Quote Originally Posted by Balipu View Post
Well I don't strictly speaking need the pets. I just want to keep as many aspects of the original Necro intact as possible. Just think of the pet as a philactery of sort that can be destroyed by enemies if you are not careful.

Yes, balancing the dps is hard. I don't really want to make all the other healing jobs useless. But I do want a new way to heal to make things interesting.

How would I heal damage intense phases where the boss is off screen? Well, by using up the resources i generated while the boss was on screen. The damage to healing transfer is not instant. I mean it might be for some skills but not for all. Damage is used to generate your resource which will not deplete unless you use it up.

Thanks for the feedback by the way. I really wanted to think of something fresh for the healers. Admittedly it needs some work, but as feedback comes I'm certain we could end up with something very cool.
Resource management is in no way a bad idea itself. SCHs are based on such a concept already, and it would be a non issue is dungeons and such. It's just... I do feel SE's devs have painted a themselves into a bit of a corner. Any new healer will need both the burst and sustain to clear those healchecks. It's a similar problem with another idea that comes up sometimes: A HoT focused healer. It couldn't really work in a very pure form with how FFXIV healing is designed.

So this necromancer concept -- it'd need to be able to keep enough resources to heal through burst phases with no target, and then followups where there is a target but there might not be a GCD to spare for resource building. There could be a CD similar to Thin Air that lets it not consume resources for a time, and/or oGCD builders (but then DPS could get out of control without careful consideration).

I do like the idea of some alternative resource management to MP. Most people would suggest TP (and a lot of the Dancer proposals center around that), but I'd rather see something else entirely.