[Disclaimer: This is not fully fleshed out. This is to express examples, not balance. Comments on it being 'weak' or 'OP' etc will not be responded to as this is just a creative vision, not a proposal]
I have a personal vision for what a Cleric should be in ROSE. This is not a proposal per say, or anything I'm going to actively pursue, just wanted to share it because I think about these things a lot these days.
Support Role:
Muse:
Cure: Minor Heal that removes a negative magic effect. [7.5% Max HP] fast cooldown.
Heal: A medium heal that removes a stack of wounded on use. [15% Max HP] medium cooldown.
Ward: A medium protective bubble of temporary HP that protects the one it's cast on. [Replaces Mana Shield, same mechanics, but castable on target] medium cooldown.
Healer's Grace:
Grants 100% Chance to add 25% Healing received for 30 seconds when casting Cure.
Passive: Healing Received doubled.
Blessing of Protection:
Grants 25% Harmful status resist for 10 seconds on an ally only. Cooldown 5 seconds.
Karma:
[Requires Blessing of Protection]
Casting Blessing of Protection grants you Karma. 5% Harmful status resistance per stack, maximum 5 stacks.
Cleric:
Ray of Light: Call down a beam of Holy light to heal all allies within it's diameter. [AoE Heal, Medium Strength {10%}]
Hymn of Angels: A song that grants health over time [HoT, 2.5% : 1 second for 10 seconds]
Saving Grace: Protect a target from all damage for 5 seconds, but reduces their Defenses afterwards [10 seconds, 5 seconds of this debuff outside Saving Grace]. [Long CD 30 seconds]
Holy Ground: Protect all allies within the area with a bubble for 50% of your Max MP value. Lasts for 15 seconds. Cooldown 45 seconds.
Heavenly Fire: Copy of Salamander Flame + Mana Flame, only lasts 15 seconds, but heals every second for same amount. 1 Min cooldown. [Heals 10% HP+MP / second or 150%]
Graceful Return: Casting Saving Grace also grants you 1000 Critical Defense + 0.5% HP / second for 5 seconds.
Passive: Stun Resistance 20%
Siren Echoes: Casting Hymn of Angels and Holy Ground now increases your Block Rate by 15% for 10 seconds.
Passive: Maximum MP + 50%
Passive: Max MP +5 : 1 INT
Martyr: Sacrifice 99% of your Current HP to protect all allies from all damage for 5 seconds including yourself.
==================================================
Offensive
[Traits: Holy Fire Damage, thematically built around punishing wrong doings and transgressions]
Muse:
[Holy's]
Chide: Scold your target with a small holy orb.
Decry: Accuse your target of weakness, causing Holy Damage and Reducing Attack Power.
Incarcerate: Trap your enemy in holy chains, preventing all movement speed. Causes damage.
[Fire]
Scorch: Burn your target with fire, cause slight damage and adding a minor burn to them.
Punishing Wave: Emit a sudden wave of heat hitting nearby foes.
Melting Burst: Blast your foe with fire, causing damage and reducing magic defenses.
Deacon's Order's:
Casting Chide, Incarnerate or Punishing wave has a 45% Chance to increase Magic Pierce by 5% for 15 seconds.
Passive: Skill power 25% + 50
Cleric:
[Holy's]
Condemn: Send your foe into a terrible slumber where they suffer damage over time.
Holy Saber: Stab at your foe with a holy saber when at close range, causes severe damage, critical guaranteed.
Castigate: Criticize your foe, silencing them for a short time and causing some damage.
[Fire]
Pillar of Flames: Call down a pillar of holy fire onto your foe, causing a severe burn on them and foes nearby them. [Ranged AoE]
Hand of Hell: Form a ball of punishing hellfire on a target, causing immense and immediate damage.
Soul Torch: Attack your foes spirit with spectral fire, possibly stunning them.
Seraph's Command:
Casting Condemn, Castigate or Hand of Hell increases Critical Rating by 2% for 10 seconds.
Passive: Pierce Magic +25%.
===========================================
Obviously those tree's are lacking some things. I didn't go into the full balancing phase cause this was just what I wanted to flesh out as a theme or flavor for Clerics.
When I think of a Cleric on the battle field, I think of them as protectors of good, and punisher's of evil.
The Holy and Fire theme just fits them so well, and I feel would really add a flavor to them that makes sense and is fun. and class flavor is important, for fun, for lore and even for roleplaying.
I just figured I'd share my vision [roughly].