My possibly terrible idea for a healing soul for rogues. One part chloro, one part -icar and two parts rogue, mix until smooth. Tempted to have this be a ranged soul, if it's melee you'd need to add more survivability to it.
Basic idea is to have two sets of builders and finishers, one set builds blood units faster, the other spends them for increased healing effect. Both sets do damage and generate some BU. You will spend up to five blood units at a time for the big heals so they will build and go away fast. Damage and healing should be in line with a chloro, all damage increasing talents should be in the lower (15 points) part of the tree, upper will increase healing done and help manage blood units.
Chirurgeon - Master of the medical arts.
Blood bank: new class mechanic, 1-100 units, built on the rogue, not the target.
Blood harvester (0 point root): weapon enchant that causes each successful attack to grant 1 blood unit (BU) to the rogue’s blood bank.
Line Drip (12 point root): weapon enchant that causes any attack that grants blood units to heal all transfusion targets for x% of their damage. Attacks that do not grant blood units heal for y% of their damage.
Mosquito Shot: Spamable attack that grants 1 BU and 1 CP.
Thread the Vein: Weapon damage plus x damage and grants 2 CP. Also attaches a blood syphon to the target which does x damage to the target and grants 1 blood unit every 2 seconds for 10 seconds. 10 sec cooldown.
Strip the line: Finisher that grants BU equal to CP used.
Blood infusion: 30 energy and blood units equal to the number of transfusion targets; grants 1 CP. Heals all transfusion targets for weapon damage plus x and uses blood units equal to the number of transfusion targets.
Plasma Surge: Finisher that uses blood units equal to twice the number of transfusion targets; Heals all transfusion targets for weapon damage plus X (increased with more CPs) and uses blood units equal to twice the number of transfusion targets.
Life support: Spends BU to heal transfusion targets, not an attack so it can be used when there are no available targets.
Transfusion line: Connects a blood transfusion line to a friendly target, up to 5 targets may have a line connected. (Make it automatically hit everyone if in a 5man or less party, you have to choose in a raid) Target must be within 30m to benefit from transfusion. Only one line type may be active at a time.
Heart line: Connects a heart line to a friendly target, granting them five times the effect of a transfusion line at five times the blood unit cost. Target must be within 30m to benefit from transfusion. Only one line type may be active at a time.
Heart defibrillation: Battle resurrection with lots of zappy effects.
CPR: Out of combat resurrection.
Purify blood: cleanses all line targets.
Energized blood (0:5/5): Reduces the energy cost of all abilities by 2-10%
Clean cuts (0:5/5): Increases the healing of abilities that consume blood units by 2-10%
Sawbones (10+: 5/5): Increases the damage of your damage over time effects by 2-10%
Pain Management (10+:5/5): Increases the your critical damage and healing bonus by 4/8/12/16/20%
Critical Care (15+:1/1): Blood harvester grants an additional blood unit for critical attacks.
Synthetic Blood (20+ 1/1): Grants 10 blood units. 1 minute CD
Blood vault (25+:5/5): Increases the maximum blood units in the blood bank from 100 to 110.
Formula F (30+: 1/1): Increases the maximum HP of all transfusion targets by x, this amount is reduced by x/20 each time they are attacked. 1 minute cool down.