See, I had thought of that, but while leveling, all the elemental spells would've been under Astral Earth, so there'd ironically be no water spells under Umbral Water. In my mind for this, Stone would Upgrade to Glare, Water to Banish (and Water III to Banish III), and Aero to Dia. I opted for Cleric and Healer because Cleric is historically used in game as the "I do DPS now" thing. The names are admittedly not very inspiring.
It's also worth noting for the flow is that, unlike BLM where you swap between Ice/Fire regularly, here you only swap between them when healing is necessary. You'll spend most of your time in Cleric Stance, and when you have party members at lower health (or soon to be low health), you just use a healing spell, ideally up to 3 different heals to top up people, then swap back and use Misery ASAP to refund that damage. The loss for not using Misery and "holding onto it for more blood stacks" is because each time you swap back to Cleric, you lose about 40 potency from Banish III compared to Glare. It's why Misery has that odd number of 540/1140.
Also if someone could double-check my math on that, that'd be great, I fully expect the potency values to be off entirely, but I think you guys get the idea of how this would flow.
Misery having a 60s cooldown was also to discourage constant topping up; you want to get as much use out of it as possible, so this WHM is much riskier in how it heals in that you want people to be low before doing any healing. Although I'd be fine with reducing it to about 40s instead if that made it a little more forgiving.
The native MP regen in Cleric is around 800 MP per tick, so 3 Cure IIs is about 8 ticks, or 24 seconds. The idea would be to let people get as low as you're willing to risk before patching them back up quickly, building up stacks for the damage phase similar to how a BLM would build up Umbral stacks.
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