I haven't really been brainstorming what the caster job could be, so I've decided to just wait it out and see, but I think an idea I spitballed in another thread for a potential healer could actually fit rather well for a potential version of Green Mage as a true support caster dps.
In this scenario, the concept would be having your 'Shell' ability be an instant-cast ability you can use on yourself, a party member, or an enemy, and would have maybe 2-3 charges.
- Placing it on yourself or party member would, for a brief duration, absorb a percentage of damage received (to a cap), as well as granting a small bit of mitigation or regen effect.
- Placing it on an enemy would, for a brief duration, absorb a percentage of damage that enemy receives (to a cap), as well as incurring a small amount of damage, and inflicting a DoT.
- Shell itself being on a recharge of 2-3 charges means it cannot be used constantly and must be distributed smartly, thus not overshadowing healers ability to dole out regens and shields at will, and to encourage alignment with bursts.
- Note that by "Absorb damage," I don't mean as a shield would (though the possibility of having that effect is always on the table when used on allies). The Shell would primarily work in a fashion to how MCH's Wildfire used to work, in that it "stored" a percentage of damage during it's duration
After the duration of Shell expires on the target, it "returns" to the Green Mage and grants a spendable resource. Some abilities may require this resource to use outright, while others may simply gain additional benefits from it. The gimmick is that the damage absorbed by a Shell would contribute to the potency of the ability that Shell is then spent on (to a cap).
These could be spent to "empower" any number of their abilities (including support spells), grant certain abilities different effects, and enable the use of more powerful spells through use of multiple stored stacks of resource. This, I think, would give the Green Mage a unique job identity among casters as a sort of "Hit me and see what happens" style job, while maintaining their old identity as a supportive role.
Overall the goal is twofold: Introduce a caster who's core mechanic both interacts meaningfully with the rest of their toolkit and at a more consistent pace than simply another job with another set of 30/60/90/120's buttons.
EDIT: Something else I hadn't even considered until afterwards, was the potential for 'chaining' Shells during bursts to maximize damage. If you had a burst window coming up, you would prep an empowered resource and 'Shell' a target during the burst. The empowered potency would further add to the second Shell's accumulated potency, and could be repeated for however many stocked charges of Shell you had for snowballing damage.