
Originally Posted by
Boblawblah
We really don't need another healer mega-thread, we get it, you're not happy. No need to spam the entire general discussions with your repeated threads. If someone hasn't read all of your other mega-threads, they're not going to read this one.
This is not a 'healer complaint' megathread, but a 'I made a bunch of fanmade designs, and this is a megathread that contains all 4 in one place'

Originally Posted by
ThaCa
I'm probably starting to sound like a broken record at this point, but redesign Healers (and maybe Tanks) to have cyclical self rewarding gameplay.
Casting heals builds dps buttons, casting dps builds heal buttons. It will promote healers to play the way they do at high level content from get-go.
There could even be potential catchup mechanics built in to cover situation where you manage to triage through insane situation and your heals/shields get full-ish non-overheal value by giving you access to powerful party buff or something as reward.
That's the intention behind the WHM's new gauge, Nature's Vigilance. If you DPS, you get gauge. You spend that gauge on a healing action that is damage neutral. If you need to triage with healing (actual healing spells, not Lily spells) you get gauge MUCH faster. As an example, Glare gives 1 gauge, and Dia a total of 5 over its 12s duration. Medica 2, which you'll probably use as the first thing in response to required AOE healing (after Lilies are spent), gives 15 over its 15s duration. By having much higher generation rates on the 'damage-loss GCD heals', it gets you to the gauge spender heal faster, and gets you back to 'damage-neutral healing' faster.
Coincidentally, this is a system on the 'tutorial healer' WHM, which would teach the new healers who are just starting the role, about trying to keep their damage up, trying to avoid using damage-loss heals, and gently guiding them back towards damage-neutral gameplay via things like the aforementioned gauge build rates

Originally Posted by
Iedarus
I am curious what you intend to add for level 100.
Me? I didn't bother thinking that far ahead, but all things considered, SE's additions from 91-100 could pretty easily slot into these designs with some small tweaks. I think the only things that would be a bit odd would be 2 specific skills. Seraphism, since part of its effect is to allow for back to back use of Emergency Tactics (which I already did by making ET into a 'stance'). It does allow for instant casts for a while, and a passive regen effect, so those might be enough for it to justify remaining in my version of the job. I think if I had more time I could find a way to make it work better (and be more lorefriendly/thematic). How about (just spitballing):
Tabula Rasa (CD 120s)
Upgrades Adloquium to Manifestation and Concitation to Accession.
Additionally, increases the potency of Biolysis, Miasmalysis and Shadowflare's base casts by 20p.
Duration: 20s
Manifestation (Cost 300MP)
Restores HP to target, and applies a Barrier equal to 75% of the HP restored.
Cure Potency: 900
Accession (Cost 500MP)
Restores HP to self and nearby allies, and applies a Barrier equal to 65% of the HP restored.
Cure Potency: 600
With those potencies and percentages, the GCDs would heal for twice as much as their base version (as if in Strategy: Emergency), while still applying the same potency Barrier effect as their base form (as if in Strategy: Defensive). I think that it'd make sense that, if we have a 'stance dance' gameplay, there'd be a CD that functions as 'you are considered to be in all stances at once', and what better time for an action like that, than Level 100? Also, I think the MP costs in Seraphism are brutal and someone panic-spamming the GCDs might lose track of their MP due to not having a castbar to help their brain register how fast their MP is going down (aka: it happened to me at least once), so halving the MP costs feels fair since it's a level 100 capstone. Although, I did already 'halve' the cost of Adloquium in the base design (by having it match Physick's MP cost) so...
The other action that would be questionable is Philosophia, as it's effectively 'Pankardia, but it can trigger from any spell cast'. I don't know what I'd replace that with in these designs. I've thought about a channelled spell for a while, that pulses damage and healing for its duration, but getting potencies right for that would be tough, and there's the chance of 'losing' it due to the server thinking you're moving when you're not etc. (see Ten Chi Jin). Maybe it could be a relatively simple CD, that feeds into the 'deal damage to heal allies' identity of SGE. How about:
'When you cast Diagnosis, Prognosis, or their Eukrasian versions, your Kardia target explodes in an AOE around them, dealing <Dosis> potency to their target, and 50% less for all secondary targets'
That way, you'd have access to the inverse, of 'heal allies to damage enemies' (on a CD).
Sun Sign, Oracle, Glare 4, Divine Caress, Psyche and Baneful Impaction all would be able to just slot in to these designs, I think. Though Divine Caress' 'niche' is covered by the addition of Barrier Lily spenders somewhat, so I'd maybe replace that with Afflatus Purgation (which has a regen attached in PVP too, conveniently), and it'd be accessed in a way that isn't via Temperance of course. Maybe Misery's keybind swaps to Purgation when under the effect of POM, and upon using Purgation it swaps back (so your burst window would be Purgation, Misery, 3xGlare4, 1xQuake/Flood/Tornado).
Of course, that's all assuming that the current 91-100 actions get to stay. I might have come up with different directions for things (I sure as heck wouldn't have added Seraphism for example), if I had thought about level 100 stuff. But at the time of writing these, I was thinking about the 'now', of level 90 being the max, and what could be added/removed/changed for healers in the 'now' of that day