So I’ve struggled with new healer concepts for a while now. Not just conceptually, as none have really sat well with me from a design standpoint or how they would integrate with existing lore, but also in terms of balance.
The current healers are so well balanced it seems tricky to insert anything else in there. You have the WHM’s pure healing potency and HoT’s, SCH reactionary utility and shields, and the AST jack-of-all-trades model that can replace either of the other two, with additional buffs and support. Basically giving any combo of two out of the three almost perfect synergy.
Getting another job to work in that set up, and be unique, would be very tricky, and would only work if it followed the same formula of AST by being able to replace either of the other three in a 2-healer party. Basically this means it would require three different stances or methods.
This train of thought led me back to an early concept I had, of a reinterpretation of the Tactics job Calculator/Arithmetician, but based around Trigonometry. Utilising three different stances or healing modes, in order to use placement oriented abilities, aka geometry.
The ‘Geo’ part didn’t escape me either, with another often suggested job being the ‘Geomancer’ I thought this could perhaps be incorporated in there somewhere. Of course, you’re utilising subterranean aethercurrents or ‘Geoaetherics’ and redirecting them using trigonometry to utilise them to their full potential. This could be implemented as the aspects of the geoaetherics influencing the abilities, and providing unique effects based on terrain.
Ultimately, this job would be Calculator + Geomancer, repurposed as a healer, while avoiding the already established lore around Geomancy.
It would function similarly to a AST + MCH, with reduced potencies but higher burst healing/damage and some buffing abilities.
It’s animations would include a lot of floating equations and ley-line type effects featuring geometric triangles and arches.
It's weapons would be a Pair of Compasses, as in; a navigational compass for detecting geoaetheric currents in one hand, and a pair of compasses for mapping targets in the other.
So what’s the lore?
Aethercurrents in the air are tricky to measure and control, doing so typically requires more mystic means, schools of magic, astromancy, etc. Aether in solid matter however is much easier to handle, not only can it be transported in crystals, but even non-crystals can have their aether content and any currents running through them more accurately measured with non-mystical means, as the physical structure actually influences and directs the aether.
Thus geoaetheric currents are, or were, a focus of study by the Garleans in their early development of magitek. Although the field hadn’t progressed much, due to its limited capacity to be weaponised compared to other aether sources, it still continued to be studied by less military minded practitioners.
To this end, you would be introduced to Geoaetherics via a Garlean group sympathetic to the Eorzean resistance.
It’s main unique feature would be the placement of Aetherprobes. Similar in a way to MCH turrents, but for healing, they emit an AoE field with a certain effect that’s either a HoT, a Shield, or a buff, depending on your stance and the terrain.
Some of the descriptions may sound slightly math heavy and a little convoluted, but in practice you wouldn’t need to understand any of it to play the class.
Signature Abilities
Lv. 30 Aetherprobe
Place an aetherprobe in the ground, generating a 10y field that bestows the effect of the current Geometry stance. The Aetherprobe will last indefinitely unless HP depleted or replaced by another. Can be damaged by AoE’s or targeted by enemies.
30s cooldown.
Lv. 50 Aetherprobe II
Replaces Aetherprobe.
Place up to two aetherprobes in the ground, forming a 5y width corridor field between the two plus a 5y radius at each end.
20s cooldown
Vector: Level 55 trait. Enemies in the field are effected by the ‘Vector’ effect, receiving 60% more damage from your Axiom spells.
Lv. 60 Aetherprobe III
Replaces Aetherprobe II.
Place up to three aetherprobes in the ground, forming a triangular field between them. 10s cooldown.
The third Aetherprobe will always snap into place to form a right triangle, meaning there will be an arc in which the third one can be placed, therefore the placement of the first two Aetherprobes will form the hypotenuse and determine where the third one can go.
Cartesian: Level 66 trait. Enemies in the field are effected by the ‘Cartesian’ effect, receiving double damage from your Axiom spells.
Lv. 30 Retreive
Remove the 'oldest' Aetherprobe you placed.
For when you don't want to form a corridor, and just want a series of 10y circles, as your progress down a path/through a dungeon.
Three stances: Known as ‘Geometries’, like AST’s Sects, can only be changed when not in combat.
Lv. 30 Geometric Thesis – WHM’s HoT philosophy
Causes Aetherprobes to generate an 80 potency HoT field.
Can use the Cosecant and Cotangent abilities.
Lv. 35 Geometric Antithesis – SCH’s damage negating philosophy
Causes Aetherprobes to generate a 20% damage reduction shield. (does not stack with SCH shields)
Can use the Secant and Cotangent abilities.
Lv. 45 Geometric Synthesis – AST’s combination of the two with buffs.
Causes Aetherprobes to generate a ‘Terrain Aspect Bonus’ field while boosting own healing potency and spellspeed by 20%.
Can use the Secant and Cosecant abilities.
Stance related abilities
Lv. 64 Secant
Detonates all three aetherprobes in order to heal the party for 80 potency multiplied by the length of the shortest side (opposite) of the triangle plus a HoT. 120s cooldown. Resets your Aetherprobe III cooldown.
Maximum multiplier = 9, so you never technically need the shortest side of the triangle to be more than 9 yalms.
Lv. 66 Cosecant
Detonates all three aetherprobes in order to shield the party for 80 potency multiplied by the length of the medium side (adjacent) of the triangle. 120s cooldown. Resets your Aetherprobe III cooldown.
Maximum multiplier = 12, so you never technically need the medium side of the triangle to be more than 12 yalms.
Lv. 68 Cotangent
Detonates all three aetherprobes in order to heal the party for 80 potency multiplied by the length of the longest side (hypotenuse) of the triangle. 120s cooldown. Resets your Aetherprobe III cooldown.
Maximum multiplier = 15, so you never technically need the longest side of the triangle to be more than 15 yalms.
Terrain Aspect Bonuses: Similar to AST’s cards, but based on location so they’re entirely predictable and not under your control.
These can vary by location within dungeons but will never vary within a boss battle arena.
The gauge will display what bonus your current location provides.
The specific buffs are merely ideas, with enough differentiation from AST cards, but there might be better ideas out there.
Water: 40 potency HoT
Earth: Damage received -10% (does not stack with Bole)
Wind: Speed +10% (does not stack with Arrow)
Fire: Physical damage inflicted +10%
Lightning: Magical damage inflicted +10%
Ice: DHit Rate +10%
Lv. 32 Gaia
Bestow the effect the current Terrain Aspect Bonus to one target for 30s. 30s cooldown.
Lv. 50 Stratification
Tap into a deeper aethercurrent, unlocking a second Terrain Aspect Bonus to utilise in addition to the current one, combining two buffs at once when using either Gaia or Aetherprobes.
Secondary bonus is entirely random. Effect disappears after 60s or if you move to a different terrain area. 120s cooldown.
Lv. 69 Aspecification
Convert the second Stratification bonus into the same aspect as the Terrain Aspect Bonus, doubling the effect. 120s cooldown.
Basic spells and abilities
Damage
Lv. 1 Axiom
Deals 128 potency damage to target. GCD
Lv. 42 Axiom II
Replaces Axiom.
Deals 205 potency damage to target. GCD
Lv. 4 Negative Logarithm
Inflict a DoT that decreases over 30s. GCD
1st tick: 80 potency, 2nd: 65 potency, 52 potency, 42, 34, 27, 22, 17, 14, 11.
Lv. 28 Negative Logarithm II
Replaces Negative Logarithm.
Inflict a DoT that decreases over 30s. GCD
1st tick: 160 potency, 2nd: 128 potency, 102 potency, 82, 66, 52, 42, 34, 27, 22.
Lv. 34 Quake
Deals unaspected damage to a target and all enemies nearby it with a potency of 200 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, 40% less for the fifth, and 50% less for all remaining enemies. GCD
Proc’s Aftershock, available for 12s.
Yes, basically a weaker Gravity, however it would be available at a lower level than Gravity, have Aftershock to bolster its damage at higher levels, and personally I'd like to see Gravity changed to have its potency scale with targets HP, e.g. 300 potency to all targets at 100% HP, 100 potency to all targets at less than 10% HP, and everything in between like 200 potency if at 50% HP, etc.
Lv. 56 Aftershock
Can only be used when proc’ed by Quake. Instant cast. 20s cooldown.
Deals unaspected damage to a target and all enemies nearby it with a potency of 100 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, 40% less for the fifth, and 50% less for all remaining enemies. Also stuns all enemies for 2s.
Healing
Lv. 2 Congruence
Heals for 320 potency, GCD.
Lv. 38 Congruence II
Heals for 640 potency, GCD.
Lv. 10 Positive Logarithm
Bestow an AoE HoT that decreases over 30s. GCD
1st tick: 80 potency, 2nd: 65 potency, 52 potency, 42, 34, 27, 22, 17, 14, 11.
Lv. 42 Positive Logarithm II
Replaces Positive Logarithm.
Bestow an AoE HoT that decreases over 30s. GCD
1st tick: 160 potency, 2nd: 128 potency, 102 potency, 82, 66, 52, 42, 34, 27, 22.
Lv. 25 Natural Logarithm
Bestow a single target HoT that decreases over 30s. Instant, 120s cooldown.
1st tick: 610 potency, 2nd: 377 potency, 233, 144, 89, 55, 34, 21, 13, 8.
This front-loaded logarithmic healing meets halfway between a straight up heal and a HoT, with almost the same effect as a Diurnal Aspected Benefic.
Natural Logarithm would be similar to Essential Dignity as an emergency heal, being even more front-loaded.
Mitigation
Lv. 18 Coversine
Splits damage with target by percentage. Duration 6s, cooldown 30s.
e.g. if target takes damage equal to 20% of their HP, they only suffer half of that damage (10%) and you suffer damage equal to 10% of your HP. This is a net gain as a healer will have less HP than a Tank, so less damage will be taken overall. Not much mitigation in terms of net damage really, but when you consider you're basically providing the tank with a 50% shield it can be very potent when used correctly.
Lv. 54 Haversine
Splits damage target receives with three other party members by percentage. Duration 8s, cooldown 45s.
e.g. if target takes damage equal to 20% of their HP, they only suffer half of that damage (10%) and the three closest party members each suffer damage equal to 5% of their HP. Same effect as far as the tank is concerned, but you're sharing out 75% of the damage across three characters, so depending on HP values you could be taking more damage overall. This is the drawback to sharing it out more evenly, plus gives you an additional oGCD to weave.
Lv. 37 Phase Shift
Renders target impervious to any damage that would take target below 1HP for 3 seconds. 180s cooldown.