Quote Originally Posted by Lyth View Post
If you want a 'Mix' to be the job's main theme, then just have the potions combo off each other when you use them. We've done combo-based jobs before, right?
So because I want a central Mix feature, but more than a single layer of complexity is "unnecessarily clunky", I'm forced to literally reduce the potions to combos, i.e. Sack of Wind->Jar of Lightning->Bomb Fragment; repeat?

God forbid I want it to be as least as involved as Mudras and not merely carry a healer-equivalent of 10 other jobs' primary system?

Quote Originally Posted by Lyth View Post
I don't personally care about MP. You can have a combo-based potion healer where each potion has an MP cost, but that's a marginal step away from WHM.
That one step would be the fact it has combos, not the MP, unless the MP ends up an actual gameplay-affecting concern. But again, you're the one pushing for combos, not me. Why are you strawmanning?

Quote Originally Posted by Lyth View Post
Just make sure that the bulk of the job plays differently from WHM, please.
It's literally not a compromise between the two; MP does not necessitate a WHM-like kit.

That NIN used TP did not make it more like Monk or Dragoon; its range of combo-lengths and attack speed did.
That DRK, like PLD before it, used MP for AoE did not make it a PLD-copy; its mostly carbon-copied bank of defensives CDs did, while MP was its largest diversifier.
That PLD later came to use TP for AoE like WAR before it, or MP for ST like DRK before it, did not make it a WAR-copy or DRK-copy respectively; it leveraged its differences from WAR and DRK each through balancing Flash and Total Eclipse and creating alternate burst periods via FoF and Requiescat.

It's merely an available axis of design that allows for further, granular means of internal balance or gameplay periods, not a WHM-ifier.