After reading a number of insights, I think I'll update my suggestions on what to do to Lucille.
A. Inquisitor
-4 turn CD
-100-130% heal
-100% immunity for 2 turns
-party immunity to debuffs for 2 turns
-increases MAG by 20%
Aura: 10% MAG
20% DEF
B. Archbishop
-2 turn CD
-heal 160-220% of MAG
-`100% immunity for 2 turns
-cleanses ALL debuffs from party
-reduce damage dealt to other allies by 35% for 2 turns
Aura: Heal for 25% MAG
reduce damage dealt to allies in aura by 30%
C. Spirit Walker
-2 turn CD
-reduce 1CD of all allies
-weaken by 35% for 3 turns
-heal for x%
Aura: When hero and allies in aura are hit:
-heal for 35% of MAG
-reflect 50% of damage taken
D. Witch Doctor
-3 turn CD
-weaken enemies by 50% for 2 turns
-charms enemies to do 120% of their ATK
-heals for x% for 3 turns
Aura: When allies are healed:
-poison for 50% of MAG for 2 turns.
-charms enemy at 80% of ATK
No.
All of them have one too short cooldown.
Too short cooldown would make tank teams too OP.
Lucille Inquisitor's 15% mag and 15% def aura is fine as it is. She also benefits from mag.
Same with Archbishop, 2 turn 35% damage reduction is better than inquisitor in PvE. Should be 20-25%. Same with aura.
2 turn cooldown for -1 cooldown to all allies is also too powerful. Tanks with shield skills would be unkillable. 3 turn cool down skill with -1 cool down to an ally is better, but heal all allies instead.
3 turn cooldown charm is also too powerful, should be 4 turn cool down, 100% atk is enough as 120% will outright kill ranger teams.
Charm + skill delay for 2 turn is better as it's useful against both physical damage team and skill damage team.
Charm aura is also too powerful, paired with archbishop, she can kill one enemy per turn.
Poison + lure would be better.