Yeah, as someone that has been slowly catching up on the forums over the last week or two, ya'll *did* kind of start being aggressive and start throwing out the personal insults to Renathras first, and he's responded by being hostile in kind. Granted MOST of you have eased up on it since then, but can you really blame him for still being defensive when so many people are constantly taking potshots at him, rather than *just* arguing with him? And if you guys don't want to engage with his walls of text, you could pretty easily just, you know, ignore him.
To actually get on topic though... I think a lot of the reason why you get so much pushback, Renathras, that people are really bad at articulating, is that "leave white mage as is" doesn't address that white mage is not... particularly well designed for the game as it is played, especially at lower levels. There's *so much* you could do with it to make it more intuitive, or more engaging without adding tons of buttons or complexity that most people are going to see "just leave it as is" and become hostile to the position, even if your position is, on the face of it, already one of a lot of compromise with regards to where we are today (as you yourself have mentioned a time or two).
So as a thought exercise I wondered how far down I could pare WHM and still keep it functional, while adding several layers of interactivity that the kit doesn't have right now, and does a much better job, in my opinion, of easing players into the idea of FF14 healers being less dedicated healers that they might be expecting from (the older, especially) console Final Fantasies, and more healer/dps hybrids. And it turns out I can easily make a vastly more interesting jobs, while using significantly less buttons! Only 15 in fact. I even kept the number of dps actions to 5+holy (since you wouldn't use it on single target stuff), in keeping with you frequently pointing out that ARR WHM didn't *really* have more damage buttons, they're just different now. (if you're curious what it looks like, it's behind the cut)
Damage Spells: Have no MP cost. MP is 100% for healing spells. Basic lilies don't exist anymore. However, every single direct healing spell (ie one that doesn't deal damage, so no dia) gives 1 Blood Lily. You can hold up to 3 of them. This also very explicitly assumes Lucid Dreaming is no longer a role action (or esuna really) so it can be replaced by something more appropriate to the kit. Intention is to lean hard into the idea of WHM being the slower paced GCD healer, open up the dps side of the kit *without* going over the five damage buttons we currently have, and to promote more kit interactivity. Should be easy to pick up and learn (few buffs/timers you need to watch, almost everything is centered on *you* rather than other targets, especially enemies) but provide more engagement and flexibility than current WHM does. And definitely change up the buttons you're hitting more frequently.
UI Widget has 8 little nodes; three for blood lilies, and five for glare orbs.
HEALING SPELLS
Cure. Instant cast. 600MP. 500 potency cure that also removes a status effect from the target.
Cure 2. 1.5S Cast. 1200MP. 800 potency cure. Single target.
Cure 3. 2.0S Cast. 1000MP. 400 Potency AoE cure, centered on yourself. but also it's medica sized not Current Cure 3
Protect. Channel ability. 1500MP. Gives 20% to everyone within an area around yourself, then gives a 100 potency cure when the channel stops. Potency of the heal increases as it's held, up to 400 after 10 seconds. Give me the cutscene protect, dammit.
Raise. 10s Cast. 2500MP. Rez a target with 25% HP.
ABILITIES (ogcds)
Regeneration. 30s cooldown, 2 stacks. Makes your next Cure spell also grant a HoT equal to 25% of the heal's potency for 15 seconds.
Liturge of the Bell. 90s cooldown. Ground target ability, last for 20 seconds. While active, anytime you cast a Cure spell this counts as a second aoe origin point for cure3, or targets the ally with the lowest HP within range that you didn't directly target in the case of cure 1/2 (people can still only be hit by the spell once, but this give you options for hitting people that would otherwise be out of range)
Divine Benison. 1s cooldown. Requires a Divine Seal to cast. Grants a single target a 300 potency barrier.
Presence of Mind. 120s cooldown. reduces cast/recast/auto attack speed delay by 30% for 20s.
Shroud of Saints. 30s Cooldown. Instantly gives 2000MP instantly, and increases your MP regain per tick by X amount for 30 seconds. While under the effects of Shroud, your damage output if halved. This is a panic button for emergencies, not something you should be keeping on cooldown.
DAMAGE SPELLS.
Glare. Instant. Deals 200 potency to a single target, with 50% aoe drop off around the target, and generates 5 glare orbs. (earth flavored before WHM)
Banish. 2.0S Cast. Deals 310 potency to a single target. If you have any glare orbs when cast, one is consumed and increases the potency of the attack by 80. (wind flavored before WHM)
Holy. 2.0S Cast. Deals 140 potency in an AoE around you, and inflicts stun 4s. If you have any glare orbs when cast, one is consumed and increases the potency of the attack by 40.
Misery. Instant Cast. Consumes 3 blood lilies to cast. Deals 1240 potency damage to a single target with 50% aoe drop off around the target. This probably needs to be introduced WAY earlier and then scale alongside the power of the main damage spell.
Dia. Instant Cast. 30s cooldown, with 2 stacks. Deals 370 potency damage to a single target with 60% aoe drop off around the target. Also heals the main target's target (typically the tank, but who knows maybe your DPS did a dumb) for 500 heal potency. (water flavored before WHM).
Seraph Strike. Instant Cast. 60s cooldown, with 2 stacks. Gap closer! Deals 370 potency to a single target, and gives you Cleric Stance for 10s. While under the effects of Cleric Stance, anytime you cast a damage spell on a target, a healing pulse with 300 potency gets fired off from the monster in a small aoe. (if you use this while AoEing, people can still only be healed by the effect once, just like with liturge).
notable traits:
Divine Seal: After you consume 5 glare orbs, gain a divine seal which allows you to cast benison once.
Temperance: Each time you cast consecutive Cure spells in a row, gain +25% healing potency. Honestly this probably doesn't even need a cap, since it'll burn MP faster, but does let you just power through stuff with Big Heals, which should be WHM's forte. So the first is normal potency, then second is +25%, third is +50%, etc.
Esuna: At low levels Cure should have Cure 2's casting time and not have the cleanse. You'd unlock this trait at the same time as cure 2 to make them distinct abilities.
And if I could do this off the cuff in an hour or so, the real job designers could almost certainly make something just as or more approachable if they didn't feel like they had to keep anything as it is now.