Iv been thinking a lot about how I personally would rework the healers and today I decided to take an hour or so to write out what my full White Mage rework would look like. Iv always felt like White Mage was supposed to be the Healer equivalent to Black Mage with premeditated movement and correct GCD usage being the determining factor between the good and bad players. I also wanted to add significantly more decision making points for the player while making sure to prevent spell bloat. All of the changes that I would make are listed below and I would love to hear what you guys think.
To preface this, in my design Lilies will no longer be gained over time but by using healing spells or completing the 3 part damage combo.
Removed Spells: Regen, Assize, Tetragrammation, Divine Benison, Dia, Glare.
Spells that will gain lilies: Cure I, Cure II, Cure III, Medica I, Medica II, Benediction
New Spells
Stone(Max Rank): Deals earth damage with a potency of 250. Gain earth attunement for 30s. May only have one attunement buff at a time.
Cast time: 1.5s
Water(Max Rank): Deals water damage with a potency of 250.
Cast time: 1.5s
Additional Effect: Consume the earth attunement buff to grant a healing over time effect to a the lowest health nearby target and gain water attunement for 30s. May only have one attunement buff at a time.
Cure Potency: 150
Duration: 9s
Light(Max Rank): Deal unaspected damage with a potency of 250.
Cast time: 1.5s
Additional Effect: Consumes water attunement to deal 100 additional potency damage and gain 1 lily.
Triplecast: The next three spells will require no cast time.
Duration: 15s
Recast Time: 60s
Modified Spells
Aero: Deal wind damage with potency 60.
Duration: 30s
Additional Effect: 10% chance after each tick that the next Cure I will have no cast time and cost no mana.
Benediction: 2.5s cast time 30s cooldown
Medica: Cast time: 2s Cure Potency: 400
Medica II: Cast time: 2s
Cure III: Restores target HP. Potency: 500
Additional Effect: Grants healing over time effect to target.
Cure Potency: 200
Duration: 18s
Afflatus Solace: Restore a friendly targets HP Cure Potency:500 OR
Deal 200 potency damage to an enemy target and gain a 1 Blood Lily stack. (Blood Lily stacks only gained when the Afflatus spells are used for damage.)
Recast time: 1s (spell will be ogcd)
Afflatus Rapture: Restores friendly target HP and the HP of all nearby party members. Cure Potency:200
OR Deal 100 potency damage to an enemy target, all nearby targets and gain 1 Blood Lily stack. Recast time 1s (spell will be ogcd)
Afflatus Misery: Can only be cast at 5 blood lily stacks. Edit: potency reduced to 700
edit: I forgot to mention that all spells not mentioned above would be unchanged.