WHM was only "butchered" in SB, it was made whole in ShB, not "butchered". And arguably HW. Removing Aero 3 to add Misery and the fantastic ShB Lily system that made WHM
not suck anymore like it did in SB - there's no rational person I've ever seen argue that SB WHM was actually good when pressed - was not a "butchering". WHM in ShB was better than WHM in SB, full stop. AT WORST it was a side grade, but it wasn't a side grade, it was an improvement. WHM in EW is, as this very thread has pointed out, more developed, engaging, and WORKS than ShB or SB. And yes, that's all that was changed for WHM from SB to ShB. Aero 3 was removed (Aero 1 had been removed in 4.0), Presence of Mind 2 (the redundant non-toggle Cleric Stance) was removed (Cleric Stance 1.0 was removed in 4.0), the terribad 4.0 Lily system was removed, the generally considered pointless Fluid Aura was removed and replaced with the actually good Divine Benison (Fluid Aura was made worthless in 4.0, not 5.0), and the actually good Lilies (which at the time weren't damage neutral but were arguably close to it) were added and WHM was actually considered a worthwhile healer in ShB where it was considered bad in SB. WHM also got a 1.5 sec Glare in 6.0 to use for weaving (something it, unlike SCH who had Ruin 2, arguably actually needs; recasting Dia over and over during the Bozja Wraith miniboss fight because I had NOTHING ELSE on WHM to use while moving and Glare's cast was too long to slidecast at all with felt terrible) which was also an improvement.
I think the ONE thing I might consider reverting from EW would be Thin Air, though this targeted one is kind of growing on me, I did like the 15 seconds of free casting...
I'm trying to think of anything else of value changed from SB to ShB, and I can't think of anything. The only thing lost of any worth was Aero 3. The other stuff was either already made worthless/pointless in 4.0 or already removed outright in 4.0.
Anyway, getting to it:

Originally Posted by
Silver-Strider
Why would I ever hit Cure 2 before Afflatus Solace or Tetra? Medica over Rapture or Assize when it lines up? There simply isn't any reason to do so because the former all have cast times and MP costs associated with them on top of being a DPS loss to utilize whereas the latter don't. I would like there to be a reason other than "shit has hit the fan". If Healers could also differentiate themselves from one another that would be a great bonus on top.
I literally just proposed a solution for this:
1) Make Cure 1 upgrade to Cure 2 (direct upgrade, so Cure 2's MP cost would be 400 and cast time 1.5 sec base; AST nearly has this already and
WHM is the one that's supposed to be the strong throughput Healer)
2) Make
all WHM GCDs generate 1/3rd Blood Lily on use (that is, they're now all damage neutral). This makes all GCD heals for WHM be a choice - "Do I want to stand still and expend MP on this, or do I want to expend a limited resource that I might rather save for movement later?", as the damage being neutral between Cure 2 and Solace or Medica and Rapture makes it an actual choice rather than one being objectively better. You only have one Lily and expect a movement heavy mechanic coming within the next 10-15 seconds before you have another Lily up? In such cases, Medica/Cure 2 or even Medica 2 for the HoT might be better to cast now so you have that Lily for the upcoming movement phase. It provides an actual choice because there are actual use case differences and trade-offs, even if they heal for the same potency. Right now, that choice doesn't exist because Medica/Cure 2 incur an MP, movement, and damage penalty, and the last one of those is too damning to make them usable. (Also the 400 MP Cure 2 cost - hell, even 500 - would make it MP neutral vs a Glare cast)
3) PROBABLY have Medica 1 upgrade to Medica 2. It's a flat upgrade, it just needs its tooltip adjusted. Medica 1 can read "250 potency heal, Regen 150 potency for 3 sec" (one tick, maybe two ticks). Medica 2 has its MP cost reduced by 100 and is now a straight upgrade, problem solved.
Now the basic healing kit is:
Cure 2 / Solace / Tetra for single target healing. Solace has higher priority if you have Lilies to spare and/or no movement coming up, Cure 2 if you have 1 or less Lilies and/or expect movement to be coming up, Tetra if you need an immediate spot heal regardless of whatever else you're doing (if you're mid-cast on a Glare, Solace will be too slow). They now have distinct use cases and Cure 2 and Solace have trade-offs to make using one or the other both justifiable choices (actual
choice!) based on the situation, with Tetra being more of a backup item in case of emergencies.
Medica 2 / Rapture for AOE healing, with the same Cure 2/Solace argument of MP and cast time vs movement and a limited resource. Assize is still used on CD as long as it has the damage component (which no one is arguing to remove), so is only part of the equation if it's about to come off CD or has JUST come off CD and you don't mind a few seconds drift on it. There's an argument to make Assize have 2 charges, but that would upend this, so better not. Again, this is actual
choice rather than one option always being better by default.
My goal in any changes is to increase player choice and remove "this one is always better" situations. At least, for stuff like this. Doing things like having Cure 2/Medica replaced with Solace/Rapture if a Lily is up removes choice.
4) Making Plenary a minor (5% or 10% on a shorter duration) party mitigation would patch the hole WHM presently has. Temparance down to 60 seconds helps, but WHM would still be one short vs the other Healers and most encounters. If you're actually trying in 4 mans (where you have no other Healer), you start to notice really quickly that the other three have 3 mitigations per 2 mins but WHM does not. For example, Ra La's raidwides or the final boss from Alzadaal's Legacy have either a party-wide every 30 second or a bit more often than 60 sec (I for get which), and where even AST has a CD for that, WHM does not and its noticeable. While in more serious content you SHOULD always have a second Healer, even AST has tools for that. So unless we're removing mitigations from the other Healers (something I oppose), WHM needs to gain ~2 per 120 sec over what it has now.
.
I personally oppose the "if you have a Lily up" idea - yours isn't the first time I've seen it - because there ARE cases where I want to hold a Lily for something, and removing that
choice is not an improvement. It's akin to arguing that Tanks/Melee/MCH should have their 1-2-3 condensed into a single button. Note that if all the GCDs were instant cast base, that WOULDN'T be an issue, but the only one that is is Regen. Also note this isn't an issue with Cure 1 (which I see no reason not to remove) because it doesn't really have a distinct use case. The use case for Cure 1 is EXTREMELY narrow - you have less than 1000 MP but greater than 400 MP and/or you need a heal in less than 2 seconds but greater than 1.5 sec. This is not true of Medica/Cure 2, which have distinct use cases. It'd be like telling a BLM that Xenoglossy and Fire 4 were basically the same thing and to turn the Fire 4 button into Xenoglossy whenever a Polyglot stack is up. While both have the effect of "does damage", and you DO want to use Polyglot stacks before overcapping, the use cases are still distinct. And if Medica/Cure 2/etc all generated 1/3rd Blood Lily, there would actually be a viable trade-off there that presently does not exist - there are cases where you wish to conserve limited resources and where MP would not be your most limiting resource.
I'm a bit confused about your Aero 3. By "similarly to BLM's Thunder Spells", do you mean the way Thunder 2/4 are AOE only and Thunder 1/3 are single target only? I'm not sure that's worth justifying another Hotbar slot, honestly. I'm also a bit confused on your Thundercloud proc. Wouldn't that end up with people complaining they have to overheal with Regen/Medica 2? And by "proc" you mean "not guaranteed", right? Meaning if it doesn't proc, using them would be a DPS loss? Where if we just make them contribute to the Blood Lily, they're guaranteed damage neutral...
Also: Not everyone likes having "short timers to maintain". Especially if we change the other Healers to where they all DO have them...
Making Water/Flood a Ruin 2 equivalent wouldn't differentiate it, it would make it look more like SCH while contributing to button bloat with no gain; even if we just look at your model (not mine), Regen would be the preferred instant cast GCD weave, not Water/Ruin 2. Making Water a low level AOE that upgrades into Holy would actually make it more distinct...