Quote Originally Posted by MartaDemireux View Post
It would be interesting to see if such a system of inhibiting AF/UI could turn a THM into a healer somehow though. But as someone said earlier, it's really less about inhibiting the mechanic and more about working with it.
On BLM, I have access to two things. 1 is Umbral Ice, the other is a cross Class Physic spell. Between these two abilities, I can essentially spam a heal spell forever. I also have access to Healer Gear, so if I REALLY wanted to, I could easily make a BLM into a pseudo healer with little effort. Just don't get poisoned.

If I was creating a job for this, all I'd really have to do is sub CNJ and add cross class Esuna and Cure II. Umbral Ice + Cure/Cure II + Esuna really takes care of about 90% of all healing situations. Cleric stance being present would let you stance dance back into your THM skills with little effort and go into a burn cycle.

So that's a core of a THM healer without even using a single job skill. So there's quite a bit of leeway here. So let's check the overlap....

THM + CNJ
Spam spells w/procs: Cure/Fire
DOTs: Aero/Thunder
MP Regen: Blizzard-line
CC: Sleep/repose

DOT's aren't really going to help here, this isn't going to be subtle. Just pure smash mouth healing. So we end up with two options.

Either Cure spells trigger Astral Fire, or Cure Spells trigger Umbral Ice. Both have very different playstyles.

If Cure and Fire both trigger AF, then the player has to be super careful of mana burning at the wrong time and not having anything left for heals. Also, having to heal too aggressively would end up leaving the player out of mana very fast.
If Cure triggers Umbral Ice though, the player is basically alternating between two cycles, Healing/Regen and Damage/Burn. I think this is the more group friendly, but also dangerously close to overpowered as the resource for your healing is essentially neverending.

Of course, Cure could be left off the cycles entirely.....but where would the fun be in that!

The other interesting thing is the THM AE Sleep. Sleep is essentially a situational heal that prevents 100% of incoming damage. When considered like that, it's crazy powerful and I long ago learned that most dungeon content is designed for this. Rarely do you have 3 unsleepable mobs that hit really hard. So if you're looking for preventative healing, that's your boy.

Seems pretty easy all things considered.