I’m not a huge fan of feeling discouraged from interacting with a part of my job’s kit. Our baseline healing spells are something that many healers activity avoid using, often saving them as a last resort when survival would otherwise be impossible. Perhaps we can change that.
This is how it would work. Whenever a healer casts one of their healing spells during battle, they gain a stackable buff called Cleric Stance. This buff can stack up to five times (though it could be reduced to three if five is too much). Casting a damaging spell will then automatically consume a single stack of Cleric Stance, resulting in increased potency. The amount of potency gained is equal to the baseline potency of each healer’s single target or AoE damaging spell.
Here are some examples of what this would look like.
Benefic II
Restores target’s HP.
Cure Potency: 800
Additional Effect: Grants a stack of Cleric Stance when used in combat, up to a maximum of 5.
Fall Malefic
Deals unaspected damage with a potency of 250.
Potency increases to 500 when under the effect of Cleric Stance. Cleric Stance Cost: 1 stack
Combust III
Deals unaspected damage over time.
Potency: 55
Duration: 30s
Additional Effect: Deals unaspected damage with a potency of 250 when under the effect of Cleric Stance. Cleric Stance Cost: 1 stack
Gravity II
Deals unaspected damage with a potency of 130 to target and all enemies nearby it.
Potency increases to 260 when under the effect of Cleric Stance. Cleric Stance Cost: 1 stack
Note that not every healing spells needs to generate Cleric Stance and not every damaging spell needs to consume a stack. Lily spells, for example, could remain as a separate system.
Now it is worth noting that such a change would have a significant impact on the way healers play. Healers will be encouraged to repeatedly cast healing spells to build stacks during segments when a boss can’t be targeted, though that may not be a bad thing as it would be more engaging than doing nothing. This inclusion of Cleric Stance would introduce an avenue for skill expression as players could intentionally build stacks in preparation for burst phases. Adjusting the MP cost of certain spells may also be worth considering, though it may not be necessary in every case.
Some may be wondering, why even make this change? When reading the topic about what actions we wouldn’t mind being removed, there were those who expressed the opinion that some or even the majority of oGCD healing abilities should be removed. To a certain extent, I agree with that stance. When I look at healers like Scholar, I feel like the job was generally more interesting back when it was largely reliant on Aetherflow to fuel its oGCD healing and had to fall back on its healing spells more often once its oGCD options were spent. When people voice their opposition towards the removal of oGCD healing abilities, I get the impression that their stance is less to do with wanting to keep a plethora of emergency heals and much more to do with wanting plenty of tools to keep the party in good health while maintaining a steady stream of outgoing damage. But if our healing spells no longer compromised damage output, perhaps we could afford to cut back on the overabundance of healing abilities and have them replaced with utility or damage dealing actions that would make playing as a healer more varied and interesting.