[QUOTE=ASkellington;6324905]Dia stacking is a worse decision simply because Dia is set and forget as is."
That's the point. ALL of the Healer DoTs are the same. They SHOULD all be different. And stacking to 60 is, AT WORST, no less good than current Dia. At best, it adds flexibility and some potential skill expression. But I've already argued this one to death so won't do it again. Likewise the Holy change is for people that like White Mage (not just FFXIV) lore and that Holy be a highly powerful spell.
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Excog: The change is to remove Lustrate while retaining its general functionality. If you don't like it, we could just remove Lustrate and leave Excog as it is...but now what are you going to use as your AF dump since ED is on Faerie Gauge? Exactly.
Deploy: Charges don't help since they still have the same CD. Note that Deploy right now is made to match Recitation in CD so they can be used in tandem. This is intentional since it's designed to make SCH powerful while still being a big CD that requires some brainpower and timing to use correctly (skill expression \o/). So it would need its CD halved, but then people could just use it for a lot more frequent shield spreading, which could cause balance issues. I suspect that's why they won't do it. I get you like the PvP kit, but there's a reason for some PvP changes not applying to PvE. Broil 4 again reduces the single button spam (Art) in AOE. Again, this change was suggested explicitly to address players here complaining they just hit the same button over and over again.
Esuna traits: There's rarely any time a heal is completely unnecessary, and if it costs the same MP, there's no downside. There's no time you cast an Esuna where you think "Man, I REALLY don't want a free 10k or so of heal to go with this". Even the cases you don't need it, the only reason to complain is if you parse and worry about that overhealing number. And it wouldn't be relevant if that was the way to cleanse debuffs since all the healers would work that way. AND it wouldn't matter anyway since you never cleanse debuffs in high end content anymore to where this would even be an issue. Besides, "Slap a HoT" is no different in practice, though I guess we could have that as one of the Healer specific variants (didn't I suggest so? I think I did, but maybe not...)
Aetherpact/Collective: I was referring to the fact you never channel the full duration. You rarely do with Aetherpact, either (if you're worried about unnecessary healing, as you indicated above). You either stop it before its duration, you interrupt it with another Faerie Ability, or you forget about it and leave it on to where it only stops once the gauge is consumed (which lets other weaker party members get lower on health that you then have to expend more oGCDs to correct for if there's other damage going out). So it's net loss in all cases anyway. The toggle would be nice if not tied to a gauge and if it didn't conflict and cancel with other abilities.
Selene/Cards: No, Cards are nothing but balance because of Balance fishing. The other cards were useful, people just didn't want them. That's a bit different to Selene who was legitimately useless in a lot of cases and worst than Eos in most ways that mattered.
Energy Drain being decoupled... - is what the people want. And is the reason for the Excog change that you seem adamant at opposing, so that can be a useful AF dump if needed. So SCH WOULD have something to spend stacks on that isn't ED. Right now, it doesn't because of CDs. Soil has a CD, Excog has a CD, and Indom/Lustrate aren't useful if no one needs healing (Excog is almost always useful since the Tank if no one else will be taking damage within the next 45 sec and probably won't be at 100% health when it goes off, and Soil is always useful unless literally no one is taking literally any damage for a full 15 seconds).
"WHM has its roots and CNJ, it should retain them" - nah, it really shouldn't. CNJ is more of a Druid, White Mage in FF lore generally isn't. Even the Amdapori weren't. We don't see the Amdapori casting earth and water and air magics, we see them casting things like Banish and Holy. The Amdapori corpse in City of Amdapor (Hard) doesn't cast Stone or Aero. They will cast Cure and they will cast Holy as an damage spell (AOE). I couldn't get one to cast anything else smacking it with my autoattack or standing around letting it act under its own devices.
...which is to say, in the lore, WHMs aren't really CNJs. Conjury is a weakened version/form of White Magic, filtered through the Elementals. That is, it's power loaned to people by the Elementals, it isn't White Magic in its pure form, the Amdapori version would be. Likewise, what WHM has is a pure form of White Magic, unfiltered. Honestly, imo, WHM should never have HAD Stone or Aero in the first place. In most games, those are Black Magic, more rarely Blue Magic (or simply unavailable). Aero, for example:
White Magic in...: FF3
Black Magic in...: FF11, FF12, (also FF14 1.0 it was a THM spell), Mystic Quest, 4 Heroes of Light, Dissidia (used by Shantotto as well as Gabranth), Opera Omnia (again, Shantotto), Brave Exvius
Blue Magic in...: FF5, FF9
And is a Bishop and Sage ability in Tactics Advance.
...and if you want to expand a bit, Sora and Donald (both more Red Mages) in Kingdom Hearts can use their versions of Aero.
It's hardly a staple of White Magic, at any rate.
Similar story with Stone, though much less limited, it's been associated with White Mage in exactly one game in the series/expanded Square catalogue as far as I can tell, which is JUST FFXIV. Even in FF11, it was a Black Magic spell, and the one Black Mages started the game with as the lowest level elemental magic. To drive this point home, btw, Geomancers, Red Mages, Scholars (which, recall, had a "Black Mage stance", so to speak), and even Dark Knights could learn and use it, but WHITE Mages could not.
And in 1.0 - which IS still (mostly) canon - CNJ used all six elements, making them far more akin to Red Mages than to White Mages. It wasn't until 1.20 (not long before the game's end) that it became a Stone/Aero mage. Interestingly, both Stone 1/2 and Aero 1/2 became combo actions of the 1 then 2 of the element, with Stone 2's increasing damage and Aero 2's increasing accuracy, with the 2s being AOE when NOT used in the combo and converted to single target in the combo, if
https://finalfantasy.fandom.com/wiki...IV_version_1.0) is to be believed. Meaning RDM's Aero2 is more loyal to 1.20s than WHM's in 2.0+ have ever been. (Would have been kinda interesting if Aero 3 had worked that way...)
So Stone/Aero are actually the ones that don't make sense based on the lore.
And you may doubt all you want - I always wanted WHM to be a holy caster and not a druid. It's one of the reasons I've long thought Geomancer should be added to the game as a healer, since it would actually MAKE SENSE for it to use earth, wind, and water magics (and possibly ice and lightning and fire...) where WHM doing so never did make sense.
...not to mention we have a Job in the game right now that DOES use earth and wind magic - Red Mage. Which is a complicated lore weirdness itself, though it makes some sense (it's a CNJ + THM + GLD/ROG, more or less, not a White Mage + Black Mage, since it was designed to not interfere with the aetherial balance of the world by using its own personal aether rather than that of the environment like BLM and WHM do.)