First I want to say, I really appreciate that you actually took the time to develop a unique concept. You've definitely put the level of critical thought I'd been hoping to see from a healer concept in this -- going above and beyond, even, with such specifics as potencies, traits and levels.
I definitely can see the unique potential from the Solutions setup, allowing you to plant the seeds on allies for further healing later on. I get a WoW Rogue Combo Point vibe from that system.
I also applaud the attempt to create interplay between healing and damage. I'm aware of the frequent criticisms towards the current healer paradigm that there are perhaps too many healing tools for not enough damage intake, leaving lengthy periods of damage dealing which are themselves a boring affair; my knee-jerk reaction is to be critical of how many more DoTs there are than even SCH had at its peak, but then again, having more access to damage tools for each healer may be a step in the right direction.
There are some aspects of this setup that confuse me though (which admittedly could be due to simple oversights or typos) -- for instance, M-Elixir seems like a straight upgrade to M-Potion without visible drawbacks. With most skills consuming MP and requiring cast times anyway, I fail to see the point of having them be weaponskills instead of spells, particularly when that means they're unaffected by Surecast and you can't use Swiftcast on them until you get the trait for it (which could be problematic in sync'd content); it strikes me as feeding into the recurring trend I mentioned, a choice made simply to say the job is non-magical despite a lack of intrinsic advantage over magical healers in that regard.
I also have concerns that this system as you've written it rewards overhealing, since it applies Solutions regardless of how much targets are healed, and in fact requires Solutions to deal damage through some abilities. Such a system could end up having the Medicus simply throw obligatory potions (or worse, waste healing CDs) as part of a damage rotation. The shared resource on Spray abilities also forces the player into a choice between damage and healing, which may lead players to avoid one of the Spray abilities as often as possible, depending on the damage balance of Caustic Spray and whether it's worthwhile to conserve Feedback.
(I'm aware this could be compared to use of Energy Drain for SCH, but Energy Drain is largely meant to be a means to dump Aetherflow before its CD returns. The damage value of it is generally considered to not be high enough to conserve it, compared to using the oGCD healing skills to avoid spending GCDs on healing. Meanwhile Sprays appear to consume multiple GCDs each.)
Meanwhile, I also have concerns about the distribution of Solutions in the vacuum of healing. The earliest use of Solutions is for creating a barrier, which means that the barrier must be generated after healing, despite that barriers are often preferred before healing is even necessary (like in Wall to Wall pulls). It's less of a problem later on when you have multiple skills that generate Solutions, but then you run into the reverse issue, where as a result of all Solution-consuming skills being on alternating cooldowns, you could potentially have more means to generate and overcap them than you have to actually use them, possibly even forcing you to resort to using skills outside of the situations they're necessary for just to have a means to burn the extra off -- which appears to be critical to generating Feedback.
Also, some skills offer a massive disparity depending on the size of the group: if you can place and consume Solutions on multiple targets at once and receive more Feedback as a result, then you'll intrinsically be generating more resources in an 8-man group than a 4-man group or solo, and potentially overcapping as a result -- a concern that applies to no other healers as their additional resources are bound to themselves. Likewise, if anyone dies, there goes all the Solutions on them, which can cascade to affect the potency of your skills on everyone else in the case of Refreshing Spray.
Overall, an interesting concept with its own merits, but as Shurri put it, it doesn't quite "click" for me. For other concepts I might say "it has a gap in the kit for X scenario," but some of these won't be fixed with a band-aid.



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