For instance, here are some concepts that I felt could play into AST (and in a couple cases WHM or SCH):
- Variable Shield: Any shield that absorbs only a portion of incoming damage, instead of as much as it can. It can be a set amount (e.g. 10%) or conditional (based on % health that would be taken). It is more akin to a buff than an increase in maximum health. (The majority of AST shielding)
- Regenerating Shield: Any shield that regenerates its health or coverage (% absorption) over time. May or may not be removed upon reaching zero effect or health. (As below)
- Living Shield: Any shield that regenerates its health and/or coverage (% absorption) over time. Will be removed or at least change states if it loses all its health. (Bole, Collective Unconscious - Nocturne, etc.)
- Shared Shield: Any shield with a maximum health shared across multiple party members. (Collective Unconscious, Helios - Nocturne)
- Group Buff: Any buff that gains stacks or some other form of power increase per party member who shares or otherwise contributes to the buff. (Starry Sky, Orion, Sagittarius)
Playing around with some job revision ideas, I used these primarily to make the Sects, (Aspected) Helios, Aspected Benefic, and especially abilities like Collective Unconsciousness more unique, while changing Combust and Combust II (renamed Pulsar) to make use of the 'theoretical sun' concept, adding an actual draw-in effect to Gravity, and putting light/dark attachments to the Sects' effect on Helios (for obvious reasons I would have liked to have renamed Noctural Sect Helios to his sister Selene but cannot...). But even with all that, making AST more of a tactical, support...
curasa seems an apt description... healer who tends towards either keeping everyone at a sort of level status quo or creating centers of activity (of gravity, even, if you forgive the pun-like word-y-thing) around which to act -- a true niche of its own -- I can't honestly say that it will necessarily be more fun to play.