Now, this isn't fully fleshed out, so feel free to add to it or ignore it or w/e For now, I'll call it the Arcane Priest. (I'm sure someone else can come up with something better) I'm just gonna post it in a sort of patch notes format which I think will probably be simpler and easier to consume. Positives: Increased effectiveness using corresponding staffs when casting Spell Chanting or Arcane spells. (just to encourage a variety of staffs in use throughout the game, for the economy etc) Output from all healing spells increased x% (excludes Witches Brew - as I have a suggestion for the opposite to this class, sort of) Sacrifice improved: - reduced cooldown - reduced health loss on cast Healing Chant improved: - 20% More Potent - Can move while channeling (walk speed) - reduced cooldown Revive skill improved - cast time reduced - range increased (if possible? More likely to get interrupted at range anyways) Now for the most significant feature, which I think will require some new coding, but would be nice if possible: Arcane Priests can detect allies who require emergency healing / revive. A very visible outline surrounds the friendly character (party member/clan) who needs it, making them extremely stand out from the crowd. Something like This. But ... their peripherals are blurred/obstructed, like an eye rot that can only be seen through a smaller area in the center of the screen. Negatives: Maximum stats reduced: - 20% reduction applied to maximum health. - 10% reduction applied to maximum mana. (An Arcane Priest is supposed to be the backbone of a strong team, making them a priority target. Their contribution will be immense, but their fragility should possess somewhat of a burden on groups who don't protect them - so I feel it's important for them to be weak) Damage output from spells reduced: - 80% of damage from all magic sources is reduced (I considered disabling elemental schools, but I think the buffing is important to keep to avoid it just being a healbot playstyle, so a damage reduction to output instead. This also allows for an Arcane Priest to contribute utility such as Ice Storms or Wall of Force, or knockups) Archery damage reduced/disabled: (I havent thought as much about this just yet, but I'll submit the thread anyway. See what you guys think) Any players running this specialization will be juicy targets for Destroyer they will get melted fast - BUT, if they're not downed, they can counteract a Destroyers pressure on the team. So, it might look really strong on text here... because it is quite strong. It needs to be. We all know the importance of a support player within a group setup, but how often it can lack appeal. I think the appeal here lies within the effectiveness. Pumping out heals, seeing and knowing how much of an impact you are that without casting an offensive spell or wielding a weapon, you're generating enough threat or concern for your enemies. All the suggested numbers/percentages are obviously up for debate and change. I just didnt want to put 'X%' for everything.