I'd definitely take example on pvp kits. Obviously they're not directly translatable into pve anyway due to completely different environments, and the pve ones would probably benefit to stand on their own anyway.
But as a mental exercise this is an example of how I'd have translated pvp RDM into a pve identity (posted in another thread), and other jobs. Note that it's done with EW's state and doesn't take into account DT's new skills and ideas:
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1) RDM keeps its pve combo and dualcast, no problem there. It's similar in pvp: dualcast filler and melee combo on a cooldown. In pve, the melee combo can continue costing gauge (white/black mana).
2) Introduce White and Black shift.
- Black Shift is focused on damage
- White Shift is focused on utility and restorative
- It is possible to swap between White and Black shift instantly like in pvp, with almost no recast timer, allowing to switch on the fly right in the middle of a combo.
3) Black Shift
- Spell combos: increased potency
- Melee combo: potent dot stacks per melee hit
4) White Shift
- Spell combos: no cast times
- Melee combo: barrier stacks per melee hit (probably only used for heavy incoming damage or solo purposes like deep dungeons etc)
5) Corps-à-corps & Displacement (multiple charges like today)
- Inflicts target with monomachy: +10% damage dealt to target (used before the melee combo for example) and -10% target taken from target (used to self mitigate, no more sad red mages noises with no manaward)
6) Spell procs (verfire, verstone) work like today, and the game becomes how you use your white spells for mobility and your black spells for power.
7) Mana gauge
- Melee combos consume only one side of the gauge, which is based on whether you use melee hits in black or white shift.
- If white shift mode: Verholy, which is instant cast and AoE heals around the RDM/target.
- If black shift mode: Verflare, which has a cast time and deals more damage.
- As said in 2), it's perfectly possible to swap between white and dark at every step of the combo if so you wish.
- The way black and white mana is generated can be designed in different ways: every spell generates the same amount of both, or black generates white and white generates black. Or the imbalance of the gauge like today's pve can also be kept (but what for?).
8) Magicked Barrier is only available under White Shift and costs white mana (+ cooldown). Same for Vercure and Verraise (very steep white cost on top of MP cost).
9) Black and White shift play
- The idea is to go into black or white shift depending on the situation (mobility, damage, heal/support...), and deal with limited resources in both mana types.
10) Grand Cross (120s cd or whatever): used in white Shift heals a craptload and AoE around the target, and used in black Shift grants Embolden/Frazzle to everybody hit around the target (with diminishing buff effects like pve embolden, you can call the buff status Embolden)
Now you can move as a RDM, not just with reprise or melee combos.
Now you'll tell me, DPS jobs have some identity left today compared to supports. Alright, let's do support then.
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White Mage is currently extremely barebones when it comes to its pve offensive kit especially. It can be strengthened relatively easily since everything is left to build here.
1) White Mage has a main filler spell: Stone 1 > Stone 2 > Stone 3 > Stone 4 (standard combo or pictomancer consolidated combo? you choose idm). The AoE version is Holy > Holy 3.
2) White Mage has a non-stackable dot: Aero (single target) OR Aero 3 (AoE) of a certain duration, recastable at will.
3) Introduce Seraph Strike (seen in fields operations already and pvp), add crimson wings to it if you feel like it: gap closer to target with high damage dealt to target and AoE around. Similar here to a buff button, makes you go get close and personal.
- Grants presence of mind buff, accelerating recast speed and upgrading Aero to Dia/Dia3, Stone to Glare and Holy to Misery for the duration (Misery would also be used for single target, it's a nuke).
- Seraph Strike is on a 40s recast.
4) Afflatus Misery feeds the blood lily, 3 of those unlocks Afflatus Purgation, wide line AoE laser dealing high damage and stunning targets hits. Healers can also have epic attack spells.
5) Aquaveil/Benison get condensed into one ability. Nullifies one status affliction (like Warden's).
Now for the healing kit, Pvp is relatively barebones on its limited healing for obvious reasons, so we'd need mostly to base ourselves on the pve model I fear (unless going for a very role agnostic system...). This is where my ability and willingness to design healing kits kinda stops tbh. But I had some ideas like Temperance being on a faster recast and unlocking some stacks of Rapture or Solace for example, and being a state of powerhealing the job could get into, but with timers or constraints.
Granted, this is far from the hardest jobs to translate and take inspiration from pve, and I'm not a designer with 3 years of development to work on it further. But that's how I'd go about it, with cool interactions between various parts of the kit. idk