I find the caster DPS and the WHM/CNJ to be pretty boring in this game, and I have looked at some others' ideas on these classes. Hope you enjoy!
Geomancer - CNJ30/PUG15 (I just read another person's new version and GMN and it is VERY similar to this, I promise I had these ideas a while ago!!)
30 - Geomancy : Geomancy allows you to channel elements into your being, outputting those elemental properties onto your foes and allies. Geomancy basically allows you to stack Earth, Water, and Wind stacks. You gain stacks by casting elemental based spells. Stone/Stone II add one stack of Earth, Aero/Aero II add 1 stack of Wind, Fluid Aura adds 3 stacks of Water. Holding passive stacks of each element do the following:
Water - Emanates a crystal-fluid aura from your being with a radius of 4y. While Water Infused, you regenerate 5% of your mana pool every 3s, for each Stack of Water you are infused with. Allies share in a lessor portion of this effect, if within your circle of infusion (1/3)
Earth - Emanates a rock-hewn aura from your being with a radius of 4y. While Earth Infused, you recover 40% of the MP used to cast offensive spells 2s after casting them for each stack. Allies share in a lessor portion of this effect, if withing your circle of infusion (1/3)
Wind - Emanates a pleasant breeze from your being with a radius of 4y. While Wind Infused, you recover 40% of the mana used to cast curative or aiding spells 2s after casting them for each stack. Allies share in a lessor portion of the effect, if within your circle of infusion (1/3)
35 - Earth : Potency 200 single target attack. Short range on spell (slightly more than melee range). 4y max range from target. Can only be used with 3 Stacks of Earth, consumes all stacks when used.
- Combo'ed with Stone II: PEAE "Quake" effect that creates an AE circle that lasts for 10s, and does a 15 potency attack to all targets every 1s for 10s, while inside the circle.
- Combo'ed with Elemental Blast: PBAE "Earth Fortitude" effect, circle that grants a 30% increase in physical damage resistance to all allies inside of the "Earthen Fortitude" effect.
40 - Flood : 200 potency Targeted AE effect, target MUST be more than 9y away from caster. Drops a circle (as above) that adds the Heavy effect to all enemies in the circle while in the circle. Can only be used with 3 stacks of Water, and consumes them when used.
- Combo'ed with Fluid Aura: Potency 300, adds Bind to the effects inflicted.
- Combo'd with Elemental Blast: Grants a substantial skill-speed boost to all allies within the effects of Flood.
45 - Tornado : Targeted AE 100 potency attack that causes a 3y knockback in a random direction to each enemy. Drops a circle that has a 10% chance to inflict Aero II on each target every 1s, and a 20% chance to add Aero to each target ever 1s, for 10s. Must have 3 stacks of Wind, consumes them all on use.
Combo'd with Aero II : Tornado will refresh the duration on all Aero and Aero II effects upon dissipation.
Combo'd with Elemental Blast : Tornado adds a buff to each ally in the circle, which gives them a 20% chance to add an Aero effect with each Physical or Magical attack, and a 10% chance to add an Aero II effect with each Physical and Magical attack. These effects all stack, and origination from the person procing them, not the GEO.
50 - Elemental Blast : Melee range attack. 40s recast. An attack that delivers 6 different 25 potency elemental attacks to a single target simultaneously, each aspected to a different element.
Combo'ed with Aero/AeroII : Grants 3 stacks of Wind, and reduces the target's elemental resistance to Wind and an increased chance for a Wind-based critical hit for 3s, inclusive of the Wind Strike portion of Elemental Blast.
Combo'ed with Stone/StoneII : Grants 3 stacks of Earth, and reduces the target's elemental resistance to Earth and an increased chance for an Earth-based critical hit for 3s, inclusive of the Earth Strike portion of Elemental Blast.
Combo'ed with Fluid Aura : Grants 3 stacks of Water, and reduces the target's elemental resistance to Water and an increased chance for a Water-based critical hit for 3s, inclusive of the Water Strike portion of Elemental Blast.
Boom. OK - with the revisions: The strategy would really be to build your stacks of elements and stay by the appropriate casters to make them more powerful. As the fight progresses, you can trade in your current MP recovery for awesome effects and damage. If you were going to do the most damage possible, you would probably go:
Stone II > Stone II > Stone II > Earth > Aero II > Elemental Blast > Tornado
That would give you a highly damaging Quake effect, partnered with dropping an extremely potent Tornado buff that would give your friends the ability to stack a butt-load of Aeros all over the place!
If you needed Defense and overall mana regen:
Stone II > Elemental Blast > Earth > Fluid Aura
Boom, real quick defense buff on everyone, transitioned right into a full stack of 5% MP regen for all the casters you are standing near. However, you are now stuck doing pretty much nothing until you are confident that the healers are good. During this time, you could be casting things like Stoneskin (non-elemental aspected), and managing your Water Aura to make sure its hitting everyone.
Having Water III up a lot will be key, and that would be your recovery mode where you are doing support stuff like Raising in combo, casting stoneskins, etc. I have put too much though into this today - hehe more to come later, I think this is an improvement though!
Time Mage - THM30/ARC15
30 - Continuum : Your magic passes through the Aether and takes on the aspect of its' underlying space-time base. Ice magic now costs twice as much to cast and becomes healing magic, Potency is changed to whatever it needs to be changed to to make it balanced (double it?). Fire magic now costs twice as much and is used to cleanse its target of detrimental status effects, each Tier of Fire used removes one stack of one effect.
35 - Gravity : Targeted AE circle effect. Can only be used with Astral Fire Stacks. The circle fades upon losing Atral Fire. For each stack of Astral Fire the Time Mage has, Enemies within the Gravity circle have 2% of their hit points removed every 3 seconds. Some bosses may be resistant to these effects. (This would be almost impossible to sustain for lengthy periods due to the need to use Umbral Ice to heal). Counts as fire-aspected for Umbral purposes.
40 - Stop : Adds the effects Slow, Heavy, Bind, and Sleep to target for 30s. Off GCD, 45s recast with a relatively high mana cost. Counts as fire-aspected for umbral purposes.
45 - Quick : Increases the skillspeed of a single ally for 15s, recast 30s. Not sure what that % would need to be to keep it balanced. Counts as fire-aspected for Umbral purposes.
50 - Rewind : Adds the "rewind" effect to all allies, which heals them for 80% of the damage they receive from any attack 5s after the attack occurs. Duration is 12s, recast 20s, high mana cost. Counts as Ice-aspected for Umbral purposes.
All of those will have very high mana costs, forcing the Time Mage to stay in Umbral Ice until they are able to pop a Rewind, then they could Transpose to Fire and drop a Gravity to keep up as long as they could before needing to transpose or start an ice cycle to get back to healing. This one may need some more work, but I think I have covered the basics of healing with the Ice/Fire Continuum and Rewind gives them a HoT-Like ability at level 50 that will re-heal a party after taking large damage, but cannot be used pre-emptively. They would probably end up being the kings of AE healing Blizzard 2 and Rewind. They would probably suffer healing single targets with large incoming damage due to the outright lack of high potency healing spells and their mana bars would be all over the place. Their Quick and Stop spells allow them do help make dungeons go faster and add further CC from their AoE sleep from THM. They would also be able to XClass Physik...which would suck, but oh well, haha.