To start, Cleric feels absolutely awful to play right now.
Cleric always was weak and you just made her a lot weaker, but more importantly had a skill kit that did flow well with itself - people played it because it was the only support in the game.
To remedy the Cleric issue was never to nerf Cleric into the ground, but rather make more than one dedicated support job and multiple different kinds of dedicated supports. Even if most of them all can heal and dispel, the heal and dispel can be unique among each other, and their gameplay can be radically different and unique to each other also.
And side note, make every skill able to be fully maxed out by max job advancement level. This was a relic of the past and should have stayed in the past, it serves no purpose, just risks new players wanting to quit the game.
CLERIC IMPROVEMENTS TO GAMEPLAY AS THE MAIN FOCUS:
Heal:
> Buff: Increase healing from 100% Recovery to 150% Recovery. [50% increase at all ranks]
> New Addition: Applies a healing buff to self and party members for 30% Recovery every 1 second for 15 seconds.
FEEDBACK: The healing buff is important as it allows the user to do other things than only heal while still able to always be healing as a healer.
This will improve gameplay massively.
Bless:
> New Addition: Every cast of Bless applies a blessing on self and party members for 300 seconds, rotating between 3 different blessings with every cast of Bless, only one blessing can be active at a time.
Casting Heal against a blessing will activate it for 15 seconds based on the blessing:
[Green] Blessing of Rejuvenation: Increases the healing with Heal by 100%. [Doubles the healing power of Heal.]
[Blue] Blessing of Invincibility: Grants an additional 10% reduced damage.
[Red] Blessing of Power: Grants 10% Final Damage, but all healing is reduced by 50%. [Healing is cut in half - includes potions and such too, not just Heal's healing.]
FEEDBACK: This is an attempt to make being a buffer more interesting and engaging with having to choose one of 3 powerful buff effects, and be active about it too with a short buff duration with it.
Note: This is in addition to what it currently does.
Holy Arrow:
> New Mechanic Added: Targets struck by Holy Arrow become Undead status for 5 seconds.
FEEDBACK: This would be a good addition as it does boost Cleric's damage which is needed with how bad it is, even as a support, but done in a way that adds in kit synergy with applying Undead status to monsters so then you can focus on healing and being a support.
This would make Holy Arrow feel like it is truly worth using as a result.
PRIEST Skill Changes:
Shining Ray:
> New Effect: After using shining ray, an angel is summoned for 5 seconds to constantly fire Holy Arrow forward, only one angel can be active a time.
[When Angel Ray is acquired, the angel fires Angel Ray instead of Holy Arrow.]
FEEDBACK: This allows the user to simultaneously still attack monsters while focusing on being a support for the party with a lingering attack effect.
Dispel:
> New Addition: Apply a buff on self and party members for 15 seconds that cleanses all abnormal status effects every 2 seconds.
> Adjustment Because of the Above: 3 seconds cooldown added.
FEEDBACK: This allows the user to always be cleansing the party without needing to spam Dispel for it. Allowing for an active support playstyle, and be more enjoyable of doing multiple things at once instead of only one thing at a time.
Mystic Door:
> Please just remove Mystic Rock / Summoning Rock requirements to everything - applies for every skill given this requirement.
Doom:
> Remake: Apply an effect to self and party members that grants 20% increased Final Damage, but also take 20% increased Final Damage, for the next 10 seconds.
Using the active component of Dispel will cleanse Doom, ending the effect early, and causing everyone that was cleansed to deal 15% less Final Damage and take 30% less Final Damage, for the next 10 seconds.
Cooldown: 18 seconds.
FEEDBACK: As neat as snail transformation is, it sucks and is completely useless. It be much better as something entirely new. Something like this would be interesting since it is a double-edged sword effect offering a decision of whether or not to use with additional synergy with Dispel - better living up to its name as Doom since you potentially can Doom your party to the grave with poor usage.
Holy Symbol:
> Rework: Apply holy mark on self and party members for 300 seconds, that changes what kind of blessing it offers with every cast.
Party members with a holy mark that kill a monster grants self 50% increased EXP.
Casting Heal against a holy mark will activate it for 15 seconds based on the blessing:
[Yellow] Holy Blessing: Grants the target 10% increased EXP.
[White] Angelic Blessing: Grants the target 20% increased item drop rate.
FEEDBACK: Holy Symbol needs to remain as a party buff, and I don't think there is anything wrong with an EXP increasing effect either. I think the problem was that it was too passive before and by making it an active effect with a short duration means the Priest always needs to be near the party and actively being played as well.
Also a much stronger self only effect of EXP for party play so that the priest can keep up with levels more/less.
But this change specifically is the same thought process behind Bless where the goal is to make a buffer more interesting with decision making and a short duration buff to be an active buffer for a more engaging playstyle. The secondary option does not need to be item drop rate, but I think Holy Symbol should retain its EXP giving effect for the party in some form.