MY "OFF THE WALL" ENTRY: ELEMENTAL ASPECTS
This isn't some deeply researched thing, just a fun "What if?"I know WHM isn't emphasizing its elemental roots so another version of this with a different theme could also be used.
So, imagine that three buttons were added reflecting the elements CNJ/WHM have an affinity for in FFXIV based on their abilities. A water symbol, an air symbol, and an earth symbol. Similar to Ninjas, they could activate them in a sequence, but in this case in groups of two:
Air-Air
Air-Water
Air-Earth
Water-Water
Water-Earth
Earth-Earth
If you wanted to make the order matter significantly you could add more, but six is a nice number of options. It also allows for using the right element when it comes off of its cool-down, with each element having two charges before its button hits cool-down. Or you could just have all of them go on cool-down once two-are picked, leaving you the time until the reset to activate the combo that has been selected.
It isn't too complicated, very easy to use, and no real penalty for wasting a cool-down, so there is a low skill floor. Something for those who want some mini-game/something to manage that isn't onerous for those who want to play WHM casually.
Of course, deciding which things should be put in the slots can be tough since we need to avoid damage buffs. Some candidates include:
1) single-target snare/slow (high % movement speed reduction and/or longer duration)
2) AoE snare/slow (medium % movement speed reduction and/or shorter duration)
3) faster reset of remaining cool-down for a single target's primary defensive ability (high % reduction of remaining cool-down)
4) faster reset of multiple targets' primary defensive cool-down (medium % reduction of remaining cool-downs)
5) reduction of time remaining on detrimental status effects on a single target (high % reduction of duration)
6) reduction of time remaining on detrimental status effects on multiple targets (medium % reduction of duration)
So, two options good for dungeons, two options (situationally) good for raids, and two good for any situation where something like a poison DoT effect is on or more party members. But note:
And in case someone is skimming: these are just placeholder buffs/debuffs for the purpose of illustration, they don't have to be the actual outcomes.