I've made a few changes to my WHM rework based on the feedback I got all the way back then on like page 2, and because I feel I've gotten better at this. The rotation is changed as a result, and I'll probably need a new flowchart for it. Full moveset is here:
https://forum.square-enix.com/ffxiv/...=1#post6261020
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.