I hate CNJ (not a fan of the nature, Druid stuff - I don't DISLIKE Druids, but I want them to be DRUIDS, not White Mages), but I love WHM.
WHM has - and nails - the typical White Mage aesthetic of a holy, faith based Healer, with strong heals and few attack spells, but ones empowered with holy light. It's such an iconic class fantasy existing across genres and is the iconic White Mage from all of Final Fantasy history. Though it's bereft of the typical buffing sub-role of normal White Mages, it has powerful, light based spells (highest personal DPS of the Healers), powerful heals, and a direct kit with no guile or tricks; it's a holy traveling priest, not a Druid or Shaman. It nails the class fantasy pretty close to perfectly and feels like the experience you'd get with a White Mage playing one across MOST games of the series. No silly elemental magics here (once it finally grows out of them in Shadowbringers), this is a HOLY Healer. I also love the "floaty" animations on Glare and Holy, and WISH there was a heal that had them as well. I'm not sure why, I just think they're cool. It's also kinda funny chain casting Glare if in an area with water on the ground since you're the only Job able to almost totally levitate above the water while everyone else is getting their feet wet.
CNJ sets up players for failure, because they are expecting a Druid/Shaman class and then get the rug puled from them when they actually become White Mages instead. It should honestly be a different Job itself. I liked WoW Resto Druids, so I might like CNJ if it was actually its own Job - elemental spells, GCD healing kit, a bit of HoTs (well, at least in ARR Medica 2 was a CNJ spell...it's now WHM exclusive if you remove the WHM Job stone) - it could be a fun Job on its own if it was actually a JOB on its own.
I also love SCH. It has one of the most solid and consistent aesthetics in the game of a military officer and academic, right down to the tools it uses. It has battlefield commands, both through its adjunct subordinate (Eos) and party support commands (Emergency Tactics, Deployment Tactics, Expedient). The Job quests also make clear that SCH is a support and protection magic based Healer. In lore, the Scholars of Nym were able to hold off the superior forces of Mhach not by having powerful spells, but by having tactical mastery of their weaker magics, working with their Faerie partners (this is why I HATE the spell Dissipation...), and with the MRDs of the Royal Marines, commanding and protecting them with strong defensive magics. Adloquium, Succor, and Sacred Soil are probably the most iconic and visually consistent and powerful healing spells in the game, as they all directly represent the party being shielded by the SCH. As Alka Zolka said after the level 60 quest, never had he felt so protected while waging battle than he did while under the aegis of your powerful defensive spells. Casting Adlo on someone makes me think of Aqua using her Protect spell on Terra in that KH:Birth By Sleep trailer. Even if it ultimately was only a momentary reprieve, the idea of just completely blunting an attack is extremely appealing to me (which is the one thing I love about AST: CU). And I still love its Broil IV animation. Makes me think of the red plasma turrets from Halo, and that's cool to me for some reason.
Kingdom Hearts 2 Final Mix Secret Ending [HD 1080p] https://youtu.be/r8RCNgZWAeQ?t=92 (just after this timestamp)
AST is the Job I honestly dislike the most, to the point of ALMOST hating it. While I tend to like Time-Space Magic, AST isn't it. No Haste, no Slow, no Stop, no Reflect, no Teleport, no Demi, Gravity is kind of a throw away spell, and no Meteor. Moreover, it has something else that I dislike, Tarot cards and occultist divination, which I've never put stock in, paired with astrology, a perversion of astronomy (something I actually love). And while I like buffing my allies, AST does it in the worst ways possible, a Quantum Mechanic's like buff system (unreliable, RNG based buffs that you have little control over) OR boring, samey buffs that don't do anything that feels impactful or noticeable. And I really don't care for its...I'm not even sure what "Wavkin" is supposed to be, but the dresses just don't do it for me. WHM at least sticks with robes, but a lot of AST armors are just dresses with a lot of random bits that make me think of dime store fortune teller conmen/women. The sad thing is, AST has a lot of things I COULD like, but...then a lot I don't. It's also the only Healer that doesn't have a projectile attack. WHM, SCH, and SGE all actually shoot stuff at the bad guys. It's just aesthetics, but since we're talking aesthetics, that makes it relevant. When I'm on Hunt trains doing the Marks in Ultima Thul, WHM, SCH, and SGE all have shots you can track from your character to the boss. You can even identify other nearby Healers by seeing their projectile animations. But not AST. Malific just kind of appears around the boss. Even Malific 1 (with its Ruin/Ruin 2 copied animation) is better than Fell Malific... The one thing I really DO love about AST, though, as mentioned above, is Collective Unconscious. UNFORTUNATELY, the "proper" way to use it is just flash it and move on, not throw it up and hold it, actively channeling defensive magics to shield your party.
The overall AST aesthetic is just all over the place and it isn't self consistent. Is it a Time-Mage? A Space-Mage? A Diviner? A Barrier protector/healer? A support/buffer? It has no consistency outside of its Job specific armor...which is the weakest of all the Healers and the one I dislike the most. (At least it's floaty when casting Gravity, I guess...?) I'm completely glad it's there, for people that like it, but it's very much not for me. Though I like it's PvP version, I guess...? Still don't care for the aesthetics, though.
SGE again nails the class fantasy. It's kind of funny because it's not the SAGE class fantasy, but I can overlook this since it works so well. The Sage class fantasy is of a learned scholarly wizard...but SCH does that. And in lore, SGEs use magiced focusing stones to channel their spells. But in gameplay, SGEs have little mini-drones like a Gundam or Eve Online space ships, sending them to and fro and pew pewing with them like awesome laser guns. It's not Chemist (FFT arguably healer which uses elemental hand cannons), but it's close enough. It has a really tech theme with the animations and designs of its attacks and forcefields, and even Icarus' using the Nouliths as a short burst jetpack. And it just feels good to play, with a lot of interesting and divers abilities that have a consistent visual theme distinct from the other Healers (more purple/blue than the others' green). Kardia is also a neat ability when doing solo stuff like PotD and HoH as you can largely police your health without needing to constantly recast Regen or the like, while you also have good oGCD heals like Durochole and Taurochole and Kerachole (regen and mitigation) if you need them. And the laser spam of Dosis is just...I dunno, FUN. It's so cool to see and looks kinda like the energy swirling proton packs from Ghostbusters. Toxicon looks like a strong damage attack, Pneuma laser looks neat (even if it doesn't do as much damage as it seems like it should for a giant laser), and all the shields look good other than Eukrasia Prognosis not really having a shield animation like Succor's individual shells around individual party members does. I also kinda wish you got to see the Diagnosis/Prognosis cast more often (the animation in my signature pic) because it's kind of a cool animation and you never even see it unless you deliberately stop cast them. But those are minor complaints for a Job I feel is almost perfect overall.
Again, I'm not sure it's the right aesthetic for a Sage class fantasy, but as a Gundam techno mage, it nails it. And since that's a fun class fantasy, I'm not complaining.
.
I think the one I like the aesthetic of the most would have to be SCH, then SGE. SCH > SGE >> WHM >>> CNJ >>>>>> AST



Reply With Quote








