The only anti-trolling measure is that it can only be used during combat and is on a 3-minute cooldown to reduce frequency of use. The intended use is to get the targeted party member out of harm's way, though there's not much stopping one from using it for evil. You Will Not Evade Me: A friendly version in "Rescue", which magically pulls another party member to the healer's location.While the White Mage and Scholar can also dole out sizable amounts of damage, the Astrologian's attack spells possess middling damage output in exchange for their ability to provide damage buffs and shielding. Support Party Member: The Healer classes' primary role in combat is to keep their teammates alive and in the fight with healing and supportive spells.Healers share these buffs with the caster classes. Status Buff: "Swiftcast" makes the next spell you cast within ten seconds go off instantaneously, while "Surecast" ensures that you can cast spells without interruption from taking damage and makes you immune to most forms of Knockback for the duration.(Unless there's a Summoner or a Red Mage that can revive them.) The optional Eureka and Bozja areas allow a Healer to avert this trope by using various items which drastically increase their hit points and/or defensive stats for the duration of the instance. If the healer in your party dies, there is a very high chance you're screwed.
Squishy Wizard: Like casters, they are vulnerable to attacks without a tank to protect them and die easily to enemy attacks.Regenerating Mana: The "Lucid Dreaming" role ability, which originated from the White Mage's removed "Shroud of Saints", gives healers regenerating MP for a short time.Power at a Price: In Bozja, the Healer-exclusive Essence of the Profane doubles a Healer's damage output while also gimping that Healer's ability to heal people.The Medic: Healers by definition are charged with healing the wounded in the party and while others may have a few abilities to restore some health, healers are the ones with the most.The shared level 1 and level 2 Limit Breaks restore fixed percentages of a playerÂ’s health and MP, while the level 3 Limit Breaks restore all HP and MP in addition to resurrecting downed party members. Limit Break: Healers, as you might expect, use their Limit Breaks to heal nearby party members.The White Mage and Scholar are straightforward, with a cane and a codex, and then you have the Astrologian with a "star globe" and a deck of cards, and the Sage with "nouliths", a set of four magical floating guns. Improbable Weapon User: Out of all the jobs, the healers tend to get the more unconventional weapons.
Healing Hands: All of the released healers use magic as a method of healing rather then that of traditional medicine.