I would normally dump this on the Other Roles forum, but I'm thinking I might get better feedback here in the healer forums. Anyway, I tend to complain about how we have no HoT-focused healers, so I took an old idea I had and made a full write-up. This is an alpha version and will adjust it according to feedback.
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Green Mage (version 2, as of 09/24/16)
Among the wilderness of The New World are what some call Greenwalkers; men and women who commune with the land and preserve the untamed forests and groves in their original state. Despite their reclusive tendencies and devotion to their calling, those known as Green Mages at times travel in search of lands in need of healing. Such is their power over growth and regeneration that the story of Fiona Greendream is still passed down from generation to generation, as the woman who restored an entire forest with only a sapling and a handful of seeds.
Concept: A nature-theme healer with a focus on healing-over-time effects.
Weapon: Wands (those that look like branches)
Cross classes: ACN (Eye for an Eye, Virus, Ruin) THM (Blizzard II, Surecast, Swiftcast)
Abilities
01 Nature's Wrath - Deals unaspected damage with a potency of 140. Cast time: 2.5s.
02 Mend - Grants a heal over time effect with cure potency of 80 for 18s.
04 Hell's Ivy - Deals damage over time with a potency of 30 for 21s.
06 Green Warden - Swaps INT and MND attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%. Effect ends upon reuse. Cooldown: 5s.
08 Shell - Increases defense and magic defense of self and all party members. Does not stack with Protect. 2.5s cast time.
10 Life Bloom - Restores HP to self and nearby party members. Cure potency: 200. Additional effect: Heal over time effect for 12s. Cure potency: 80~50. Cast time: 3s.
12 Purification - Removes a single detrimental effect from target.
15 Quicken - Restores target's HP. Cure potency: 200.
18 Renascence - Resurrects target to a weakened state.
22 Nature's Fury - Deals unaspected damage with a potency of 70 to target and nearby enemies. Additional effect: Unaspected damage over time with a potency of 50 for 12s. Cast time: 3s.
26 Aetheric Synthesis - Removes the MP cost of all healing spells for 15s. Use of healing spells restores partial MP. Cooldown: 90s.
30 Nurture - Increases the potency of the next Rejuvenation by 50% or Wild Growth by 25%. Buff duration: 10s. Cooldown: 90s.
34 Thorn Cocoon - Erects a barrier of thorns around a single party member or pet for 20s. Barrier Effect: When barrier is struck, the striker will receive damage with a potency of 30. Cooldown: 30s.
38 Inner Spark - Restores own MP. Additional effect: Causes the next direct healing spell to place a healing over time effect with a cure potency of 40 for 15s. Buff duration: 10s. Cooldown: 120s.
42 Corrode - Reduce target's damage resistance by 10% for 10s. Cooldown: 90s.
46 Weald's Blessing - Reduces your damage taken by 10% and prevents spell interruption for 10s. Cooldown: 120s.
50 Force of Nature - The next spell cast will result in a critical hit. Buff duration: 10s. Cooldown: 60s.
Traits
08 Enhanced Mind
14 Enhanced Mind II
16 Enhanced Mend - Extends Mend's duration to 24s.
20 Maim and Mend
24 Unbridled Wrath - Nature's Wrath deals damage with a potency of 160 on targets under the effect of Nature's Fury.
28 Enhanced Mind III
32 Leeching Ivy - When a target takes damage from Hell's Ivy, allies affected by your healing over time effects will receive a heal with a potency of 30.
36 Life's Momentum - Quicken now also increases target's healing received from your spells and actions by 10% for 10s. Can only be active on one target.
40 Maim and Mend II
44 Enhanced Aetheric Synthesis - Reduces the cooldown of Aetheric Synthesis to 60s.
48 Enhanced Nurture - Nurture now increases the potency of the next Mend by 100% or Life Bloom by 50%.
Job Abilities
30 Rejuvenate - Restores target's HP. Gains 5% additional potency per healing over time effect on target. Base cure potency: 400. Cast time: 2.5s.
35 Profusion - Channel energy into the land, healing all allies within 25y for 9s. Cure potency: 200. Cooldown: 60s. Auto-attack ends upon execution. Effect ends upon using another action or moving.
40 Constricting Vines - Envelops target in vines, preventing movement and all action for 20s. Effect ends upon taking damage. Cooldown: 45s.
45 Whipping Vine - Calls forth a whipping vine that deals damage with a potency of 100 to enemies near it for 20s. Cooldown: 30s.
50 Restoration - Restores HP of self and all allies. Cure potency: 600. Additional effect: Removes all detrimental effects. Cooldown: 180s.
52 Germination - Plants a seed inside target that sprouts after 6s, restoring target's HP. If target takes damage equal to or greater than 20% of their max HP from a direct attack, the seed sprouts and restores target's HP. Cure potency: 300. Cooldown: 15s.
54 Wild Growth - Enhances Thorn Cocoon or Whipping Vine. Cooldown: 60s.
-----Thorn Cocoon: Reduces Thorn Cocoon's damage to 10 potency, and instead reduces target's damage taken by 10%.
-----Whipping Wine: Extends the duration of Whipping Vine by 10s and causes the vine to grow thorns, increasing its damage by 10%.
56 Fertile Soil - Creates a designated area at your feet that increases the healing received by all who enter by 15%. Cooldown: 90s.
58 Greenwrath - Channel the fury of nature into target, dealing damage with a potency of 100 every 3 seconds for 9 seconds. Deals 25% more damage on targets under the effect of Nature's Fury. Cooldown: 30s.
60 Flourish - Infuse energy into target party member, spreading your healing over time effects on them to all party members within 20y with the remaining buff duration. Cooldown: 90s.
The Lore (WARNING: Fanfiction advisory is in effect)
Ancient Gridania had two covens that looked after the populace. The white mages would commune with the elementals and impart their will to the people, while the greenwalkers ensured that the forest was maintained in accordance to the will of the elementals. Eventually an argument broke out over expanding the Twelveswood beyond its natural borders, with one Fiona Greendream leading the side wanting to expand the woods. The decree eventually was made that such a move was against the will of the elementals and balance of the ecosystem of the Black Shroud. No longer seen as worthy in the eyes of the elementals, the greenwalkers were forced to leave and seek a new home, with many taking residence in The New World. It is here where they developed their discipline with manipulation of living energy, allowing them to create and maintain groves in the New World. Their art and role in Gridania was eventually forgotten.
The 30-50 GRM questline starts off with a man named Abner, who has recently arrived in Eorzea in hopes of getting to the Twelveswood. His goal is to make contact with the conjurers out of Gridania to understand a matter that made no sense to him. Since chloromancy is not known/remembered in Gridania, Abner is tasked with proving the worth of his discipline by taking one student; you (the Conjurer's guild practically volunteers you). As you begin training, you are exposed to the uses chloromancy has in the forest, learning the role in restoration and upkeep of the forest that was the duty of a greenwalker. You and Abner eventually get dragged into a crisis that requires the regeneration powers of a green mage along with the purification powers of a white mage/conjurer.
The 52-60 GRM questline should focus on additional good a GRM can do for the realm while also looking into the forgotten/lost past of the greenwalkers, since a lot of it was lost once they left Gridania all that time ago. Bonus would be the greenwalkers as a whole earning the forgiveness of the elementals.
30 A verdant dream (intro/unlock quest)
30 To make like a tree
35 Ear to the grass
40 Twelve steps
45 An arboreal calamity
50 Mending fences
50 Back to the green (HW GRM arc)
52 The three labors
54 Kicked up a notch
56 From Tailfeather with love
58 A millennial wait
60 Given time
Achievements
The color of envy I-IV - Achieve green mage level 30/40/50/60.
Dream Green I - Complete the green mage job quest "Mending fences".
Dream Green II - Complete the green mage job quest "Given time".
Notes
- As always, effects, potencies and such are up for discussion.
- V2 of GRM is a little more focused on the lore I made up for them, as such they no longer cross-class stuff from CNJ. This of course calls for them having their own version of Protect and Cleric Stance.
- To get the WoW analogues out of the way: Nature's Wrath = Solar Wrath, Nature's Fury = Sunfire, Weald's Blessing = Barkskin, Profusion = Tranquility.
- Quicken is designed to start out as an instant heal that restores half the HP that a normal Cure would. This would work out in low level content (since Cure at lower levels heals for a near-ridiculous amount), but a GRM would still need a reason to use it once damage taken begins to ramp up, hence the trait.
- I was considering something like a crit mechanic (V1's Germination), but for now have opted to not write that in.
- Though I haven't listed MP values, Rejuvenate is supposed to be relatively expensive, to balance out the fact that it's a Cure analogue along with the potency gains based on the number of HoTs on the target.
- Germination is meant to provide a sort of delayed heal while also serving as a way to provide reactionary healing for tank busters (or skills like the Fallen One-type attack seen in Weeping City).
- I decided to forego adding tiers of spells, opting to have one skill gain power from another, hence Nature's Wrath gaining extra potency on targets under the effect of Nature's Fury, and then further compounded by Greenwrath.
- Wild Growth should be something to build on once the the level cap is raised to 70 and beyond, since you could add other skills and effects that could interact with it. Wild Growth itself is designed to present a sort of choice to the player.
- Profusion and Greenwrath are channeled skills, much like Collective Unconscious.
- Nurture's trait is on the chopping block, but I feel it was either that or a trait that allowed two Mends to be applied on the same target (limit of one target). Any suggestions would be appreciated.
- Just to make this clear, Life's Momentum increases healing received only from your healing effects. Fertile Soil, on the other hand, increases healing received from all sources. Yes, I realize this makes SCH + GRM pretty damn good, though I figure it would also make GRM + WHM good. AST + GRM should also be good.
- Constricting Vines has no cast time, which is why it has a 45s cooldown.
- Whipping Vine might need to be nerfed.
- Inner Spark might need to have its additional effect changed.
- HoTs: Mend, Hell's Ivy, Life Bloom, Inner Spark, Profusion, Flourish (sort of)
- Direct heals: Quicken, Rejuvenate, Restoration, Germination (sort of)
- Enhancements to healing: Nurture, Life's Momentum, Fertile Soil
- Fiona Greendream is a reference to Chrono Trigger.
- I was thinking of implementing a seed mechanic where certain plant-related skills consume a seed, but it ended up looking a bit too much like death knight runes and/or FFXI SCH Strategems.
- Something else I didn't go for was a system that turned one party member into a sort of healing beacon. You'd mark a party member, and all heals received by them restored HP of nearby party members for about 30% of the amount healed. It would also lead to things like certain heals empowering the beacon effect. I don't think a healer should have an actual rotation, which I think would happen with such a system so I dropped it for now.