@CyberForte I think we must talk on skype or some effective communication to discuss since our way of thinking are so alike. My pyromancer's kit was different about one major thing though, which is a majority of her healing being self heals. She still have 2 strong healing ST (single target) skills that makes defensive if needed but not so much. First of it was Cleansing Flame, which applies a fire DoT to the ally but cleanses all negative statuses which fall under ''DoT'' and ''body ailment'' category. For example she will cleanse poisons, paralysis effects and such but will not do anything against confusion or charm. Her second spell is Cauterization which removes the burning from Cleansing Flame and heals more when it does, otherwise it is a pretty normal heal.
Her kit offers little when protecting people, but she have useful passives for herself, for example her counterattacks and disarm. But she has one major passive. In Pyromancer I always wanted to make a Phoenix theme, getting reborn from your ashes. DragonFable's Pyromancer also had its Pyromancer supported by this theme, but the Phoenix was a nuke that you simply grow fire wings and blast your enemy. The second was Rebirth which was a full HP / MP heal. That is not a phoenix at all I said, then I made some spells to get with the theme.
First spell I did with the Phoenix theme is Ashes of Rebirth. It is a great passive. First of all, when Pyromancer dies, she gets immediately revived with %90 damage reduction for that turn, ensuring she does something before she dies. I do not like a revived person getting obliterated this instant and I think it does support the theme good enough. But of course you pay a price. All burning effects from the targets gets cleansed, and you heal for a moderate amount and an additional healing for every stack of burning. Now if you are good with applying stacks you can gloriously be reborn from your ashes, depending how well did you fight at your previous life. It is a costly passive, and has a 10 turn cooldown between each use so there is that.
The Pyromancer comes with support heals, but they are not enough to be considered defensive spells, they are mainly offensive that just happens to be a heal attached to it for example The Phoenix. The Phoenix uses all conflagration stacks on an enemy, you heal a base amount of health and mana, then recover more based on how many stacks the target has. The thing keeps more interesting, the healing you get from the fire stacks are also applied to your party, but not the base healing you receive. Also if the attack leaves the enemy at %10 or less health, it immediately kills it and restores all your HP and MP. If the enemy is killed from the attack's damage the heal applies as well, it is not like you must always leave them at low health for it to work, you can outright kill them and reap the benefits.
I wanted my Pyromancer to be squishy though, but not so much that that the Pyromancer fears getting to the fray. So I designed the Pyromancer to outright dive to the heat of battle and burning fast but bright doing so, then being reborn like a phoenix from its ashes then continue fighting. That is why the Pyromancer is supposed to weave self heals with damaging moves.
For my elemental spells, I always look for what they are meant to do. Of course each element is different and hitting someone with a stone sure will physically hurt but entangling them with vines may deal magical damage because those vines are magically enhanced matter unlike a rock because the rock is just there and you throw it. For my lighning damage, they each do different things. For example my mage has lightning and water elements and uses a two spell combo. For lightning it is Storm Warning + Deafening Thunder or Crackling Sky. Storm Warning applies to the screen as a visual effect, where it rains and voices of thunder can be heard. After Storm Warning you can either use Deafening Thunder for ST or Crackling Sky for AoE. The special thing is they have a chance to apply Silence for 1 turn and always go first. Also thunder spells deal way more damage if you are using your mental abilities, and your enemy has the Broken Will effect. For water it is Deep Blue where you deal damage and regenerate health over time for 2 turns. The next turn you can use Riptide or Ancient Flood and if the enemies are affected by Blood Curse from your blood abilities, they deal way more damage. Of course Riptide also heals my mage next turn, and being the Deep Blue a 2 turn HoT, next turn after your combo you get healed by a good amount of health.
I used the elements to support my mage's darker spells like mental and blood magic, which take control of vital things in body and can be considered torturous and inhumane for a good reason. For mental magic which breaks the will of the enemies and takes control of them, thunder magic is a good bonus because they deal more damage and silence is just an added CC (crowd control) which he would appreciate if using mental and lightning. For blood and water magic, blood magic consumes the caster's HP to deal huge damage, and even though blood curse makes him drain health from enemies over time, water magic gets power from blood curse and blood curse is not enough to top him off which he will need for blood spells, so the healing from the water tree supports the blood magic just fine.
I always liked to mix spell types as much as I concentrate to one, so I simply follow the character's theme when designing abilities. Also if there is any character I do is a hybrid healer, it is this one because you can use blood magic to heal others and even more effective than the main healer, the problem is that you cannot heal as frequently as she can so that becomes an issue if you are going to use him for healing.
My Paladin is an odd one and probably the jack of all trades but a master of tanking. He has 4 auras. Combatant Aura grants TP needed for overdrive type abilities to the team, Conflagrant Aura deals damage and increases their damage taken by a small amount so it really helps, Radiant Aura applies a HoT to the team and Brilliant Aura applies a grants MP needed for spells to the team. Now, the Paladin passively heals HP, MP and TP to himself every turn but the auras say that they expand a portion of it to the team and empower his own. For example Paladin restores 5 MP without using Brilliant Aura but when he uses he regenerates 10 and all the team regenerates 5 but I love the flavor text you know, it makes things more interesting.
My Paladin is not an aura bot though, and depending on his auras his abilities also change. For example when he uses Combatant Aura his physical spells upgrade, and Conflagrant Aura upgrades his magical spells, Radiant Aura upgrades the heals and Brilliant Aura upgrades buffs so he basically chooses his secondary role because his main role is always tanking.
My inspiration when designing most of my characters was making them flexible but not letting them to all things at once that is why my characters enter trances to unlock their skills or upgrade their skills with some of their skills and passives.