Sorry if this feels a bit tangent but since I read a few posts on losing damage spells and how it felt like there was less to do I thought it would be fun just to twiddle in the space SE has given us (so not returning any spells but just adding some new interactions). Not to be taken too seriously but I still find these things are fun to talk about.
Could come up with concepts for other healers too but this was on scholars, cause scholar thread lol. Would probably come out as a buff unless SE tweaks other things down a bit- though I personally wouldn't mind if healers could get a few more % of damage out (wouldn't mind if healer damage was improved a little, so long as tanks and healers are far "enough" away from DD lol). Just make sure the other healers are on par at the end :P.
Rough concepts (mostly for fun) and some of these could be expansion concepts-
What if when Scholar cast their Bio DoT each tick has an increasing chance to become a pustule (honestly the name can change lol, just went with that because "bio" theme). Pustules can be popped (:3) via Broil for extra aoe damage to nearby enemies (worth a little bit more potency than casting an art of war in that situation), or lanced via Ruin for extra single target damage (worth more potency than casting art of war on 3 targets, but not worth more than an aoe on 4). The effect lost once popped of course, pustules last ~10-15 seconds regardless of remaining dot time and don't stack. After triggered the rate resets and builds up again. It would be nice if there was a little dot or some way to easily tell a pustule is on a target, obviously an animation occurring would help but I was thinking on their nameplate, enemy list, their circle (just for scholar), or some other easy to see method without having to tab onto them. Perhaps simply a persistent non-obtrusive visual effect (until consumed at least), like a partial transparent sphere centered on the monster that is theme'd to scholar's imagery- which would also allow for a nice dissipation/interaction animation when popping them (may need to be player specific only visual to prevent scholars confusing each other though lol). Worst case scenario it could just be tied into a blood lily job gauge like concept so players know when the effect has triggered, but I'd rather it be on a per monster basis as it could be quite fun having them appear like a whack a mole game and works quite well with an Art of War concept below.
Energy Drain will greatly increase the development rate of pustules (so if it was like 30% development per tick chance+ an extra 10% each tick, energy drain might add+40%). Once per unique monster (the rate increase, not the pustule).
Each time one is popped there is a chance to gain additional effect of outbreak (a buff that sits on scholar for a time priming additional effects for other spells).
Energy Drain will apply patient zero to target (and consumes outbreak).
Art of War can consume outbreak to place a ground zero (g0) zone on cast, the added effect being: the longest bio owned by that player affected in the Art of War radius becomes patient zero (p0) and a ground radius of Art of War becoming ground zero (shadow flare like area).
The timer on p0 is matched to bio's remaining duration and has it's own minor potency per tick (so if bio was 50 potency and p0 was 10 then total is 60 per tick), for each tick of this unique bio (while the monster is in g0) a contagion effect will be spread (of lesser bio potency, like the bane days) for the time remaining on p0. If all nearby enemies have been infected p0 will infect everything again adding the time remaining to contagion (so if the enemy had a contagion of 5 seconds left and p0 had 6 seconds then contagion would now have 11, this only happening once every nearby enemy has been cycled through). Only one ground zero may be active at a time, but if you got very lucky you might back to back the effect I suppose (and it would be wise to make sure a long lasting bio is up before creating another g0 for maximum p0 contagion spreading opportunity). If you recast bio while the monster is affected by p0 debuff the bio will refresh but the patient zero timer will not refresh. Contagion and Bio replace each other based on whichever one would do more damage (for the owner, not another player's- not like SCH / AST shields lol). So if a monster had bio on it for 2 seconds and contagion applied for 15 it would replace bio but if bio was at 30 and contagion was going to be 5 it would not replace bio (opting for the better DoT- to be clear contagion effect and bio conflict and not patient zero as both p0 and bio can be active at once). Contagion may trigger their own pustules like bio would (perhaps at a lower starting rate, but enough that if you had a large pack of monsters it wouldn't be uncommon to see them appear frequently).
Might make funny positions but also thought it might be fun if Art of War had two concentric circles, the first larger one is as we have now and is for the same potency, but a much smaller circle would have a bit higher potency and pop pustules like broil for aoe damage but at a very slightly lower potency. This would encourage Scholars to move around the field methodically, targeting high priority monsters, easily being able to explode their pustules (though if they wanted to tab target and broil they'd get a bit more reward), and generally give a sense of "positional" aoe movement.
Not crazy different from before and no new buttons, but a bit more to think about - I think lol. And returns, vaguely, some of the fun of shadowflare and bane. You get a sort of reactive mechanic of pustules that encourages using spells you might otherwise be ignoring (not using Ruin/Broil due to circumstance), as well as being rewarded for particular placement of yourself (higher powered AoE in the center of your Art of War).
Also may consider changing some of these concepts into debuffs rather than damage focus, or using a sort of defense debuff I think that balances fairly well. So like if you pop a pustule (broil, for aoe) it splashes (eewww hahaha) onto nearby enemies causing them to be afflicted with defense down sort of debuff (that decreases defense by X value until Y potency has be done and then falls off, allowing it to balance itself). Of course you can have debuffs like slow or damage down but some of the issue would be that would create even less spells to use since you'd definitely not need to be healing then. Haven't ran the numbers but may need to do something about bio spam vs letting ground zero play out, depending on how it feels and making sure the more entertaining route is promoted (spamming bio on everything for loads of pustules vs waiting for ground zero spread it via contagious outbreak). Might also be able to play with energy drain spam after this (promoting aether traits for healing, after you've promoted your first pustule at least), I think prototype or roleplaying (DNDing-ish) out the rotation with someone would help if we were going to be serious :3 (I'm mostly just having fun spit-balling inside the space SE and Scholar's theme have given).
Like before a single target might be a bit like:
(Bio) - (Broil for days) / (Ruin if you needed to move) + (Energy Drain for some fae power and ogcd weaving, if you don't need them for heals)
Now:Similar though you'd probably Energy Drain earlier after bio for a faster pustule,
(Bio) - (Energy Drain) - if Pustule (Ruin for extra single target damage) - if outbreak (check bio timer, then Art of War or Energy Drain) - (Broil until pustule or repeat) + (Energy drain weaving when you don't need it for other stuff), the change isn't crazy large but it does add a little of interactive reactivity
AoE:
(Bio) - (Art of War until not worth it) - (Broil till dead after AoE is not worth it, in the unlikely event you need to move maybe use ruin lol)
Now:
(Bio) - (Energy Drain) - (Art of War, standing on the highest priority target) - (Broil pustule, extra aoe damage) - Outbreak effect unlocked, gauge how much bio time is needed and recast if needed - (Art of War outbreak in a central area, causing contagion to spread) - (Art of War) - (Broil, pustule) - (Broil, Pustule) - (Ruin, pustule as 3 or less now are alive) - (Art of War at 3) - (Broil at 2) - (Ruin last pustule appears) - (Broil till dead, probably not worth recasting bio at this point).
Alternatively if you feel like "I don't want to tab target today, I'm tired but I still want to play fairly well" you can run on top of the monster so that your concentric smaller circle overlaps theirs and pop them that way for just a tiny loss compared to broiling them.
Just for fun of making a short tooltip (because the above was long and might seem like "can't be tooltiped", not that mine are great examples lol):
Bio -
Additional Effect: X% chance and increasing each tick to create pustule.
Ruin -
Combo Action: Pustule debuff on target
Combo Potency: ???
Broil -
Combo Action: Pustule debuff on target
Combo Bonus Potency: ??? to all nearby enemies
Energy Drain -
Combo Action: Bio debuff on target
Combo Bonus: Increased chance for a pustule to develop
Combo Action: Outbreak & Bio debuff on target
Combo Bonus Potency: ???
Duration: Time remaining on Bio
Art of War -
Additional Effect: ??% increased damage ?y from center
Combo Action: Pustule debuff on target ?y from center
Combo Potency: ???
Combo Action: Outbreak & Bio debuff on one nearby enemy
Combo Bonus Potency: ???
Duration: Time remaining on Bio
Additional Effect: Ground Zero
Contagion will spread from target, dealing X potency, with a stacking duration based on time remaining of ground zero.
Anyways just had some fun thinking of not adding a new spell slot but interacting a bit more on the field. I always find that enjoyable thing to talk about XD, wont bother me if someone hates the idea- also not suggesting SCH /needs/ this just that I could imagine it fitting into scholar without killing anything or requiring any new buttons (though I see it increasing scholar's damage, which would mean the other healers would probably appreciate some love of some sort too lol).
You could always say "how about instead make the monsters hit harder so I can actually heal, the job is called healer not damage dealer", but I'm concerned if they go too far into healing exclusively that you'll frequently have end of the world hurricane torrential terror of gil repair madness as your tank / healer can't seem to get their stuff together. If you don't lean HARD into needing to heal rather than damage deal then great healers will have a lot of down time, who will then be quite bored lol. And that down time can fit debuffs and damage very nicely (obviously what many healers do, just bored pressing one damage button to win). Feel like the length of this post is like youtube video statistics where 99% have dropped off already so /wave to you who is reading this, hi there nice to meet you lol. While if SE just tried to fit more damaging monsters into that down time to the point healers had to use way more of their main healing kit then you get a lot of "can't even pass the first pack without dying because my healer doesn't know what esuna or cure II means, and don't even get me started on "oGCD spells", and now our tank blew all their CD on the first pack to get through so we're looking at the second pack waiting for them to come back. . . nice. . ."
.
Not that I'm saying leaning into healing more is impossible just that there will always be a bit of downtime for those who've tuned their healing, unless SE goes so hardcore into damage management that I think it'll just kill the game for casual / normal DF groups (so some damage and or debuff management is a must for many healers to not be bored). Though I'm not opposed to the idea certain healers are simpler than others (hard to balance that concept but it's okay to make a class that is more straight forward, I think). Just that I think it might be helpful to add a bit more depth to that offensive down time for some of the healers (like perhaps a new healing job, 6.0 healers going to riot if no new job then
). I had thought a dark theme'd healer could fit that quite well, not necessarily necromancer but like curses, dark magic (ritual, primal like witches, eldritch, etc), some physical elements like mid ranged chain whip with scythe tip and a bell on the handle (for magic), aggressive healing style, a number of monster interactions (like one concept I thought for healing that might be fun was that you prevent damage at the source by cursing the monster, such that it acts as a heal but cast on the enemy rather). Debuff heavy high tech healer might work too, the machinist of healers lol- perhaps with chemist trappings.