Plenary Indulgence moved to level 74
Afflatus Rapture moved to level 70 (now available in UCOB!)
Cure1 upgrades to Cure2 at 30, saving button space (making Cure2 cost only 500mp)
Medica1 upgrades to Medica2 at 50 (by taking the base potency of Medica1 (300) and adding the Medica2 regen effect (150p per tick) to it. Later, this becomes 400p/150p-per-tick)
New Trait: While Medica2 is active on the WHM, Cure3 has halved MP cost (from 1500 down to 750). This incentivizes spamming Cure3 instead of Medica1/2 for massive burst healing
New skill: Stoneskin (learned at 52 alongside lily gauge), GCD that puts a shield on the target equal to 300p heal, costs 1 lily
New skill: Afflatus Tragedy (learned at 62 just because there's a gap there), basically a downgrade from Misery, does 800p damage (4 stone3's is 880 so its a small loss still), upgrades to Misery at 76
New skill: Afflatus Bastion (upgrade from Stoneskin at 70), increases the shield from 300 to 400p
New skill: Afflatus Sanctuary (Learned at level 70 alongside Afflatus Rapture), GCD that shields all nearby party members equal to 200p healing, costs 1 lily
Returning skill: Divine Seal (learned at 40), 2min CD that buffs healing actions by 20%, so 'Temperance without the damage mitigation', becomes Temperance at 80
Returning skill: Protect (learned at 10 or something), 60s CD that gives 5% damage mitigation for 10sec, upgrades to Plenary at 74. Plenary would retain the 5% damage reduction, in addition to it's current effect.
New skill: Water (later Banish), learned at level 15, has a 15s CD. Is 40p stronger than your current level of Stone/Glare, and levels up whenever Stone/Glare does. (at current max level, this would be 350p)
Aero/Dia changed to be 12 seconds duration, potency rebalanced for the new duration, For Banish 3 (the version you'd have at current max level), it would be changed to 150, plus 70 per tick (total 430p). This means that you will use 5 Dias per minute instead of the current 2. Additionally, it becomes a gain to spam Holy on only 3 targets, instead of multidotting them, whereas currently it requires 5 targets for Holy to exceed Dia's total
A new HUD element, the 'Nature Gauge' (name is WIP), a simple 0-100 gauge that fills by doing certain actions.
Stone/Glare gives 1 point.
Aero/Dia gives 1 point on cast, and 1 per tick (5 total over full duration).
Water would give 5 due to being used less often than Stone.
Holy would give 2 per enemy hit (so a pull of 7 mobs means 14 per cast)
Cure2 would give 5.
Regen would give 4, plus 1 per tick (total of 10).
Medica2 would give 3 per tick (total of 15).
Cure3 would give 20.
New skill: Blessing of the Elementals (Name WIP). Costs 50 Nature Gauge, heals in AOE for 500p. Grants 'Rage of the River', 'Ire of the Earth', 'Wrath of the Winds', one stack of each. These can stack to 2.
New skill: Quake, 100p stronger than current Stone/Glare level, replaces Stone/Glare on the hotbar. Requires and consumes one stack of 'Ire of the Earth'
New skill: Flood, 100p stronger than current Water/Banish level, replaces Water/Banish on the hotbar. Requires and consumes one stack of 'Rage of the River'
New skill: Tornado, 30p on cast/20p per tick (total 110p) stronger than current Aero/Dia level, replaces Aero/Dia on the hotbar. Requires and consumes one stack of 'Wrath of the Winds'
(all of this basically translates to 'the heal GCD is damage neutral, and these elemental skills are how you get your damage refunded'. Additionally, all three of these elemental skills would have 50% damage falloff in AOE, making them all a gain over Holy to use, taking our AOE rotation from 1 button to 5 (if you include the heal to trigger the other three). It also means multidotting a whole pack with Tornado is possible, bringing back vibes of Aero3 somewhat)
Maths works out that you would, on a dummy with no healing required, generate approximately 55-60 gauge per minute from your damage buttons. As such, optimization for the job would be to try and wrangle your Lily/Nature Gauge heal order, such that you go into a burst window with 2 stacks of each element and a Misery prepared. Then, once raidbuffs go out, you unload with 'Flood, Tornado, Misery, Quake, Quake, Glare, Tornado, Flood'. The gain of doing this would be too small to affect anyone's enrage clearing potential (Crit Variance adds up to much more issues than this would), but it's 'something optional' for optimizers to aim for.
Maths also works out that this rotation is about the same potency as the current rotation. 1min of current combat (only looking at GCDs) is 8140p, 1min of this suggestion's combat (again only looking at the GCD loop) is 8200p.
Two video examples:First,
Fun Healer Gameplay we get to experience during the downtime of a boss, when no healing needs to be done in the current game. Secondly,
Potentially Slightly More Fun Healer Gameplay where I try to illustrate how the addition of one button (and the adjustment of one DOT's duration) can very easily spice up an otherwise dull rotation. Sorry for the button mashing, I was nervous. Play it muted if it is an issue
Finally, as a further illustration to show the effect of 'what GCDs we use in a 60s loop', two pie charts. Currently, we have the top one. This suggestion would give us something closer to the bottom one.