I like the idea of double cast especially that some bosses actually use it. However, a melee healer cannot work in this game simply because of how fights are designed in 2.0 to 3.0(To be honest, Im rooting for either tank, or melee healer, but id still enjoy it as DPS)
The only thing left to giev RDM as a unique trait, would be a "Double Cast".
And again, only way I can think to do it, is a sort of "Stance" that just casts a predetermined spell alongside any other spells.
(If healer, casts a heal on your target, if tank, casts phalanx or something on yourself, if DPS casts a spell.)
And maybe you can only "double cast" CNJ like spells, while directly casting THM type spells spells.
(Somehow needing to alternate between melee and magic, to keep resources up. If a melee ability is required to keep healing, would force them into "melee healer" role slightly. (Maybe shorten the spell distance for melee heals.))
I have only done some content as a healer in 2.0, and while I dont disbelieve you, I am curious as to which fights/mechanics, mainly because I find it fun to try and think of work arounds. (That will never be used lol)
CLAIRE PENDRAGON
Well anything requires AoE healing (most encounters) and anything that requires dual healing such as coil boss in turn 1.
Also you don't want to chase after people to heal them do you? Every time I have to do that in PvP it's like a nightmare for me even though I am using a caster healer.
I had an idea for making the Dancer job work as a melee healer a while back. While naturally some aoe heals will need to be in the kit by necessity, my idea was to give the job a trait that boosted their base speed to that of sprinting while in combat, letting them zip around with the necessary speed to heal. Maybe throw in a little innate resistance to aoe spells as well.
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