Quote Originally Posted by Lyth View Post
I think that people who are looking for a new healing job are looking for something that offers a different experience from the existing healing options. I think that the idea of 'mixing' effects between potions and/or toxins (in the same vein as Bravely Default's Salve Maker) is a good idea.

One way to do this is to play with ground effect fields. Let's say that you throw a potion at someone, much like FFT's chemist. There's an upfront heal to the target, as well as a heal over time ground effect field that heals up anyone who stands in your healing puddle. Let's say that you throw a second potion. That then interacts with the 'over time' effect of the first if the fields overlap. So as an example, let's say you threw a Potion, followed by a Hi-Potion, and the two fields overlapped. The heal-over-time effect might be enhanced. Alternatively, if you thew a Potion, followed by a Grenade, perhaps the field ignites, with healing over time for your team and damage over time for enemies standing inside.

As far as resource systems are concerned, I think it would be interesting to play with a system that was more cooldown dependant than resource dependent, especially with the 'charge' system available for some oGCDs. You could create a healer that wasn't reliant on MP at all. Also, don't forget about Auto-Potion. That almost certainly has to show up.
This sounds kinda similar to my suggestion to be honest.
Mixing three healing and one dps elements.
Ground effect that utilises them.
More CD/charge based skills... slightly.

https://forum.square-enix.com/ffxiv/...threads/416487