Oh boy another of these threads, and what do you know, it got derailed by the one and only. Who could have seen that coming?
Anyway, looks like it's time to once again post 'what would I do to the healers'
WHM:
New gauge element, goes from 0-100 by using non-Lily damage and heal actions, I call it the 'Nature gauge' because no imagination
Glare now gives 1 gauge
Dia now 12s duration, 150 on cast + 70p per tick (total 430). Gives 5 total gauge over it's duration
Water/Banish added, instantcast 15s CD, 40p stronger than the relative Stone/Glare level, gives 5 gauge on cast
Maybe a shielding Lily spender (400p ST/250p AOE), down with the pure/barrier split it sucks
New healing move, Blessing of the Elementals, costs 50 'Nature gauge', 500p instantcast AOE heal GCD, grants a stack of each of Rage of the River, Wrath of the Winds, Ire of the Earth
Quake, upgrades from Glare/Stone while under 'Ire of the Earth', is 100p stronger
Tornado, upgrades from Aero/Dia while under 'Wrath of the Winds', is 30p stronger on cast and 20p per tick (total 110)
Flood, upgrades from Water/Banish while under 'Rage of the River', is 100p stronger
Quake/Tornado/Flood are meant to be balanced to total to be one Glare3 worth of damage, to refund the lost GCD spent on Blessing of the Elementals.
Quake/Tornado/Flood have 50% AOE damage falloff, so they can be used in AOE (Tornado applies it's DOT to all targets hit, kinda like old Aero 3)
Holy generates 2 Nature Gauge per enemy hit (a pack of 7 would generate 14 gauge, for example)
SCH:
These assume Broil 5 is a thing, and that it is 300p (names WIP).
Biolysisis: 30s duration, 35p per tick (total 350p)
Mias-malady: 1.5s cast time, 24s duration, 100p on cast, 30p per tick (total 340p)
Shadowflare: Instantcast, 100p AOE centered on enemy. Drops a puddle under enemy for 15s (limit of one puddle), 50p per tick. Total 350p per enemy. Due to numbers, it's a gain to upkeep in AOE, instead of just using AOW.
AST: Just gonna copypaste a post about it
Major Arcana: now autodraws one every 60s. If you have one already, it's discarded and a new one is drawn. Use it or lose it
Minor Arcana: now draws a Minor Arcana every 15s. Unlike Majors, you can stock an additional Minor Arcana. When one is held in reserve, the timer pauses (like capping on Lilies), so its not for holding to dump in burst, just to help prevent overcap
Playing Major Arcana is still OGCD, but Minor Arcana are GCD.
Additionally, Sleeve Draw would return, becoming a 2charge, 60s charge time action. When you use it, your currently drawn Minor Arcana becomes a Lady of it's suit. Just to make sure it's got some juice for the burst window
Now for Card effects (im not good with names):
Balance: 10% damage, 15s
Bole: 20% damage mitigation, 15s. Additionally, grants 3 stacks of Bole's Bulwark, causing the enemy that strikes the bearer of this buff to take 10% of that ally's Max HP as damage and consuming one stack.
Arrow: Grants 10 stacks of 'Arrow's Assault' (12 if the target is PhysRanged), increasing Autoattack rate by 400%. One stack is consumed for each Autoattack dealt under it's effect, and upon consuming all stacks, the Autoattack rate returns to normal.
Additionally, if the target of this card is the AST, grants 5 stacks of Arrow's Assault, speeding up the recast time of the AST to 1.5s for the next 5 GCD attacks, and making cast times of those spells instant.
Ewer: Grants 1000mp over 15s. Additionally, Grants 3 stacks of Ewer Overflowing, causing the next 3 attacks dealt by a healer to strike a second time for 100% of the spell's potency. Additional effects are not applied. This second strike cannot crit or DHit
Spear: 10% Physical damage, 15s, if used on the AST their attacks are considered physical for the duration
Spire: 10% Magic damage, 15s
A Note on Minor Arcana: Knaves, Lords, Ladies are 7 8 and 9 respectively. Due to not having a duration, these effects will last on the target until they are overwritten by another card, or KO removes them.
X of Staves: Increases the next 5 attacks dealt by the target ally by 60p. Additionally, increases the damage of the first attack dealt by target ally after this effect is applied, by 5 potency, multiplied by the face value of the arcana.
X of Rings: Deals 100p in counterattack damage each time the target ally is struck, up to 3 times. Additionally, deals an additional 5 potency, multiplied by the face value of the arcana, for the first counterattack only.
X of Knives: Causes the next 6 Autoattacks to deal a second strike for 50p. Additionally, a bonus potency equal to the arcana face value is applied to each of these bonus strikes.
if the concept of 'potency value not divisible by 5' is too much for the engine, make it 'first autoattack has bonus damage of '5 x face value'' like the rest
X of Cups: Causes the next 3 healer damage spells to cost half MP, and to strike a second time for 100p. Additional effects are not applied twice. Additionally, the first of these spells deals bonus damage equal to 5 potency, multiplied by the face value of the arcana
X of Crowns: Increases the next 5 instances of Magic damage dealt by 60p. Additionally, a bonus potency equal to the arcana face value is applied to each of these bonus strikes.
see arrow if game can't handle non-5 values
X of Irons: Increases the next 5 instances of Physical damage dealt by 60p. Additionally, a bonus potency equal to the arcana face value is applied to each of these bonus strikes. Additionally, if the target of this card is the AST, the next 5 instances of magic damage are instead considered physical
Lastly, Astrodyne would be condensed so that rather than being three buffs with one effect each, the reward for getting more seals is still one buff, but it consolidates all previous 'reward buffs' into itself. Buff cap is already straining at the thought of these extra Minor Arcana effects. Additionally, Astrodyne's effects are lowered in potency (in my mind) because they'd be up more often. This is because I'd have Minor Arcana give seals too, leading to much higher uptime on Astrodyne
SGE: also copypasting a post about it
1: Dosis, Pneuma, Diagnosis, Prognosis, Dyskrasia and Phlegma, and any Eukrasian variants thereof (in other words, everything that currently has MP costs) now costs ZERO MP.
2: Soteria, Krasis, Zoe now have a 5 second cooldown, and an MP cost (maybe 1000 idk). Eukrasia now has an MP cost, albeit slightly lower (maybe 700, comparatively speaking)
3: E.Diagnosis, E.Prognosis and E.Dosis now have their base form's potency, with the additional effect being just that, additional, potencies adjusted to compensate. This means E.Diagnosis is 450p, with a shield equal to 120% of HP restored. E.Prognosis is 300p, shield equal to 100% of HP restored (yes it went down by 20p, it's not a big deal). E.Dosis now does 330p up-front damage, with a DOT effect of 35 for 30sec (same total, but half of it is now frontloaded). Currently, if you accidentally Eukrasia before a cast but don't need the Eukrasia, you have to either click it off (clunky) or suck up the loss of effectiveness. With this, all you lose is the MP cost. Which still sucks, just not as much.
4: Toxicon now has a 5sec cooldown, and an MP cost. Toxicon 2 is removed. Addersting is reworked as a resource into a 0-100 gauge. Addersgall is reworked into a 0-100 gauge. Addersgall is generated both passively at a rate of 1 per second, and actively via the class's skills. All previous costs of 'one Addersgall' now cost 25 Addersgall. Yes this means you can pool 4 Druocholes instead of 3.
5: A new button, Pankardia (MP cost 1000), is added as a level 68 skill. It's effect would be 'Applies 4 stacks of PanKardion to all nearby allies. When Kardion heals, every ally with PanKardion receives a heal of the same potency, consuming one stack per Kardion heal triggered.'
6: Soteria has it's effect changed to 'Applies 4 stacks of Soteria to self. Each Kardion heal is increased by 50% of the damage dealt by the attack that triggered the heal, consuming one stack. Area-Effect skills only count the primary target.'
7: Zoe has it's effect changed to 'Applies 4 stacks of Zoe to self. Causes Kardion and Pankardion to additionally apply a barrier, equal to 25% of the amount healed by the original effect, consuming one stack. Multiple applications of this barrier may overlap, strengthening the barrier's effectiveness. Does not stack with Eukrasian Prognosis.'
8: Krasis has it's effect changed to 'Applies 4 stacks of Krasis to self. Allows any non-instant spell to be cast with zero cast time, consuming one stack.'
9: Toxicon has it's effect changed to 'Drains the Addersting Gauge to 0, and applies 4 stacks of Toxicon to self. Offensive spells have increased potency, scaling based on how much Addersting was consumed. Consumes one stack per offensive spell used.' (at the moment, I'm thinking a 1:1 rate, so 100 gauge is 100p boost for 4 hits, but this can be spent earlier if needed, to reset the gauge to 0 and re-jig when you hit 100 to line up with raidbuffs better, for optimization gamers to play with)
10: Triggering a Kardion heal in any way generates 1 Addersting. Spending Soteria, Zoe and Krasis stacks have the additional effect of 'Increases Addersting gauge by 4.' (All 4 stacks total up to 16 gauge, 20 in total due to the Kardion triggering) Eukrasia grants 8 gauge on use. Spending Toxicon charges causes the Addersgall gauge to increase by 4 each. Addersgall spenders still retain their MP restoration effects, but the MP restoration potency might be rebalanced.
11: Phlegma has a 'Eukrasian' variant, which is a target-based circle AOE (like Phlegma currently is), does 50% of your current Phlegma's damage to the target and all enemies near it (and consumes a charge of Phlegma), but additionally applies Eukrasian Dosis to all targets hit for 15 seconds (this would mean a total potency of 475 per target in an AOE, over 15 sec), and uses Phlegma's current animation. Main Phlegma now uses Toxicon 1's animation, because it's our hardest hit and that animation is in the trailer for the game so it deserves to be front and center.
12: Rhizomata has it's effect changed to 'Adds 25 Addersgall. Causes the next MP cost to be reduced to 0. Duration: 10sec.'
13: Eukrasian Diagnosis' shield break effect changed from 'Grants one Addersting' to 'Grants Phlegmatic, allowing the cast of Phlegma without spending a charge'. This would not be a 100% refund (600 vs 660 of 2x Dosis), but it's better than what we have now. Also, going into a burst window with a E.Diagnosis, then spending your Phlegmatic charge, followed by the natural 2 Phlegma charges is probably a DPS gain for those optimization types, and would be a bit like DRK banking it's Dark Arts charge for raidbuffs
14: Pepsis now costs 500mp, has a very low CD (maybe 5sec), and generates 8 Addersting on use (even if it doesn't do anything you get the gauge). When Eukrasian Diagnosis or Eukrasian Prognosis break, they leave a buff on that player called Second Opinion for about 5 seconds. When Pepsis is used, it consumes Second Opinion to heal that player for the amount of HP the barrier protected for. Essentially, if you ever played a Character Action game like Viewtiful Joe, Wonderful 101, whatever, and used the Ukemi (jump button right as you land, instantly heal back the damage you took), it's that with a bit more leniency. And it gives Pepsis a much more interesting use case.
And there you have it, four healers, all with very different feeling gameplay styles. WHM focused on piling up their damage refund systems so they can unload in burst windows. SCH having a bigger focus on DOTs (which is a good base to build on with interconnected systems in later expansions). AST having a more interesting card system, which has more thematic feel than the current one (where Arrow is suboptimal on the BOW user! or Bole, the protective world tree, is suboptimal if used on a TANK!) and a much higher focus on contributing damage via buffing (potentially every 15s with the reworked Minor Arcana deck) instead of the Malefic spam. And SGE, who would finally be able to 'heal by doing damage' (and might accidentally find Piety being their best substat, because of how it'd allow you more augment usage > more Toxikon gauge built > more damage from Toxikon uses)
The best part is, it actually conforms with that '4 healers' thing Ren keeps trying to bring up. SGE would remain almost entirely untouched on the damage kit side, with it's complexity stemming from optimizing the Kardia healing. And if it were up to me, I'd make it bloody hard to optimize it. But since it's healing optimization, that's acceptable, surely?