It's been a while since we had one of these, so I thought it was about time.
Acolyte (Disciple of Magic):
Wields Hammers/Maces/Clubs (2h) and wears DoM gear (SCH/WHM at 50)
Healer Role
Acolyte Abilities:
1. Mighty Swing: Potency 150
(consumes TP, based off of attack power)
2. Stirring Strike: Potency 100
Combo Action: Mighty Swing, Combo Potency: 190
Additional Effect: Restores hp of most damaged ally within 10y, Cure potency: 200, cure potency varies based upon attack power
(consumes TP, based off of attack power)
3. Heartening Flame: Potency: 100
Combo Action: Stirring Strike, Combo Potency: 230
Additional Effect: Restores hp of most damaged ally within 10y, Cure potency: 200, cure potency varies based upon attack power
Additional Effect: Regen, Cure Potency 100
Duration: 9s
(consumes TP, based off of attack power)
4. Crushing Blow: Potency: 100
Combo Action: Mighty Swing, Combo Potency: 200
(consumes TP, based off of attack power)
5. Fury Brand: Potency: 100
Combo Action: Crushing Blow, Combo Potency: 270
(consumes TP, based off of attack power)
6. Concussion: Potency: 100
Combo Action: Crushing Blow, Combo Potency: 200
Additional Effect: Damage over time, Potency: 20
Duration: 15s
(consumes TP, based off of attack power)
7. Tremor: Deals 120 potency earth damage to all enemies in a cone before you
Range: 8y
Additional Effect: Heavy +40%
Duration: 10s
(consumes TP, based off of attack power)
8. Mind Over Matter: Swaps current STR and MND attribute ratings and increases defense 20%. (40% with trait)
9. Heal: Restores target's hp.
Cure Potency: 400
(consumes MP)
10. Resurgence: Restores target's hp.
Cure Potency: 300
Additional Effect: if the target is below 50% hp, additional hp is restored, Cure Potency: 200 (300 with trait)
(consumes MP)
11. Living Heal: Restore's target's hp.
Cure Potency: 550
Additional Effect: The next healing spell used on the target heals the target for 20% more.
Duration: 10s
(consumes MP, based off of magic power)
12. White Flame: Restore's target's hp.
Cure Potency: 200
(trait)Additional Effect: target receives 10% more healing
Duration: 10s
Cooldown: 30s
off-GCD
(based off of magic power)
13. Regrowth: Restore's own HP and the HP of all nearby party members
Cure Potency: 200, radius: 15y
(trait)Additional Effect: Creates a patch of healing energy that heals you and any party members enter it
Cure Potency: 60, radius 8y
Duration: 9s
(consumes MP, based off of magic power)
14. Cleanse: Cures a single detrimental effect from target.
(consumes MP, based off of magic power)
15. Rebirth: Resurrects target to a weakened state.
(consumes MP, based off of magic power)
16. Elemental Ward: Increases the elemental resistance of you and all nearby party members by 20%
Duration: 20s
Cooldown: 90s
off-GCD
17. Sheltering Mist: Reduces enmity by half.
Additional Effect: Reduces damage taken by 20%
Duration: 10s
Cooldown: 120s
off-GCD
Acolyte Traits:
1. Enhanced Mind: Increases MND by 2
2. Enhanced Mind II: Increases MND by 4
3. Enhanced Mind III: Increases MND by 6
4. Greater Resurgence: Additional healing provided by Resurgence increased to 300 potency.
5. Toughened Mind: Increases defense bonus from Mind Over Matter to 40%.
6. Living Flame: Target of your White Flame receives 10% more healing for 10 seconds.
7. Lingering Growth: Casting Regrowth creates a patch of healing energy that heals you and any party members that enter it
Geomancer Abilities(cross-class ACN, PGL)
1. Tap Leyline: While active, you have tapped a Leyline, restoring your mp (2% per tick)
Cooldown: 30 seconds
2. Planet Protector: Allies within 10y take 10% less damage. Ends Tap Leyline.
Duration: 15s
off-GCD
3. Healer's Font: Creates a patch of empowering energy that increases the healing magic potency of you and any party members that enter it by 20%. Ends Tap Leyline.
Duration: 10s
off-GCD
4. Magma Surge: Causes a volcanic eruption at the designated location, dealing 200 potency fire damage to all nearby enemies. Ends Tap Leyline.
Radius: 5y
Additional Effect: Creates a patch of lava, dealing fire damage with a potency of 35 to all enemies that enter
Duration: 24s
(consumes MP, based off of healing magic potency rather than attack magic)
5. Breath of Eternity: the target cannot die.
Duration: 6s
Cooldown: 300s
off-GCD
Overall, ACO is a hybrid DoW/DoM that leans heavily on DoM. It manages to be a pseudo-viable melee fighter when it doesn't need to heal much, with the required melee survivability and physical prowess being provided by the stance Mind Over Matter (the 40% is to provide equivalent defense to MNK/BRD), but it is most definitely a caster when it has to heal. An ACO uses melee for damage and casting for healing.
ACO has 2 major gimmicks.
The first is that it has a combo for "DPS healing", which is mathed out to provide parity with a SCH doing ST DPS with a fairy out (Fairy heals lowest health person so the smartheal is appropriate).
The second is that its heals are weak, in general, but are conditionally or tactically powerful. Resurgence would basically be a heal that is bad when the target is healthy but extremely good when the target is low on hp (think Cure II that costs only slightly more than Cure). Living Heal is the equivalent of Cure II designed to either buff your healing partner or, if you're in a spam heal situation, it would become the equivalent of Cure II (660 potency when chaincast).
Beyond that, it has all of the requirements for a healer: maintenance heal, throughput heal, cleanse, rez, AoE heal, and healing CD. PGL is an explicit choice since it is a DoW (which makes sense given the hybrid War/Magic nature) that has a reasonably useful suite: Mantra and Internal Release are excellent compliments to a healer, even if it does come at the cost of Protect and Stoneskin (Cleric Stance isn't needed due to Mind Over Matter). My one worry is that it doesn't have access to Swiftcast for combat rezzing so I might tweak it to have something like that natively.
GEO is kind of like a casting version of WAR: the first ability is a stance that provides a buff and a resource (mana regen and the stance itself) with the other abilities consuming it for temporary effects. Mechanically, it's something like having a passive doubling of your normal regen (which is already 2% every 3 seconds) that can get turned off for 30 seconds for a powerful short term effect. 3 of the effects are zones with different tactical value. The fact that they turn off said regen is the reason why they're so strong. Planet Protector can outperform Sacred Soil, but only if you reduce your bonus mp regeneration to 1/3rd or less of what it was. Healer's Font is much the same when compared to Fey Illumination.
The keystone ability is supposed to be on par with Benediction, borrowing from WAR's Holmgang. The short duration is fully intended to keep it from overshadowing Benediction.
The story/relic stuff, I don't really care about since this is more of a mechanics thing. I'd be curious to get feedback on it.