I have been wondering if there were clever ways to "Heal" that would provide more impactful options and as such I thought it would be neat to alter WHM abilities as listed below.
Asylum
Ability LV 52
180 Sec Recast
12 Sec Duration
Create a Divine Veil of Protection that increases spell based healing received on all party members within its effect by 10 percent and most enemy attacks will be unable to reduce party member's HP below 1.
Riptide
Ability LV 66
120 Sec Recast
10 Sec Duration
15 Yalm radius
Summon a ground swell of holy water that draws in all nearby party members to your immediate vicinity. Party members within this area are immune to all knock back and draw in effects and will have incoming healing increased by 10 percent. Effect ends upon movement.
Additional Effect:
Enemies within this effect will become Waterlogged causing slow and heavy for 10 seconds.
Plenary Indulgence
Ability LV 70
90 Sec Recast
25 Yalm Radius
Any party member currently under the effect of Medica II cast by you will have the status converted to Medica III.
Medica III
Regen Potency 150
24 Sec Duration
Effect can be stacked with Medica II
Secret of the Lilies
Trait LV 52
All Cure Spells proc one Lily for cool down reduction. Cure III being included is the only change.
Protective Nature
Trait LV 68
All Cure Spells have a 5% chance to apply Divine Benison to party members. If party member's health is below 50% or Cure Spell Crits the chance to apply Divine Benison is increased.
Asylum and Riptide are now both indirect ways to increase group DPS by allowing a WHM to help the group bypass certain mechanics if used correctly.
Rip Tide replaces Divine Benison as a direct action and allows a WHM to force a party to group correctly for stacking mechanics or help avoid movement mechanics that would be fatal while giving their co-healer a healing boost that also plays well with Regen, Medica 2 and 3 but at the risk of pulling players from sensitive positions like BLM and Melee DPS
Asylum is an emergency button when everything hits the fan ensuring newly revived allies and battered tanks survive long enough to get healed. It synergizes well with riptide increasing healing and preventing death.
Making Divine Benison RNG means WHM has no reliable shield but Cure 3 can now place it on multiple targets at once and it can be proc'd outside of battle too which I think is a nice trade. The strength of Asylum and Riptide to increase healing and prevent death seem to warrant losing a sure single target shield in my opinion especially since shielding is a territory that WHM shouldn't be relied on considering the other healers.