Oh, OK. I thought you meant healing through a debuff like perhaps... say... a reverse damage shield like Mark of Karn (from Everquest) or... I think it was radiant spores in RIFT... but I don't remember. Essentially whenever someone damaged a target with the debuff, they would get healed for a certain amount of health. It would be nice to have a healer that debuffs, though I think debuffs have mostly gone to the bard/mch/dancer arm of the DPS faction. It would be nice to see though.
amage appropriately.
I've realized I've chimed in on a few other topics about this, but I haven't actually made the posts here so I will do that to help keep this thread relevant and discussed as I suggested in a new thread that popped up:
My thoughts on healers is that each healer should have a collection of four things:
1) Healing (duh) but in a primary and secondary form. Secondary heals can be smaller versions of another healer's primary form, so long as they are weaker and stack with that healer's primary form and either augment or compliment it in some way.
Examples:
White Mage would be a Direct Heal and Regen healer. We already have cures, we already have regen. They can work the same as they do now. Perhaps as a sort of synergy we could have a trait called Overheal (I know we have one called Overcure already but I think it's poorly named). This Trait could take any overheal damage from a heal that has healed damage on a target and done more than their missing health total/ and give them a buff to regen the extra healing over 30 seconds. This would not be refreshed or added to if the player is overhealed again (to prevent and discourage heal spam), though in an ideal world the system would be smart enough to say "Ahh, it was just 500 HP of damage at level 70, we'll just overheal all that in one tick"
Scholar has barriers and I would think that their secondary form of healing should be through the pet. Move the buffs to the scholars and give the fairies some heals and perhaps some other minor spells to use passively/actively. Maybe embrace becomes a channeled healing spell so that the pet cannot take any other actions during the channel and maybe Eos's heals the player while Selene's reinforces or heals a shield that is currently on the target. Give them both a weaker version of embrace that they can use to heal passively sort of as if the player casts individual ticks of a regen spell. And perhaps give them both some sort of buff or debuff that they can use on a single person or target.
Ast would become the HoT healer and Time Delay or reactinary healer as someone mentioned in the aforementioned thread. Diurnal sect would give large, fast heals-- the total amount of a cure spell +bonus potency due to it being a heal over time and not a direct heal over 15 seconds as opposed to the longer, weaker 30 second regen. Noctournal sect would change these heals into spells that either worked based on a time delay (earthly star) or create balls to orbit (they are space themed) the target player and explode as that person takes damage much like the Orbs of the Stream from RIFT. Another reason I like this idea is because with healing over time, AST can now have more things to do with their cards while their HoTs/reaction heals are working.
Now you don't have to worry about a dichotomy of healing abilities. Each healer has their own unique way of healing and all of those heals compliment each other provided the numbers are tweaked so that they match the incomming damage
2) Damage mitigation.
Scholars have sheilds already, but I feel some sort of damage mitigation should be available to all the healers as well. Sure, we have protect but that's a kinda def increase that doesn't do a whole lot.
Perhaps WHM could have something like Phalanx, where it would decrease incomming damage by x% up until it absorbed y total damage.
Maybe AST could have a spell that stopped incomming damage, and delayed it. Then reapplied that damage as a DoT debuff on the player over a certain amout of time.
3) Utility
Some form of raid utility or buffs to help out your party is pretty much essential for any grouping class. SCH and AST have these forms already. WHM needs to get something. People have suggested something like a raise with no weakness or a cure for res weakness. I'm not sure if I like that idea, or if it would be overpowered, but it's a suggestion.
4. Damage Because we need some solo ability too, or something to do when our heals are not needed.
-- My only wish here is that WHM either gets something other than just another stone and aero... or that at least the effects for the spells are a lot better than they have been -_-;