- WW CD, I was thinking 5min originally, but you prove the point for me. Life's Agonies was AST-preferred because they had a tool to deal with it, and WHM did not. If BLU could WW and solve the mechanic, with the help of WHM's Bene, then that means WHM can also do the mechanic (with help). It's still not ideal, because you're burning two moves to get the same effect as AST's one, and is comp reliant, but it's better than 'I feel like I am griefing if I go WHM here'. But yeh, if the CD was like, 5min, then the TOP example doesn't exactly hold much water, because it's three uses in the entire encounter. I get where you're coming from, but 'how often is the thing accessible' is a big part of what makes something OP, and Bloodwhetting/Clemency are far far more accessible than WW would be
White Wind: 2.5s cast, 240s recast
Restores HP to all allies in <range>. HP restored is equal to caster's current HP.
Additional Effect: When Unsynced or participating in the Masked Carnivale, recast is reduced to 2.5s
edit: oh, you could also reduce the range if needed to balance it. For example, I can reach across the arena to hit everyone for Caloric Theory despite being on an edge (my DC has settled on Rinon's hexagon strat it seems), because Rapture is 20y. But if White Wind is only 10y, or 6y, or whatever, then it cannot reach the whole way. You'd have to have the BLU middle to get it to work. And in that strat for the mechanic, you cannot guarantee the BLU is middle (the fire marked people go middle to start). Playing around that limitation, and finding either a strat that lets you abuse WW, or just deciding 'ok we cannot use the WW cheese here, lets move it to Pangenesis', is part of the fun of raiding
- Time to delete Magick Barrier then. Or, make MG be the Physical equivalent of MB. I'm not a fan of how ranged are 'necessary' by virtue of having Troub and a 1% party stat boost though, I'd rather they get actual good design, that justifies bringing one, not just 'well we need it or we are 1% weaker'. As such, I don't see Troub and such being good because they're locked to being PRanged only. Like if a melee got a Troub equivalent, I'd be like 'oh damn that's pretty interesting', not 'noo Troub was the ranged thing they can't do this'
- Raise/Verraise/Resurrection also have no unique properties. They all function the same, Verraise is different only because it's affected by a separate trait. AW's long ass CD is the one thing that makes it 'unique', and that can be kept for balance sake if its that big a deal, just... not five minutes, jesus. Also, if the raise CD is shorter (eg, 60s OGCD), doesn't the idea of 'BLU is the low PDPS, super supporty big RDPS job' actually justify it having a lower CD? If we're to believe that RDM's damage suffers all the time because 'but Verraise!!!!', surely it's fine for BLU, who would have even less personal damage (if I got my way), to have strong raise potential too? Remember, RDM can back-to-back multiple raises, this BLU would still only get one, because of the CD. And as for TOP... it was RDM's machinegun raising that saved them at the LB spam section, this wouldn't change that. They'd still need the RDM for that, maybe they'd swap the SMN to a BLU in this case but... yeh it'd be at most, the same result. I don't think it'd be 'zero heal runs would be commonplace'.