Been a while since I've typed up a job suggestion, and now that I know the approach used for the Heavensward jobs, I felt it was time to post a suggestion. I'll admit, I'm not much of a healer; I simply don't have the mindset for it. That said, I've repeatedly suggested Oracle/Mystic as a healer, and below is my take on it.
Mystic (version 2, as of 09/08/2015)
Standing opposite to Thaumaturgy and its manipulation of destructive energies, the priests of Nald employ powers that draw on the dual aspects known as life and death. With the ability to control the pain and succor of living, these mystics perform rites that help preserve balance between life and death and can tip the scales one way or the other when needed.
Mechanics
Mystic is built around the concepts of duality. Seeing that they are basically a healer version of Thaumaturge, they have Astral and Umbral alignments. Certain skills grant Astral/Umbral Alignment (their version of Ast Fire and Umb Ice). Unlike THM, MYS's mechanic is that to fully utilize it's skills, they need to get three alignment stacks and then hit Ascension. This isn't a temporary mode, but a stance that has a cost to activate.
Ascensions are active indefinitely once invoked. While ascended to a particular alignment, the MYS cannot get stacks of the aspect they're aligned with (so a MYS that is in Astral Ascendence cannot gain stacks of Astral Alignment, even if they are using only Mend and Mend II).
Cross-class Skills: ACN (Eye for an eye, Virus, Physic). CNJ (Protect, Stoneskin, Raise, Cleric Stance).
Abilities
Astral Alignment - Decreases the casting time of healing spells by 1.66% per stack (5% at 3 stacks).
Umbral Alignment - Increases the potency of damage spells by 1.66% per stack (5% at 3 stacks).
01 Pain - Deals unaspected damage with a potency of 100 (120 potency on targets affected by Wither). Instant cast. Grants Umbral Alignment. Umbral Ascension: Places a DoT effect that deals 30% of damage dealt. DoT duration: 12s.
02 Mend - Restores target's HP. Cure potency: 300. Grants Astral Alignment. Astral Alignment: Increased healing potency on targets under the effect of Mend II and Absolve.
04 Wither - Deals unaspected damage with a potency of 30. Additional Effect: Unaspected damage over time with a potency of 40 for 30s. Increases the potency of Pain to 120. Grants Umbral Alignment.
06 Transfuse: Swiftness - Reduce target's movement speed by 20% and increase own movement speed by 20%. Duration: 15s. Cooldown: 45s.
08 Body to Mind - Consume 20% of max HP over 15 seconds to restore 30% of max MP. Cooldown: 150s.
10 Reverberation - Restores HP of target and allies nearby. Cure potency: 200. Additional effect: Regen for 15s. Cure potency: 40. Grants Astral Alignment.
12 Repercussion - Reflects 10% of direct incoming damage. Duration: 9s. Cooldown: 120s.
15 Dispel - Removes a single detrimental effect from target.
18 Renascence - Revives target in a weakened state.
22 Temporal Exchange - Next spell is cast immediately, but its recast is increased by 50%. Buff duration: 10s. Cooldown: 60s.
26 Mend II - Restores target's HP. Cure potency: 450. Grants Astral Alignment. Astral Ascension: Places a HoT effect that restores 30% of HP healed. HoT Duration: 12s.
30 Ascension - Consumes three stacks of Astral or Umbral Alignment to grant Astral or Umbral Ascension. Cooldown: 15s.
--Astral Ascension - Decreases the casting time of healing spells by 10% and enhances certain actions. Decreases the potency of damage spells by 30%. Overwrites Cleric Stance.
--Umbral Ascension - Increases the potency of damage spells by 10% and enhances certain actions. Decreases the potency of healing spells by 30%. Swaps INT and MND values while active. Overwrites Cleric Stance.
34 Transfuse: Speed - Inflicts target with 10% Slow and increases the skill speed and spell speed of nearby allies by 10%. Deals unaspected damage with a potency of 120 if the target is immune to Slow. Duration: 15s. Cooldown: 60s. Shares a 30 second cooldown with Transfuse: Might.
38 Conversion - Places a barrier around target ally, increasing the effect of direct healing spells and causing direct attacks to heal them. Disappears once target has taken damage 3 times. Cure potency: 200. Duration: 30s. Cooldown: 90s.
42 Blood to Mana - Converts damage dealt by next spell to MP. Buff duration: 10s. Cooldown: 30s.
46 Life Exchange - Places a damage over time effect on target enemy and a healing over time effect on the target they are currently attacking. Both effects expire together. DoT Potency: 60. HoT Potency: 60. Duration: 12s. Cooldown: 45s.
50 Transfuse: Might - Reduces damage dealt by target by 5% and increases damage output of all allies in range by 5%. Duration: 15s. Cooldown: 60s. Shares a 30 second cooldown with Transfuse: Speed.
Traits
08 Enhanced Mind
14 Enhanced Mind II
16 Enhanced Swiftness - Increases the duration of Transfuse: Swiftness to 20 seconds.
20 Withering Pain - Increases the potency of Pain on targets under the effect of Wither to 150.
24 Enhanced Mind III
28 Magick and Mend
32 Purge - While under the effect of Umbral Ascension, allows the use of Dispel on enemy targets to remove one beneficial effect from them.
36 Enhanced Body to Mind - Increases the amount of MP restored to 40%.
40 Magick and Mend II
44 Enhanced Temporal Exchange - Temporal Exchange no longer increases the recast of the next spell.
48 Enhanced Conversion - Target can now take damage 6 times before Conversion disappears.
Quested Abilities
30 Dichotomy - Converts Astral Ascension into Umbral Ascension or Umbral Ascension into Astral Ascension. Cooldown: 30s.
35 Absolve - Restores HP over time. Cure potency: 80. Duration: 30s. Astral Ascension: Regen effect grows stronger over time (final tick: 280 potency).
35 Condemn - Deals unaspected damage over time. DoT potency: 40. Duration: 30s. Umbral Ascension: DoT effect grows stronger over time (final tick: 90 potency).
40 Stave - Places a shield on target ally, negating damage up to 25% of target's max HP. Upon reaching this amount, target receives the accumulated damage over 15 seconds. Shield Duration: 10s. Cooldown: 30s.
45 Boon - Restores target's HP. Cure potency: 500. Cooldown: 30s. Astral Ascension: Causes attacks performed by target to heal them. Cure Potency: 50. Duration: 15s.
45 Chastise - Deals unaspected damage with a potency of 200. Cooldown: 30s. Umbral Ascension: Attacks performed on target deal additional damage with a potency of 50 per attack. Duration: 10s.
50 Duality - Allows the use of one ability of the opposite alignment. Cooldown: 60s.
52 Vile Spike - Marks target, causing direct magical damage taken by them to affect enemies nearby for 20% of the original attack's damage. Duration: 10s. Cooldown: 30s.
54 Overflowing Cup - Marks target ally, causing 60% of any healing effects received by them to heal two allies with the lowest HP nearby. Duration: 18s. Cooldown: 90s.
56 Transfuse: Status - Steal a beneficial effect from target. Cooldown: 15s.
58 Consecration - Creates a designated area at the target's feet, healing any party members who enter. Cure Potency: 100. Duration: 21s. Astral Ascension: Removes one negative status from allies per tick
58 Desecration - Creates a designated area at the target's feet, dealing damage with a potency of 30 to any who enter for 30s. Umbral Ascension: Afflicts enemies standing within with 40% weight.
60 Tipped Scales - Can only be used while ascended. Astral Ascension: Deals unaspected damage to all nearby enemies with a potency of 100. Restores own HP and the HP of nearby allies (Cure Potency: 500). Umbral Ascension: Deals unaspected damage to all nearby enemies with a potency of 250. Restores own HP and the HP of nearby allies (Cure Potency: 100). Cooldown: 120s.
Lv3 Limit Break - Equipoise
Notes
- As always, potencies and durations are negotiable.
- As mentioned in the description, this is essentially a healer version of Thaumaturge. Seeing that THMs are based out of the temple of Thal, Mystics being based out of the temple of Nald would make sense.
- Astral and Umbral alignments are stacking buffs, much like Astral Fire and Umbral Ice. Each have their own effects to their respective alignments.
- A MYS that wants to do easy switches will want to try to keep stacks of the opposite alignment while ascended.
- Dichotomy exists in the event you need to do a quick swap for emergencies, but otherwise the MYS would have to build three stacks of the opposite alignment and then hit Ascension again.
- This being said, in the event you hit Ascension while having no stacks of the opposite alignment, you lose your ascended status.
- The "doubled" abilities (Absolve/Condemn, etc) would have their own icons depending on what is your current ascension. Should you have no ascension, the default would be the Astral Ascension version of the spell.
- The Transfuse line of abilities is this job's version of raid utility. Might and Speed share a cooldown. I guess in a way you can treat Might as a mini-mitigation cooldown for the tank.
- Conversion and Stave are sort of defensive utility, mostly meant to be used on tanks. Conversion in particular would be useful to mitigate attacks like the multi-hit stuff from Turn 9.
- Yes, Overflowing Cup turns heals into smart heals. Vile Spike does the opposite with enemies by spreading damage the target receives to other enemies.
- Life Exchange is meant to simulate health being drained form an enemy on to its target. There might be a better way to do this, or this skill could be axed for an additional way of recovering MP.
- The reason the Withering Pain trait exists is because I decided to forego giving the job too many non-ascended offensive spells. In theory MYS should be able to keep up with a same-level WHM in pre-30 content. Also keep in mind that Pain is instant cast.
- Tipped Scales is this job's answer to WHM's Assize, with a tweak of sorts.
- I know I'm sort of grasping at straws with Transfuse: Status. I honestly didn't have anything else to put in there, so I'm open to suggestions. >.>;
- I also want to emphasize that potencies are negotiable. I'm not good at the numbers game and I'm sure some of these abilities are either overpowered or underpowered.
- Access to Cleric Stance is really meant to help out in the pre-30 content. Once you hit 30 you'll ignore Cleric Stance and use Umbral Ascension if you want to DPS.
- While Mystics in FF Tactics were yin yang-themed, this version of the job is more like a Life & Death mage.
Comments, suggestions and so on are welcome.