations when the content don't even demand us to use all of those that we currently have
Yeah, I mainly didn't start one because the Healer Forum has had SO MANY such conversations, and because I made one in General at that point, but it's fine having another here. I'll say the same thing I did there - https://forum.square-enix.com/ffxiv/...=1#post6387649 - related to healers.
The super short version:
General: Make healers less samey, make encounter designs actually have more healing, less body-checks, less pass-fail one-shot mechanics, reduce "free" healing (Curing Waltz/Nascent Flash = bad, Clemency/Vercure = good) and mitigation from non-healers.
WHM: Remove "Afflatus Solace/Rapture". Add "Afflatus". Afflatus causes the next GCD heal to be instant cast, cost no MP, and nourish the Blood Lily. Cure 2 becomes Afflatus Solace, Medica 1 becomes Afflatus Rapture, Regen becomes Afflatus Comfort, Medica 1 becomes Afflatus Succor, Cure 3 becomes Afflatus Ascension. Cure 1 upgrades to Cure 2 at level 30. Cure 2's MP cost reduced to 500 MP, its cast time reduced to 1.5 sec. Medica 1's MP cost reduced to 600 MP. Freecure proc reworked to where Glare casts and Dia ticks have a chance of making the next Cure 2 or Regen instant cast and cost no MP. If the Afflatus is too powerful being used on EVERYthing, then just make it Regen, Cure 2, and Medica 1 if Medica 2 and Cure 3 are considered too powerful. Add a damage reduction (5%?) effect to Plenary. Call it Pro-Shell.
SCH: Remove Dissipation or rework to where it no longer removes Eos. Remove Fey Blessing's CD, it now costs 30 Faerie Gauge to execute. Remove Energy Drain from costing Aetherflow, it now costs 10 Faerie Gauge. Lower Deployment Tactics' CD to 60 seconds. Have Lustrate upgrade via Trait to also granting a 200 potency barrier (like Celestial Intersection manages to do) and/or give it a short duration (5 sec?) sprint speed to the target like Expedience does.
AST: Consolidate some things and make the burst less hell, make the CD on Draw short (15 or 20 sec?) and put Draw and Play on the GCD with some kind of damage neutral mechanic (next Malific cast does 3x damage, stacks to 3 so using cards back to back doesn't screw you out of it). Mostly waiting on the rework to see what they do.
SGE: For what it is, it's fine, but some ideas would be make Toxicon damage neutral or at least 1.5x a Dosis, have Addersting generate every 20 sec OR every time an Addersgall is used (either is fine by me), make Diskrasia ranged (25y) centered on the target (Gravity without the cast time) and give it the Toxicon 1 animation like Alphie used in the trailer (can give Toxicon 1, if we need to have a Toxicon 1 animation, the Dyskrasia animation, that'd be fine.)
I almost forgot undraw exists until l read your post, lol. I threw that out of my hotbar So long ago.
And same goes for ast's benefic 1 have chance to trigger a guaranteed crit benefic 2.... For now, it is funny to see these traits exist as a sprout healer bait.
Sage
Toxicon = potency buff and another way to get adder string instead of that poor design of needing to use E pro/E Diag
Rhizomata= instead of adder gall give a full stack of adder string
zoe= would love its cool down to be 90 seconds then 60 seconds with the trait, also 100% chance next E diag/pro is a crit and finally available at level 50
soteria=make kardia heals become aoe for a short period
Pepsis = ok I know ill get chew up for this but just let it be able to spread our Big E diag shields please.
Incarus= Needs to be more smoother like blm Aether manipulation, it has such a wierd nasty delay when executing it
Pneuma= Am sorry but honestly believe it or not I do not or very very very rarely use this, its so niche to me because sage has so much other powerful tools to top off a damaged party easily, I really do not know how to rework this one.
Hami/Pani=reduced to 90 seconds cd
Krasis= Let this be available at an earlier level like 60 would be fine
Astrologian= Keeping it real simple on this one, just return stormblood ast(a dream I can only dream all the time) and remove undraw.
Sage changes I'd like to see:
- Eukrasian Pneuma: Lower upfront healing, apply a temporary kardion effect to party members in range for x seconds. Basically choosing between a massive burst heal for things that happen at once or a heal over time for dots or multiple hits.
- Phlegma: CD lowered to 30s, possibly lower potency to match if needed for balance. Get the same number in during burst periods, get one more in outside of it. Plus having an extra thing to hit every 30s provides a reminder to reapply Eukrasian Dosis.
- Eukrasian Phlegma Tying into the previous one, this will apply a dot to everything in the area.
- Addersting: Provide a way to get this resource outside of Eukrasian shields breaking, as generating it when paired with another shield healer is more difficult than necessary. Rhizomata, on use of Addersgall, on Holosakos/Haima/Panhaima breaks, over time like Addersgall, Dosis crits, whatever it takes I don't care but the current method is just not helpful.
- Depending on how much they could improve Addersting generation, I'd like to see an ability that uses all of it and deals damage based on how much you had.
Stuff I'd like to see, mostly a diversification of healer identities:
WHM
Return to 2.5s cast times, less focus on regens and more focus on pure throughput potency. Remove Dia, add a priority damage system using different spells (maybe return elemental spells for this).
SCH
Return DoT management, give us back multiple DoTs to juggle again. Give us back separate fairies and allow us to micromanage them again. Reduce the shielding aspect and lean into more mitigation and utility.
AST
Return cards to a more interesting form and give us a reason to use the cards throughout the entire fight instead of just throwing everything into the burst window. Do NOT put cards on the GCD. Lean more into the time manipulation aspect, give CO the buff extension effect back, bring back Time Dilation. Focus more on regens, compiling heals and delayed heals, allow us to manipulate our damage kit too, like exploding the DoT instantly or boosting the potency for lowered duration etc.
SGE
Add more Kardia interactions, make it viable to heal all but the harder content with nothing but smart use of Kardia and associated abilities. Add more to its damage kit aside from disjointed buttons like Toxikon and Phlegma. Lean more into the big shielding aspect while removing regens and reducing the amount of pure mitigation they have.
I just want healers to be needed, and not just barely so.
I want their gameplay to be engaging, unique and require thought.
I wish to not be made any more a dps.
Having to watch responsibilities and agency being taken away from the role is crushing my heart.
Hi fellow warrior of light,
Sch main here.
-I’m with Ren on remove fairy blessings cooldown and just make it useable if we have enough fairy gauge.
-I’d also love an instant cast shield that we can cast on the fly for quick shielding.
-I’d absolutely love the fairy tether just be a regular gcd that doesn’t use the fairy gauge.
-Give fairy embrace a tiny shield attached to it.
-Another stratagem will be nice too. Chain is cool and all but I’d love another one. Maybe one that makes the boss take more damage or reduces the damage they do to the party.
-(Would never happen) But I wish pets took damage again. Then I’d love a skill to allow me to swap health bars with eos.
-(Level 100 Skill) Allow us to call down Selene so both eos and Selene can go crazy with embraces all over the place and everything can be doubled. Like casting whispering dawn will make it that both eos and Selene will cast it. Same goes for all the fairy abilities. For like 20 seconds. On a 2 min cooldown.
-Also please add 5 more seconds back to expedient for speed buff. I agree it was very powerful at 20 seconds for the speed buff but 15 seconds should be totally okay.
Thank you,
You know, I'm actually glad SE doesn't listen to this forum for feedback at all now
Scholar - Remove the fairy as a pet instead make it always hover above your shoulder, unless you activate fey union than she just hoves over the shoulder of whoever you union.
WHM - Up Tetra to 800 give it a 2nd charge
Astro - remove single target cards and reduce lightspeed cd to 60sec, add PVP style aoe cards
Sage - Turn taurochole into a shield instead of a heal
[I will just copy(and cut a lot) of what i have written in previous similar threads]
★ Card-system:
3 type of cards: Role-based!
Blue Card => TANK [Def/mitigation+ dmg]
Green Card => HEALER [MP + dmg]
Red Card => DPS [Crit + dmg]
Note: If you give the wrong card to wrong role:
The dmg buff gets reduced and the extra buff effect dosnt apply.
★[Minor Arcana]:
- Turns into a second card deck, separated from your main deck.
- They will be AOE cards and give buffs like: inc movement speed(in combat), inc healing, mitigation..ect (utility kind of buffs).
- You can't choose [RNG]; You draw one card and have to use the card to get a new one(has cd).
- They stack, but the effect gets reduced.(If 2 AST, and they both buff with same ability)
[The Lord card will be a seperated ability with 60s cd]
★[Astrodyne] and (astrosigns):
All the buffs are given regardless of astrosigns!
But their duration is based on the how many unique seals you got:
1 = 10sec
2 = 15s
3 = 20s
Genuine question (no hate intended!) but wouldn't moving ED from stacks to fairy gauge keep the root problem of scholar's contradictory "heal or damage" kit design in place? Esp. if you tie more skills than fairy union to the gauge?
Instead of having to decide whether I sacrifice aetherflow heals for damage I'd decide whether I sacrifice fairy healing for damage.
And since I can collect up to 10 charges of ED with the proposed design the pressure to use many if not all fairy gauge charges for (considerably more) damage might be even bigger.
Sure, fairy skills are really strong (though one reason for that is precisely because they are currently not damage negative unlike stack heals, right?) but if you could also deal so much more damage than now instead of using them then it might become a lot more conflicting.
I feel like this might only transfer the problem from one side of the tool kit (stacks) to the other (fairy).
(And I would argue this would also be the case if the other fairy skills kept their CDs and only fey union would cost gauge charges. It's a skill I really like and wouldn't want to see compromised by the "heal or damage"-paradox.)
Tbh I don't want to decide between my class' unique kit and damage at all.
I would like to dps while retaining what makes my job fun and unique and have my dps design complement my healing kit, not be in constant competition with it.
--
About the fairy skills costing 30 gauge points instead of having a CD, imo that would only work if we got more gauge charges from using stacks because otherwise I think it might just lower healing capabilities?
If gauge generation stays the same we'd have the same amount of gauge charges that would have to be stretched thinner because fairy skills and fey union would suddenly compete for the same resources.
I think it would either lower the efficiency of fey union because we could only use it for shorter durations/on fewer occasions or we might have to forgo other fairy actions in favour of FU, hence less overall healing in either case.
I'm genuinely confused what irked you so much about me mentioning a point that has been widely discussed by many people who love scholar for years (incl. the OP of this thread which whom I agree in the post just before?). Scholar's contradictory kit is a common point of criticism as far as I'm aware.
Like, it's not that I say scholar is bad anywhere? On the contrary I want it to be *more* scholar-y so I can use the fairy and its aether stack heals more?
Wanting a job I really like to retain its identity or have its identity strengthened vs. having to sacrifice core parts of its kit for more EDs is pretty much the opposite of wanting to play sage. I think it would help scholar to set itself apart more because it would allow me to use more of the unique kit I mentioned that I very much want to play.
I was also genuinely interested in the other person's opinion. If they see this differently than I'll gladly read why.
(With "dps design complement my healing kit" I didn't mean I want to heal while casting damage spells if that's the point of contention here. I just don't want parts of the kit to "fight" against each other the way they do with scholar. I'm not saying anybody has to agree but it's not exactly a controversial or egregious point either I think.)
I main Scholar in Savage/Ultimate and Energy Drain optimization is the biggest reason why myself and other Scholar mains enjoy Scholar. Quite frankly I do not care at all if people don't like the design of Scholar; play something else or ignore the button. I don't want what I enjoy about the job and the thing that lets me spend hundreds of hours to go away because people who don't main the job lose their minds over losing potency, especially when nearly all of these players are not optimizing high end raids to begin with.
Scholar has had Energy Drain for a decade now. How is that not apart of its identity? We have a barrier healer without it and that's Sage. Losing Energy Drain wouldn't set it apart from Sage at all because Sage is able to vomit its Addersgall heals which are clones of Scholar's aetherflow heals, Scholar would just be able to vomit heals like Sage and not have to think at all about how it optimizes its resources. How interesting. It can also just do that now with no downside if you don't care about optimizing! And if you do, why are you complaining about an aspect of optimization? If you don't like that aspect, play the job that does not have that aspect of optimization.
The best part is, you can just use your Aetherflow heals if you want to and should when they're needed! ED contributes less than 5-7% of a SCH's total rDPS at the highest levels of optimization, there's no "sacrifice" of your kit that you're doing at all. Being able to adjust my healing plan tactically when resources aren't needed for healing and use them on something that is always needed is the Scholar job fantasy.
For the "I don't want parts of the kit to fight against each other" part, this is also a part of Scholar; tradeoffs and decision making. This is what makes Scholar fun to play, having to constantly choose what you use because certain things won't be available, and going into anything with a plan while also being able to use your kit effectively. Scholar is the healer with the highest skill ceiling in regards to its total kit, why remove that?
Like I said you don't have to agree. I never claimed at any point that my opinion is the end-all-be-all, just that I personally would like this since this is... a wish list thread.
I'm just really confused why that one quote of mine in particular provoked this kind of response when it just very tamely mentioned something that is a common point of discussion wrt scholar.
Anyways, you can say you love the way ED is currently designed, I can say I don't particularly enjoy it. Neither of this means we don't like scholar. We just seem to like different things about it. It's perfectly legitimate that ED is a spell that you love a lot. But it's also not the only spell in scholar's kit. There are many skills and tools, so it's normal that people like different aspects about its playstyle.
That's why this whole "play sage" thing is rather nonsensical to me. I personally don't happen to enjoy one skill (and one that directly competes with other parts of the kit that I enjoy) so I should just throw the whole job out.
There is a reason why I don't play sage. I like scholar's skills as a whole. I like the pet gameplay (sth sage doesn't have).
For me personally (again subjective opinion) ED in particular is just not the satisfying gameplay option that makes me thrilled to have that strategic risk-reward decision between several healing skills with varying functions on the one hand and very straight-forward 100 damage points on the other, even if it was there from the start.
If the trade-off was something different I might also feel differently about it.
Yes I understand that these damage points matter in raiding - but mattering in terms of pure numbers still doesn't mean the gameplay itself is *fun* for everybody.
And it shouldn't be controversial to say "I just don't happen to have much fun with this".
(To clarify this because you mentioned optimisation and planning and drew the conclusion that I don't care about either of them even though I never said I didn't: The fact that optimisation means just this one very simple action is what I don't personally enjoy. I know I don't have to use it. But then it is not optimised. I do like optimisation as well as planning and strategising, which is why I care so much about them being fun to me. For me ED is functional but not fun. If I could have an aether stack dump that does something I find more engaging while optimising my aetherflow usage then that would be a win-win for me. Again, that's just what I would enjoy.)
None of this means that you can't have a blast with it. And again obviously you are free to disagree in any way and say so. But it could have been a bit more convincing than "you don't like this one skill, go play sage".
Me mentioning this in a random thread on the English forum that is known to have very little influence if at all on the dev team won't take anything away from anybody either.
Wax, Aravell, and Lailani pretty much covers a lot in my own wishlist that I don't need to repeat anymore. If 2.5s cast time sounds too daunting, then a 2.0s cast time is also good enough compromise for me.
As I've mentioned in many other threads; if any nuance is to be removed, then the addition to my wishlist is for them to return the same, if not similar degree of nuance into another part of the kit. I.e. You want to remove ED and the required brainpower to decide its usage? Sure, but I'd like that to be reintroduced elsewhere into the SCH's kit. (Turn ED into charged stacks by giving it some mechanism that will force you to lose damage if you choose to spam it just for the fae gauge. You can do that if you need the fae gauge, but you'll lose damage. Sounds fair? Yeah, sounds good to me.)
since everyone's kinda covering the mechanical bits, I want Astrologian globes with different looking cards.
I know there's a select few with different colored ones, but I mean some with entirely different designs, like standard playing cards, hanafuda, paper talismans, triple triad cards, etc.
Core:
Healing kit gutted+consolidated with unique aspects and core identity staying. The bloat either pressed into existing skills or removed if not worth keeping. Then new or returning skills that focus on utility or damage skills be allowed to take these new slots (whatever they may be.)
Aesthetics:
For all healers, more outfits that aren't robe-like. I need my pants for glam purposes, and a lot of the robe gear tend to look similar after a while. Also healers need the tank treatment in achievements with their own signature mounts and goals. Would absolutely enjoy flying on a giant Astrologian globe with rotating cards.
Returning wands and shields as a viable option for WHM as to be reminiscent of CNJ. I always enjoyed the shield casting animation, and having two flashy weapons sounds better than one.
For SCH, more Fairy glamours and a male fairy. Also, maybe slash commands that causes the fairy to react...I think that would add onto the cuteness/realness factor, the fairy is just often stationary...staring forward nonstop almost ominously.
Replace Seraph with Rouse.
Make the fairy just a quest companion and give us Carbuncle back as the main, not a glamour, in-battle companion.
Full kit back for scholar.
Toxikon oGCD for sage, like in pvp. And as a whole, make sage’s gameplay its pvp gameplay. Thematically more accurate and probably how they envisioned sage from the beginning. Ie more offense and more Eukrasia.
I’ve shared my ideas for Sage over on the suggestions mega thread.
Basically, make Sage live up to the identity that it was described as having. I like the idea of making it revolve around delivering critical hits and critical heals which I explained in that concept, but generally speaking, these are my requests of Sage going into 7.0:
1. Rework Addersting into a desirable resource. Making Toxikon OGCD would be great, but you’d need to add some sort of limitation to generation through GCD healing.
2. Remove, rework, and/or nerf Addersgall healing or replace Addersgall spending with something that isn’t directly healing (such as augments for Kardia healing—things that support Kardia healing rather than replace it).
3. Turn Sage into the healer version of Gunbreaker. There’s clearly a desire to have a hyper offensive healer, so commit to that. As long as the numbers are balanced, there’s no issue with its rotation being more involved.
I just want SE to finally choose:
Are healers just a glorified support DPS, who once in a while, when the party happens to be in dire need, drop their fully fledged DPS rotation to spending their precious GCDs to keeping everyone alive.
Or,
Keep the bloated healing kits, justified by high-octane unexpected damage intervals, so you actually feel like doing dead-simple DPS actions is justified by the sheer amount of responsibility regardless of your party's skill level.
But: Absolutely, I do not want this status quo of indecision and lack of direction, no matter what.
Speaking for SCH only:
1. Merging Aetherflow and Energy Drain would be great. Let Energy Drain give 3 aetherflow stacks, then deal 200 potency damage to the main target and do 100 potency to the rest. In case that there are unused Aetherflow stacks, using Energy Drain will refund an additional MP based on the amount of stacks left, then reset the stacks to 3. This will give us another option to use up our stacks when it is not needed rather than forcing us to use it.
2. Permanently increase our pet's movement speed. I don't see the reason for it to have the movement speed it we have at the moment.
3. Downgrade Eos to be a quest/lore companion only and make Carbuncle our summoned pet. This would also entail to change the names of the fairy skills we have:
i. Embrace -> Healing Ruby
ii. Whispering Dawn -> Shining Ruby
iii. Fey Blessing -> Healing Ruby II
iv. Fey Union -> Carbuncle's Favor.
4. Replace Seraph with Rouse and just bake Seraphic Veil's effect into Healing Ruby and Consolation's effect into Shining Ruby under Rouse.
5. This is more of a wishful thinking but can you give us at least the option to toggle our pet where instead of it healing, it is damaging enemies, especially in the event where healing isn't necessary? Make use of the old Arcanist Carby's auto attack as the animation. :)
Demi’s are only decent on SMN because there is literally nothing to interrupt in SMN’s LEGO brick building rotation, hell the one conflict they had was searing light being on the carbuncle which they removed because it kept getting eaten with summon Bahamut, old SMN had this problem as well (remember having to not move Bahamut and also have him despawn close to the boss so you didn’t lose ifrit auto’s)
Demis at least make thematic sense on SMN, on SCH you are just doing something that casting rouse on eos could replace without all the drama
Two stance for each healer :But something impacting, like 15% difference between each stances.
- One that improve HoT/shields and reduce direct heals.
- One that, of course, improve direct heals and reduce HoT/shields.
With a cast of 5 sec, switching during a fight would be painful if not used correctly (during pauses for example).
That way, we'll have to adapt to our group if we want to optimize or just having fun combinations.
(and the SCH get two usefull fairies and the AST get it's day/night stances back)
Astrologian returns to wildly different card effects, but as a twist to keep it balanced, this is more done for style than substance reasons. Effectively, existing abilities get turned into cards you draw and play, with the overall system being akin to how the Summoner job chooses the next primal, allowing us both full control what happens when while still forcing us to engage with each card eventually:
* You have 6 Draw-type abilities. `Draw Balance`, `Draw Bole`, etc. Each of these draws the corresponding card. A single `Play` ability (15s CD) uses them, only one effect can be active at a time, the old one gets overwritten if a new one is played. There is no Undraw or Redraw.
* On Play, a card is active for 20 seconds, giving its effect to you and everyone around you.
* Afterwards, the card is undrawable, it has been "used up".
* A new ability, `Reshuffle Deck`, refreshes all draw abilities on a 115s (120s + some allowance for drift compensation since we might need to heal at a bad moment) CD.
* These 6 cards **replace** existing abilities, so our hotbar isn't overloaded with new stuff.
* One increases damage (Divination)
* One gives damage reduction (Collective Unconsciousness)
* One gives regen (Celestial Opposition)
* One accelerates time (a new effect, group haste).
* One causes all healing to also give shields (Neutral Sect, the loss of +healing on us is offset because it affects all heals by the entire group)
* One is an instant AoE heal and then during the 20s duration can be played *again* to get an even bigger AoE instant heal + AoE damage. (Horoscope and Earthly Star).
This has the added benefit that because it replaces the existing system, a fair few abilities can be tossed out and duplication can be removed. This unclutters the very cluttered Astro hotbar and creates a setup where each effect is more unique (as in, there's not 3 group regens etc), so each of them can be very strong and as a result feel very meaningful when used. It's also somewhat drift-resistant as the reshuffle timer is intentionally 5s shorter than the usual 120s, plus cards can be tossed away via undraw to end their effect early to advance to another card.
The manaregen on card draw can be kept and rebalanced to emulate the manaregen currently given from the draw + from Astrodyne. The damage boost from Astrodyne can either be added as a stronger-on-yourself to the damage card (and likewise for the haste effect and the haste card!) or be folded directly into our healing and damage numbers.
Either way, this would have two huge benefits:
* Lots of decluttering the hotbar and removing duplication/triplication of effects which just waters them down.
* Brings back highly unique card effects including really snazzy visuals (the ability visuals can be kept for the card plays!).
Chemist. I want chemist as a healer already.
I'd be happy if they reverted some of the 6.0 healer adjustments and increased the cast times of Broil, Glare, and Dosis to 2-2.5s and reduced the duration of Aero/Aero II (and even Dia).
I don't even want any new abilities, just some reworks to current abilities (such as Holy, Art of War, and Gravity so they're useful for single target), some low level AoE options for CNJ/SCH (such as an AoE water spell for CNJ and Outburst), and some ability consolidation or pruning (e.g. Cure, Medica, Ruin II, Fey Blessing, and Undraw).
I would like to be able to hit something besides my one AoE dps button without fear of being yelled at by my party.
"Did you just cast Medica 2? DO YOU WANT THIS DUNGEON TO TAKE ALL DAY?!"