Generally speaking, I like to make off-meta builds and what I make ends up being a thematically coherent build that performs fine with PUGs in all NM dungeons and non-dlc vet dungeons. Unfortunately, meta tends to favor Templars or making your build as templar-like as possible. This really begs the question if you are going to go meta, why use anything other than a templar? The thought process I use while deciding what abilities to slot in my dual bars is just trying to figure out when is an ability useful, does the ability add some utility that other abilities can't, what limitations does it have, how versitile is it? This tends to make most abilities fall into one of two categories: the OP one trick pony, or the weak(er) but versatile. In the context of the NB red mage healer (off-dps & hot healer) an example of OP one trick ponies would be Impale (only good for executing bosses) and Sap Essence (mostly only good for burning groups of mobs). Weaker but versatile abilities are Funnel Health & Refreshing path. Examples of usefulness breakdown for Funnel Health and Refreshing path:
Refreshing Path
Usefulness
Often - Added DOT to bosses
Sometimes - Added DOT to groups of mobs
Sometimes - Extra HOT to Tank & melee DPS
Rarely - Movement speed bonus
Rarely - group heal
Limitations
-Small area of effect
-mostly useless passive buff
-short duration outside of path
-hard to see during mobile fights
How it fits in - Although it is a small effect while killing mobs compared to dropping a Veil of Blades & spamming Sap Essence, it adds a small DOT to bosses while overhealing tanks & melee dps. Good to use while VoB is on cooldown. Fits well with the theme of a damage dealing healer. No clear replacement in NB skill set that can do both.
Funnel Health
Usefulness
Often - Good spammable single point DPS
Often - Adds HOT to caster & Group Member
Limitations
-doesn't scale to large groups
-only ticks every 2 seconds
-needs at least 4 casts to cover dungeon party
How it fits in - Great ability for sustained DPS during low intensity fights. Adds reliable HOT for high intensity fights and can proc Chokethorn on each cast. Fits in great with a damage dealing healer.
I'm sure everyone already figured I was going to go here, but if you do the same assessment for these two abilities after the nerfs for murkmire it looks kind of like this:
Refreshing Path
Usefulness
Sometimes - Extra HOT to Tank & melee DPS
Rarely - Movement speed bonus
Rarely - group heal
Limitations
-Small area of effect
-mostly useless passive buff
-short duration outside of path
-hard to see during mobile fights
How it fits in -Adds a decent heal to tanks & melee dps. Occasional healing springs could perform same role, making this redundant. Blood Alter fits theme better despite obvious limitations. Other non-thematic non-NB abilities work better such as healing orbs.
Funnel Health
Usefulness
Often - Adds HOT to caster & Group Member
Sometimes - Weak spammable single point DPS
Limitations
-doesn't scale to large groups
-only ticks every 2 seconds
-needs at least 4 casts to cover dungeon party
-low dps for the casting cost
How it fits in - OK ability for sustained DPS during low intensity fights. Adds reliable HOT for high intensity fights and can proc Chokethorn on each cast. Fits in alright with a damage dealing healer. May need to be replaced during low intensity dungeons/fights.
I think the main issues with the incomming nerfs is that it was mainly done to try and differentiate the two morphs, but they ended up making the abilities way less useful while not adding any more utility to them. With the changes Refreshing Path would become a morph that only sees play if you are in a dungeon with multiple melee dps or in a trial like nAA where people tend to be stacked on top of each other for damage phases. Funnel health might see some play in a few vet dungeons, or mutagen would be mostly redundant and have to be taken off the bar giving the NB no negative status removal outside of slotting in purge for certain fights. Given the changes to evasion, the NB is kind of set up to be thematically a good damage mitigator in dungeons, if having a NB deal damage & heal is really causing that much of a problem elsewhere in the game. Some examples of the changes could be:
Refreshing Vista
This Morph turns the ability into a circular casting area instead of a short rectangle, removes the 2 second extra (so you have to be in the circle to get healing & buffs), keeps same amount of healing as refreshing path now instead of proposed increase and adds Major evasion.
Usefulness
Often - Group HOT
Sometimes - 25% Damage mitigation to AOE attacks
Sometimes - Movement speed bonus
Limitations
-bound to AOE
How it fits in -Adds a decent HOT that ticks every second. Lowers AOE damage for group members. Speed boost over a large area will help members avoid damage while conserving Stam from running.
Safe Path
This morph keeps same amount of healing as refreshing path now instead of the proposed increase and adds Major evasion. Still has limited range/shape, but once you touch the path you recieve bonus until path disappears instead of 2sec. Resets on recast.
Usefulness
often -self heal & buff
Sometimes - Extra HOT to Tank & melee DPS
Sometimes - Movement speed bonus & DOT mitigation
Sometimes - group heal during mobile fights
Limitations
-Small area of effect
-hard to see during mobile fights
How it fits in -Adds a decent heal to tanks & melee dps. Prevents 25% of damage to tank during aoe heavy fights. During mobile fights, it helps the team as long as they touch, which means helping members cought near a lot of aoe circles escape.
Funnel Life Essence
Keep the same proposed changes as PTS, but adds minor protect (8% damage reduction) for the duration of effect.
Usefulness
Often - Adds HOT to caster & Group Member
Often - reduces incoming damage by 8%
Sometimes - Weak spammable single point DPS
Limitations
-doesn't scale to large groups
-only ticks every 2 seconds
-needs at least 4 casts to cover dungeon party
-low dps for the casting cost
How it fits in - Adds reliable HOT for fights and can proc Chokethorn on each cast. Lowers incoming damage which reduces chances of 1 sec deaths. Fits in well with damage prevention healer.
These changes would make the NB deal less damage as intended (maybe?), but would still give them a high amount of utility in any group. Between Consuming Darkness, Funnel Life Essence, & path morph, Tanks would consume far less stam blocking since they would only have to block 1/2 less aoe damage and 1/3 less rest of the damage (instead of just straight regen abilities like the templar). Those bonuses also would extend to the dps (greatly to melee dps which are underserved in PvE right now) and also to ranged dps. With the restictions eased on refreshing path, it would make it more versatile because people wouldn't have to just stand in one spot on the path to receive any benefit. It's quite possible that even though these changes would be great for making the classes more even in PvE, it might create imbalances in PvP. Lots of resource regen in PvP is not that helpful like in PvE, but stacking damage debufs and speed is pretty helpful there.