Quote Originally Posted by Shurrikhan View Post
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I cannot give you exact specifications, but what I basically had in mind is:
Instead of trying to force healers into the "pure healing" role (which just is not justified with how incoming damage and fight mechanics work in this game) to "embrace" the 80-70% DPS to 20-30% healing output that exists right now.

This would mean, that the support jobs would all have a basic healing kit:
- 1 ST heal
- 1 Aoe heal
- maybe 1- 2 "job flavor" heals like Excog or Bene

Instead of focusing on pure healing (like SE tries to make us do now) these jobs would mostly focus on a fully fledged out DPS kind of rotation.
The final goal of that main-rotation though is not to maximise your pDPS, but to keep up the buffs/debuffs for your group, which in return would reduce incoming damage.
Your ultimate goal and your benefit for doing your job correctly would basically be healing less and having more time to 1. Do your own dps and 2. keeping the up buffs running for your group.
Of course you would still have to heal for spike damage and the occasional tankbuster, but this would ensure that the now healers have an actual fun and worthwhile gameplay outside of pure healing.

This is also where the tank changes would come into play.
To ensure, that the supporters can mostly focus on their main job (buffing/debuffing), tanks should be much more responsible for their own survivability and less dependent on outside healing.
Of course tanks should still do DPS. But like the support role, their main goal of doing their job correctly is not pDPS, but survivability. Basically a good tank - with a good supporter, should not need healing at all outside of tankbusters.

I do not know, if this idea is even possible to implement. I cannot give you any numbers, I'm no theorycrafter.
It would basically mean a complete rework of all the healer jobs. But it would be a solution to the "green/blue DPS" problem in a way without simply removing the healers dps tools...