Quote Originally Posted by Carighan View Post
I'd maybe invert that, even. With how everything in FFXIV including tanks and healers is always first and foremost DPS, maybe tie the damage output of healers to healing?

That is, our efficient healers regenerate mana instead of costing it. And just casting our DPS endlessly + using our healing oGCDs would run us out of mana, thus we want to cover some healing by the efficient heals that in turn give mana back to continue casting damage abilities. I'm onboard with making oGCDs cost mana though, and that's an "in general" thing, tbh.
This is sort of like SGE then? You recover MP with your healing actions. This system has never felt good to me and you can end up in the situation where you're low on MP because there is nothing to heal and you have to use your heals not for healing, but just to gain MP. It also feels like the game is trying to hard to hold your hand too "You're a healer, so make sure you press those heal buttons". In my mind the motivation to heal should be that healing is needed, and that's it.

On the topic of MP I've been taking SCH into roulettes recently and I've found the level 50 AoW situation to be sort of interesting. AoW does the same damage as Ruin at 50 and is instant cast, its only short comings being range and MP cost. It ends up creating a MP tradeoff, at least on paper - the difference isn't that big and it's ARR content, where you can use an instant cast high MP damage or slower casting ranged low MP damage. Expanding that idea into a real mechanic instead of an accidental oversight could lead to a system with fun MP management.