Welp, I have some spare time and this is what I've come up with for Yet Another White Mage Rework™. Potencies described aren't meant to be balanced with the game as-is, but rather to make the kit balanced with itself. Anyway, here's what I've got after about a day of brainstorming.
The general aim of this rework was to make WHM something of a mirror to BLM, while still keeping it relatively simple to play, with the new mechanics more or less replicating some of the mechanics from BLM, but tweaked to better fit with healers.
The theme of the rework is to bring WHM back to its elemental roots (pun intended) while having it grow into something more "holy" with its spells. It should feel a little more like a hybrid of a priest and druid with elemental spells that eventually charge holy spells, and heal spells that imbue their elemental spells into holy spells via procs.
The new mechanic for WHM is called Baptism, granted after casting Water. A 15s timer that can be extended up to 30s that increases damage and healing, allows you to stack Justification, and allows for procs from your healing skills. You use Stone to build up stacks of Justification, which is then used to spend on Glare, assuming you can stand still long enough to get away with it. The Lily mechanic has been mostly removed, but Blood Lilies are still here.
There are 2 new procs that come from your heal spells; Purification from Regens and Esuna, and Sanctification from Cures. These change Aero to Dia and Water to Banish respectively. These procs are of course inspired by (read: stolen from) BLM Thundercloud and Firestarter. Banish and Dia also charge the Blood Lily. Because of the timers involved with both your DoT and Baptism buff, you can't simply spam back-to-back heals and expect to use Misery constantly, it will not only eat your MP, but will be a damage loss from Dia ticks and overcapping Baptism, better to stagger your heals. These procs effectively replace the old Lily system and better incorporate the main healing spells.
Damage spells
Stone IV
200 MP -- Spell -- 2.5s Cast Time
Deals earth aspected damage with a potency of 300
Grants a stack of Justification while under the effect of Baptism, up to a maximum of 5 stacks
Water IV
400 MP -- Spell -- 1.5s Cast time
Deals water aspected damage to target and all enemies nearby it with a potency of 250 for the first enemy, and 50% less for all remaining enemies
Grants the effect of Baptism, increasing damage dealt and healing magic potency by 10%, 15s, maximum of 30s
*Becomes Banish under the effect of Sanctification*
Banish
0 MP -- Spell -- 0s Cast time
Deals unaspected damage to target and all enemies nearby it with a potency of 450 for the first enemy, and 50% less for all remaining enemies
Increases the Baptism timer by 15s
Grants a stack of Justification while under the effect of Baptism, up to a maximum of 5
Nourishes the Blood Lily
*Can only be used under the effect of Sanctification*
*Cannot be placed on the hotbar*
Aero IV
400 MP-- Spell -- 0s Cast time
Deals wind aspected damage with a potency of 70
Wind aspected damage over time with a potency of 70, 21s
*Becomes Dia under the effect of Purification*
Dia
0 MP -- Spell -- 0s Cast time
Deals unaspected damage to target and all enemies nearby it with a potency of 270 for the first enemy, and 50% less for all remaining enemies
Unaspected damage over time with a potency of 70, 21s
Grants a stack of Justification while under the effect of Baptism, up to a maximum of 5
Nourishes the Blood Lily
*Can only be used under the effect of Purification*
*Cannot be placed on the hotbar*
Glare
3 Justification -- Spell -- 3s Cast time
Deals unaspected damage with a potency of 480
Can only be used while under the effect of Baptism
Afflatus Misery
3 Blood Lilies -- Spell -- 0s Cast time
Deals unaspected damage to target and all enemies nearby it with a potency of 600 for the first enemy, and 75% less for all remaining enemies
Grants 2 stacks of Justification while under the effect of Baptism, up to a maximum of 5
Stone III
300 MP -- Spell -- 1.5s Cast Time
Deals earth aspected damage to all nearby enemies with a potency of 140
Grants a stack of Justification while under the effect of Baptism, up to a maximum of 5 stacks
Stun, 4s
Holy III
3 Justification -- Spell -- 2.5s Cast Time
Deals unaspected damage with a potency of 200 to all nearby enemies
Can only be used under the effect of Baptism
Fluid Aura
200 MP -- Spell -- 0s Cast time
Increases the Baptism timer by 15s, up to a maximum of 30s
Pauses Baptism timer until another action is performed, 30s
Downtime skill
Healing spells
Cure II
1000 MP -- Spell -- 2s Cast time
Restores target's HP with a potency of 800
Grants Sanctification while under the effect of Baptism, allowing the use of Banish
Cure III
1300 MP -- Spell -- 2s Cast time
Restores own HP and the HP of all nearby party members with a potency of 600
Grants Sanctification while under the effect of Baptism, allowing the use of Banish
I would also extend the range of this to be more like Medica
Cure IV
1400 MP -- Spell -- 0s Cast time
Restores target's HP with a potency of 800
Grants Sanctification while under the effect of Baptism, allowing the use of Banish
My reason for including a spell like this is to still keep the effect of Solace as an instant heal for movement or emergencies without the lily system, but incorporating a hefty MP cost with it instead
Regen
700 MP -- Spell -- 0s Cast time
Restores target's HP with a potency of 250
Grants healing over time effect to target with a potency of 250, 15s
Grants Purification while under the effect of Baptism, allowing the use of Dia
Regen III
1200 MP -- Spell -- 2s Cast time
Restores own HP and the HP of all nearby party members with a potency of 100
Grants healing over time effect to all nearby party members with a potency of 150, 15s
Grants Purification while under the effect of Baptism, allowing the use of Dia
Effectively a renamed Medica II, there's no Medica I in this kit (yet)
Esuna
700 MP -- Spell -- 0s Cast time
Removes a single detrimental effect from target
Grants Purification if an effect was cleansed while under the effect of Baptism, allowing the use of Dia
Esuna III
1000 MP -- Spell -- 1.5s Cast time
Removes a single detrimental effect from self and all nearby party members
Grants Purification if an effect was cleansed while under the effect of Baptism, allowing the use of Dia
Because I hate it when Puppets Bunker has me spamming Esuna on my party over and over because SOMEONE didn't interrupt
Raise
2400 MP -- Spell -- 8s Cast time
Resurrects target to a weakened state
Grants Sanctification while under the effect of Baptism, allowing the use of Banish
Abilities:
Presence of Mind
Ability -- 120s Recast
Reduces spell cast time and recast time by 20%, 15s
Thin Air
Ability -- 40s Recast, 3 Charges
Next spell is executed without MP cost
More reliance on high MP heals compared to before means this needed to be more prevalent
Temperance
Ability -- 120s Recast
Increases healing action potency by 20%, 20s
Reduces damage taken by self and nearby party members by 10%
Now also boosts oGCD heals.
Plenary Indulgence
Ability -- 60s Recast
Grants Confession to self and nearby party members
Upon receiving HP recovery via Cure III or Regen III cast by self, Confession triggers an additional healing effect with a potency of 200, 10s
Reduces damage taken by self and nearby party members by 10%
Now provides a much needed mitigation.
Benediction
Ability -- 180s Recast
Restores all of a target's HP
Divine Benison
Ability -- 45s Recast, 2 Charges
Reduce healing magic potency of the next healing spell by 50% and create a barrier around all targets affected, nullifying damage equaling 150% of the amount of HP restored
A big change that can let WHM choose to either massively shield one person via Cure II, or massively shield the whole party via Cure III
Assize
Ability -- 60s Recast, 2 Charges
Deals unaspected damage with a potency of 300 to all nearby enemies
Restores own HP and the HP of all nearby party members with a potency of 400
Restores 800 MP
60s Recast is a nerf overall, same with the damage reduction, but the extra charge will make it more usable for healing and MP regen is increased to compensate for recast change
Liturgy of the Bell
Ability -- 180s Recast
Places a healing blossom at the designated location and grants 5 stacks of Lilybell to self
Taking damage will expend 1 stack of Lilybell to heal self and all nearby party members with a potency of 400
Any remaining stacks of Lilybell will trigger an additional healing effect when time expires or upon executing this action a second time
Removed skills
Cure I - Has been a noob-trap for far too long, would rather just see it traited into Cure II at 30.
Asylum - I find Lilybell more interesting as a placement skill over this, so I put this on the chopping block for oGCD heals to remove, Regen III already does what this does.
Tetragrammaton - Another oGCD to remove, already does what Cure II and now Cure IV does
Aquaveil - Not needed with Plenary now giving another mitigation effect and a stronger Divine Benison doing the job.
Afflatus Solace - Cure IV does the job
Afflatus Rapture - No direct analogue, but with Plenary Indulgence still existing and with more charges on Thin Air, Cure III and Regen III should be able to do what this does. Except for move, feedback on whether to still have an instant cast Medica would be appreciated
Medica - Medica II already heals most of what this would heal after 1 tick and Cure III is now a better option if a burst heal is vital. There's still room for a potential instant cast variant.
With the exception of Esuna, role skills are unchanged, I'd rather every healer have their own variant on Esuna. I would give Scholar something like Warden's Paean from bard as a status shield that can be deployed via Deployment Tactics. But I'll save that for a potential Yet Another Scholar Rework™.
The general flow of WHM would be relatively simple; can Baptism be refreshed without overcapping? Use Water (or Banish if the proc is available). Is Aero about to expire? Use Aero (or Dia if the proc is available). Otherwise, continue to spam Stone and Glare. I'll make an updated flowchart some other time, but I think people can get an idea of how my WHM might play.
Thoughts?
Edits: I've made a few changes to my WHM rework after feedback and because I feel I've gotten better at this. The rotation is changed as a result, and I'll need a new flowchart.
Stone IV
200 MP -- Spell -- 2.5s Cast Time
Deals earth aspected damage with a potency of 300
Grants a stack of Justification while under the effect of Baptism, up to a maximum of 5 stacks
Stone is now the filler spell instead of Glare and grants a stack of Justification, a new mechanic that's in theme with the other procs. After 3 uses you can use Glare, which has moved to be a powerful finisher-type spell. Cast time is to emphasize WHM as a 'turret' healer.
Water IV
400 MP -- Spell -- 1.5s Cast Time
Deals water aspected damage to target and all enemies nearby it with a potency of 250 for the first enemy and 60% less for all remaining enemies
Grants the effect of Baptism, increasing damage dealt and healing magic potency by 10%, 15s, up to a maximum of 30s
*Becomes Banish under the effect of Sanctification*
I didn't like how the initial Water spell was opener only and was only really going to be used under niche Swiftcast optimization. It's now the primary spell for Baptism rather than Stone being the refresh. Can also be used for creating a weave window.
Banish
0 MP -- Spell -- 0s Cast Time
Deals unaspected damage to target and all enemies nearby it with a potency of 450 for the first enemy and 60% less for all remaining enemies.
Increases the Baptism timer by 15s, up to a maximum of 30s
Nourishes the Blood Lily
Grants a stack of Justification while under the effect of Baptism, up to a maximum of 5 stacks
*Can only be used under the effect of Sanctification*
*Cannot be placed on the hotbar*
Banish now grants a Justification stack as part of its partial 'refund' effect.
Aero IV
400 MP -- Spell -- 0s Cast Time
Deals wind aspected damage with a potency of 70
Wind aspected damage over time with a potency of 70, 21s, cannot be stacked with Dia
*Becomes Dia under the effect of Purification*
Minor changes to duration and potency, slightly stronger, but the extra GCD time between uses is to help balance better with the other healer reworks I made.
Dia
0 MP -- Spell -- 0s Cast Time
Deals unaspected damage to target and all enemies nearby it with a potency of 270 for the first and 60% less for all remaining enemies
Unaspected damage over time with a potency of 70, 21s, cannot be stacked with Aero IV
Nourishes the Blood Lily
Grants a stack of Justification while under the effect of Baptism, up to a maximum of 5 stacks
*Can only be used under the effect of Purification*
*Cannot be placed on the hotbar*
Potency changes to line up with the Aero changes, and Justification as part of the partial refund.
Glare
3 Justification -- Spell -- 3s Cast Time
Deals unaspected damage with a potency of 480
Can only be used while under the effect of Baptism
Glare is now a finisher spell of sorts. Swiftcast usage can still be a damage gain in optimized settings.
*Stone III*
300 MP -- Spell -- 1.5s Cast Time
Deals earth aspected damage to all nearby enemies with a potency of 140
Grants a stack of Justification while under the effect of Baptism, up to a maximum of 5 stacks
Stun, 4s
New AoE filler spell to go with the Justification mechanic. Replaces the stun on Holy III
Holy III
3 Justification -- Spell -- 2.5s Cast Time
Deals unaspected damage with a potency of 200 to all nearby enemies
Can only be used under the effect of Baptism
Stun, 4s
Big change to Holy, it is now a finisher spell in AoE for the Justification mechanic. I opted for Glare and Holy to be distinct instead of combined since I wanted to keep the AoE combo risky and point blank, but with shorter casts to make up for it, while ST is still fully ranged.
Afflatus Misery
3 Blood Lilies -- Spell -- 0s Cast time
Deals unaspected damage to target and all enemies nearby it with a potency of 600 for the first enemy, and 75% less for all remaining enemies
Grants 2 stacks of Justification while under the effect of Baptism, up to a maximum of 5
Misery now gives the final missing Justification stacks from the lost Stone casts. Make sure not to overcap them.
Protect is removed
Going off of what Roe said, and I can agree, it's better to have the mitigation be a part of an oGCD rather than the GCD, not to mention keeping up a permanent 10% mitigation was too trivial with Protect as spammable.
Temperance
Ability -- 120s Recast
Increases healing action potency by 20%, 20s
Reduces damage taken by self and nearby party members by 10%
Temperance is back, now that Protect is gone, it needs to be back, and with it Divine Seal is upgraded. Cooldown is back to 120s
Plenary Indulgence
Ability -- 60s Recast
Grants Confession to self and nearby party members
Upon receiving HP recovery via Cure III or Regen III cast by self, Confession triggers an additional healing effect with a potency of 200, 10s
Reduces damage taken by self and nearby party members by 10%
Plenary has been buffed and now also provides a mitigation effect. Cooldown is back to 60s, but the duration is also reduced to 10s.