Quote Originally Posted by Kazrah View Post
Of course it isn't, but devs have based all the tank and melee combat styles off of those found in real-life circumstances. Any attacks that might seem visually lackluster for them is because of this.



Cool idea, but I'd see two issues with it. The first is that healing-via-damage is a tricky system to pull off because of how hard it is to balance, where even the slightest difference in tuning can make it either too watered down or completely overpowered. Also the idea of a mid/close-range healer doesn't work either just because 1) it doesn't factor in groups with two of them or light party play where they're the only healer (especially if multiple DPS in the group are ranged), and 2) fixing this by giving them a ranged heal or two won't make them that much different that any other healer.
I'll have to think about more how this could work then. XD Only thing I can think of now is making healer/DPS necromancer into the same type of ranged healer as the others, except that, like Red Mage, it can switch from healer to a brief support DPS using a stance system similar to cleric stance where it uses it's DPS to perform temporary close ranged attacks to build up extra MP reserves in a bar system similar to Summoner and Scholar's where it uses one of it's bar reserves to restore up to a quarter of it's own mp or possibly use it to give an ally a big emergency heal.

Also when necromancer is in DPS stance, it's greatscythe can transform into different scythe based weapons in order for it to maximize it's DPS efficiency and to get rid of any awkward hang ups the greatscythe may have.

Healing wise, necromancer could function like the other healers with it's own unique sysem that I have yet to think up right now...Possibly giving allies some kind of booster like Astrologian in addition to it's heals...?