This is to bring up supports to be significantly stronger than where they currently are, but for their utility and not for their buffing power. This will create a game where you will see a lot more job diversity, and jobs that were previously completely ignored and hidden can come out and shine for the first time.
Step 1 is both bringing up supports to be a lot stronger, do a better job at creating defined support roles, and making more supports to create a very large support pool to choose from - for each user to play and for other players to have an easier time to find a support to party with.
Step 2 occurs after Step 1 is in a good spot, over a long period of time, to then balance the supports among each other once a proper basis has been formed.
Paladin:
Category: Bodyguard-Protector
[Vow]:
New Skill: Learned automatically after completely the Job 2 Advancement.
Active:
Paladin creates a [Vow] for the target party member, cannot [Vow] self, allowing certain skills to be used or duplicated on the [Vow] target.
(This skill will be used exactly like how Lynn's [Focus] skill work, every time you use the skill you will cycle through your party members, including an unique buffing U.I. will be created while active with the [Vow] target's character portrait.)
HP Recovery:
Modified:
Paladin heals self and the [Vow] target.
(No other functionality change, this skill is the same otherwise.)
Parashock Guard:
Improved:
Toggle:
Self: Increases Paladin's attack power.
Reworked:
Party: Party members take 10% less damage, including attacks that deal % HP damage.
Divine Shield:
Modified:
The effects of this skill is now applied to self and the [Vow] target, and also gives magic attack.
[On being hit, 100% chance for 90 seconds to grant 20 weapon and magic attack, and block up to 10 attacks that inflict % HP damage by reducing the damage by 25%. Divine Shield can activate once every 30 seconds on the target.]
Magic Crash:
Buffed:
Now removes all abnormal status effects on self and party members, while still removing all buffs on nearby monsters.
Cooldown: 30 seconds.
Divine Blessing:
Modified:
Grants Final Damage for self and the [Vow] target for 200 seconds.
Guardian:
Reworked:
Toggle:
If the [Vow] target would have died, death is prevented and Paladin loses 50% current HP. This effect can occur once every 120 seconds.
Self: Paladin receives 50% increased healing from potions and recovery skills.
Sacrosanctity:
Modified:
Become invincible for self and the [Vow] target.
(No other changes other than the [Vow] target is invincible too, very little difference to what this skill already does.)
Divine Echo:
Tweaked:
Your [Vow] target mimics your offensive skills at a set Final Damage value for a certain duration.
The main role for Paladin would be to help keep the party alive, but most importantly to keep one target alive to an extreme degree. This is taking Paladin's survivability, and granting it to another character.
The new [Vow] system is to make it easier to both link to your selected party member and allow Paladin to do more with the party member they swore to protect with their lives, including be more on-demand with an always active system.
Zero:
Category: Disruptor
Besides keeping Zero's bind, especially their micro-bind, they will be moved into a direction that emphasizes their time theme and incorporate that into more new utility skills to give Zero something that only they can provide! This should take a class that gets looked past a lot of the time and make them more desirable for party play, and in the hopes more Zero mains will form with a spotlight on them.
Rewind:
New Skill:
Passive: Zero gains 30 weapon attack.
Active: Rewind all party members, excluding self, back in time up to 30 seconds undoing all negative effects that they might have had, relocating them to where they were, fully healing them, and undoing lost Death Counts that they might have incurred during that time. Party members and self are invincible for 3 seconds during the rewinding process.
Cooldown: 300 seconds (unaffected by cooldown resets).
Undo:
New Skill:
Zero undoes all shielding and healing monsters received within the last 15 seconds.
Self and party members have all abnormal status effects removed.
Cooldown: 60 seconds.
Kanna:
Category: Healer-Disruptor
This is to re-focus Kanna into being a proper healer and about her ability to stun bosses for a long period of time, including reworking her "regular bind" into a micro-bind instead so that the two binds have different on-target stun cooldowns, similar to how Zero has two different on-target stun cooldowns.
The other part is that I would like to see Spirit's Domain either take a backseat as to why you are picking Kanna for the party or rework this skill into offering a different party effect entirely to what it currently does.
Blossom Barrier:
Reworked:
Create a barrier for 40 seconds that causes self and party members inside to be immune to all abnormal status effects and take 20% less damage, including attacks that deal % HP.
Cooldown: 120 seconds.
Blossom Barrier Hyper Passives:
Changed:
1: Increase the duration and cooldown by 50%. [60 seconds duration, 180 seconds cooldown]
2: Self and party members take an additional 10% less damage. [30% less damage total]
3: Self and party members receive 30% increased healing from potions and skills while inside the barrier.
Lifeblood Ritual:
Improved and buffed:
Passive: When your skills hit a monster, heal self and party members for 5% HP.
Cooldown: 1 second.
(This skill was very weak and took this opportunity to also change it to a party skill.)
Kishin Shoukan:
Reworked:
Summon two demons that throw an orb between each other for 60 seconds, dealing damage to monsters.
If the orb hits a stunned monster, then they receive a debuff causing them to take 10% increased Final Damage for 10 seconds from self and party members.
Cooldown: 60 seconds.
Bellflower Barrier:
Reworked:
Create a barrier for 40 seconds that causes the attacks of self and party members inside to have a 10% chance to stun struck monsters for 1 second, the same monster can be stunned once every 5 seconds including boss monsters, and grant +20% Damage while inside the barrier.
Cooldown: 120 seconds.
Bellflower Barrier Hyper Passives:
Changed:
1: Increase the duration and cooldown by 50%. [60 seconds duration, 180 seconds cooldown]
2: Self and party members gain an additional +10% Damage. [30% Damage total]
3: Stun chance increases to 100% and can occur against the same monster every 4 seconds, but the base duration of the barrier is reduced by 50%. [20 or 30 seconds duration]
Falling Sakura:
Reworked:
Summon a cherry tree in front of Kanna for 15 seconds that heals nearby self and party members for 20% HP per second.
Cooldown: 15 seconds.
Binding Tempest:
Reworked:
Throw a charm at the monsters before you, dealing damage to up to 15 struck monsters and stunning them for 5 seconds, including boss monsters. The same monster can be stunned once every 20 seconds.
Cooldown: 30 seconds.
Veritable Pandemonium:
Adjusted:
Deal damage to up to 15 monsters and stun them for 15 seconds, including boss monsters, the same monster can be stunned once every 90 seconds.
If used while inside Blossom Barrier, then the stun duration increases by an additional +3 seconds.
If used while inside Bellflower Barrier, then the stun duration decreases by -8 seconds and Kishin Shouken's Final Damage boost increases to 20% against monsters stunned by Veritable Pandemonium.
Cooldown: 120 seconds.
(This no longer can increase in duration based on the damage it dealt to the monster.)
Spirit's Domain:
Heavily Changed:
Basic Stage: Self and party members within Spirit's Domain gain maximum attack speed and while inside Bellflower Barrier gain +20% Boss Damage, and inside Blossom Barrier take -5% less damage. Monsters inside take an additional +2% Final Damage from Kishin Shoukan's debuff.
Stage 1: Self and party members within Spirit's Domain gain maximum attack speed and while inside Bellflower Barrier gain +40% Boss Damage, and inside Blossom Barrier take -10% less damage. Monsters inside take an additional +4% Final Damage from Kishin Shoukan's debuff.
Stage 2: Self and party members within Spirit's Domain gain maximum attack speed and while inside Bellflower Barrier gain +60% Boss Damage, and inside Blossom Barrier take -15% less damage. Monsters inside take an additional +6% Final Damage from Kishin Shoukan's debuff.
Cooldown: Reduced to 180 seconds at all levels.
Duration: Level 30 duration reduced to 60 seconds (duration for all other levels also reduced).
New Mechanic: Can right-click this skill in the skill window to reduce the duration [level 30 duration to 40 seconds] and cooldown to 120 seconds.
(Still periodically deals damage to monsters as well.)