Outside of most role actions, which we all know need an overhaul, I've been thinking about my own ideas for updating the healers, and rather than post each one in it's respective topic, I'd like to keep them all together for comparison's sake:
White Mage
Cast time for Cure reduced to 1.5s.
Freecure upgrades:
Freecure chance for a free Cure II increased to 25%.
Additional trait Freecure II, gives a 15% chance that a Cure II will give you a free Cure III.
Protect and Shell to become WHM exclusive abilities:
Protect: Party wide AoE, prevents 5% of damage for 20s. When hit by physical damage, that player gains a confession stack. 30s cooldown.
Shell: Single target, prevents 10% of damage for 20s. When player is hit by magic damage, you gain a lily. 30s cooldown.
Aqua: New water DPS spell, a front loaded spell maybe 150 potency, with a weak DoT maybe 40 potency over 12s. 2s cast time. Inserted around level 40 or so.
Fluid Aura: Addition to stun and knockback it also extends the duration of the DoT applied by Aqua.
Vortex: High level DPS spell, deals 200 potency AoE damage (with no drop-off per target) and consolidates all aero DoTs present on targets into one hit. oGCD on cooldown, maybe 30s. Requires a lily to use and expends all lilies.
Scholar
Physick cast time reduced to 1.5s.
New Faerie: Lily, mastery of the Fey via the Pixies allows you to summon a complete Lily.
Embrace: Same as the others.
Midday Light: Party members in range deal 5% more damage for 20s. Cannot be executed when Midnight Shroud is active.
Midnight Shroud: Party members in range gain 5% defence for 20s. Cannot be executed when Midday Light is active.
Word of the Fey: 200 potency Heal for self and party members in range. If under Midday Light effect: Adds a 50 potency DoT for 24s. If under Midnight Shroud effect: Inflicts a 50 potency DoT on all enemies in range for 24s.
(Not entirely sold on these skills myself, just trying to put something together that sounds functional and different from the other two)
While the other faeries can generally be left on autopilot, Lily would ideally need to be used on Obey in order to control the damage debuff and HoT windows. So it’s an option for greater hands-on control at the cost of a higher skill ceiling.
Executing a faerie action other than Embrace will increase your new Fey Blessing gauge, once full you can execute Fey Invocation.
Fey Invocation: summons Demi-Titania.
Demi-Titania will be present for up to 30s and grant a 60 potency AoE HoT to any players in range while she’s active.
You can manually execute her following actions, she will be unsummoned after three actions.
Blessings of the Fey: Heals party for 500 potency and erects a 100 potency shield.
Curses of the Fey: Deals 250 potency damage (no drop off) to all enemies in range and lowers their defence by 5% for 10s.
Astrologian
Nocturnal Aspected Helios and Benefic shields to have their potencies increased by 20% with Celestial Opposition or 40% with Time Dilation.
Benefic cast time reduced to 1.5s.
New Spire effect: Reduces MP costs for target by 10%. (still thematically consistent with being paired with Ewer, but can be useful even if target isn't low on MP)
Celestial Opposition: Now inflicts Stop instead of Stun. Mechanically identical but with a different animation, and if enemy is immune to Stun it can instead inflict Heavy unless also immune to Heavy.
Sects effect cards: Current effects are present in Diurnal Sect, new effects for Nocturnal Sect target enemies instead of party.
Balance: Enemy deals 10% less damage for 15s.
Bole: Enemy takes 10% more damage for 15s.
Spear: Enemy cannot deal critical hits for 15s.
Arrow: Enemy’s attack speed is reduced by 10% for 15s. *but certain special moves and phase changes are unaffected
Ewer: Inflicts a 50 potency DoT for 15s.
Spire: Enemy suffers 10% of the damage they inflict on any party members for 15s.
Gravity II: Deals damage to all enemies in range (no drop off) damage scales with targets current HP percentage.
Base potency of 150 plus a bonus of 200 that scales with targets HP%. So at max HP they would suffer 350 potency damage, at 50% HP they’d suffer 250 potency damage, and at 10% HP they’d suffer 170 potency damage.