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Created June 14, 2020

Thick Thighs Save Lives

Well hello there! I'm SHreddedWInd, grandmaster support main, and I'm here to teach you all about my favorite support, Whitemane! In this guide, I'll first give an overview of the hero, listing her build/kit, strengths and weaknesses, and when to draft Whitemane. Next, I'll explain her play style, and give some general tips on how to maximize your effectiveness with Whitemane. With any luck, I hope to create a new White-main or two!



This is a very long and wordy guide, so I've included an TL;DR summary of all the points I address. You can find the summary at the bottom.





Overview:



Firstly, Whitemane is not a Swiss-army knife support the way supports like Anduin or Rehgar are. If you're hoping to use Whitemane as your go-to "fill" support in ranked, then you'll be seeing a lot of red in your match history. Whitemane's out of combat healing is abysmal, and she is not good at healing poke damage. Therefore, she shines on maps where fights happen often (maps like Infernal Shrines, Tomb of the Spider Queen), and suffers on maps that either heavily emphasize macro or poke play (Cursed Hollow, Sky Temple). Similarly, Whitemane is best against comps that specialize in fighting often, most notably dive comps. If you see something like a Genji or a Tracer on the enemy team, Whitemane is the perfect counter pick to put those pesky Overwatch heroes in their place. However, if the enemy is drafting something like a Hanzo or a Sgt Hammer, stay away from Whitemane, as she'll struggle to heal their poke damage, and be unable to reach the enemy to deal damage. 



Secondly, Whitemane is a hard hero to learn. She's not like Lili, where you can tape down the Q and E buttons, go make a cup of tea, and win the game. Personally, it took me tens of games on Whitemane, most of them losses, to really get the hang of her. Even still, I feel there's so much of my play that I can practice and optimize. If you're trying Whitemane out, and you're not really feeling effectivekeep at it. Once you get past Whitemane's initial skill floor, you'll be surprised at just how powerful and effective you can be.





Build:



I'll copy paste the text here into the notes of each talent in the build below, so those who just want to quickly glance at my build can still see the reasoning behind each talent tier.



1. Pity the Frail


This talent is my go-to on this tier. Increased healing is always good, and it lowers the cooldown of Inquisition, which improves Whitemane's combat healing through her 13 and 16 talents. Additionally, it boosts Whitemane's out of combat healing through Clemency, which, as mentioned above, is one of Whitemane's biggest weaknesses. 



Righteous Flame can be good, but I've found that the second strike doesn't hit consistently enough for me to justify taking it over Pity the Frail. Plus, I'd rather have Inquisition/Clemency back off cooldown faster than I'd have Searing Lash do more damage. 



Inquisitor's Prayer is a terrible talent, the quest stacks too slowly to be any real use. Save Inquisitor's Prayer for ARAMs. 

4. Martyrdom



Both Martyrdom and Indulgence are good picks. I personally prefer Martyrdom because it slightly buffs her burst healing, and it helps her out of combat healing, which, (starting to notice a pattern here?), is one of Whitemane's biggest weaknesses. However, increased movement speed is never a bad spec, especially in higher level games, and if you prefer the bonus movement speed over the bonus healing, that's perfectly okay. 



Don't go Unwavering Faith, the bonus attack damage isn't worth it over the two other talents. You're not going to be auto attacking much with this build, anyways. 



7. Intercession


It's Cleanse. On a 45 second cooldown. Even with the drawback, that's pretty damn good. 



If Cleanse isn't your jam, I like to take Zealous Spirit. Zealous Spirit reminds me of Malfurion's level 1 that applies a Regrowth on himself whenever he casts Regrowth on an ally. That talent's busted, and I think Zealous Spirit is good for the same reasons, especially when combining it with Divine Reckoning. 



If Cleanse isn't your jam, AND you don't take Divine Reckoning, Saintly Greatstaff is actually highly underrated. Yes, it's worse than Cleanse, and yes it's worse than Zealous Spirit, but that doesn't mean the talent's bad. It adds a surprising amount of healing when you're going into oh crap I gotta save this person mode. Try it out.

10. Divine Reckoning


Oh man, the plays I've made with this ultimate. I've seen people go from no HP to full HP with a good Divine Reckoning. Even if you aren't able to catch a good amount of people in your ult, the zoning it provides can often be enough to save an ally in danger. Did I mention it also returns a massive amount of mana? 



Here's a cool example play I once made using Divine Reckoning.



I think Scarlet Aegis is only useful if you think there's going to be no way the enemy is ever going to stand still for Divine Reckoning, with Bloodlust comps being the primary meta example at the moment. Most of the time, Divine Reckoning is simply more healing throughput. Additionally, you don't have to put yourself in harm's way to cast Divine Reckoning the way you do Scarlet Aegis. Often times, I've found that when I attempt to run up and cast Scarlet Aegis on an ally under fire, I get looped into the CC chain too, and end up dying. 

 

13. Subjugation 



This talent is a huge power spike for Whitemane, alongside her 16 talent, Shared Punishment. After taking Subjugation, Whitemane can stand toe-to-toe with most assassins looking to dive her (like Genji and Tracer!) Even when Whitemane herself isn't being directly dove, a well-timed Subjugation on a high-damage assassin can significantly reduce the damage her team takes. Keep this in mind, and only cast Inquisition when the fight's already started, and try to cast it on one of the enemy's assassins, if possible. Once Whitemane gets Shared Punishment, you can be more liberal with your use of Inquisition, as there is a good chance Inquisition will chain to your desired enemy assassin.



Lashing Out isn't good the same way Righteous Flame at level 1 isn't good, your second strike doesn't hit consistently enough to take it over a targeted, on demand 50% damage reduction. 



The new Scarlet Wrath is an interesting change, but after some play testing, I've found that I usually have Zeal's active component off cooldown whenever I most want to use it anyways, so the extra cooldown reduction isn't worth sacrificing Subjugation. 



16. Shared Punishment



This tier is when Whitemane really starts to get bonkers. A targeted 50% damage reduction, that now affects TWO enemy heroes? AND reduces their armor by 10? AND heals your team for a massive amount? Take it.



Radiance's biggest problem is that you're almost never going to want to purposefully reach 3 stacks of Desperation. The burst heal you get out of it isn't worth reaching 3 stacks. As such, you're not going to get much use out of the newly added 10 armor on Zeal, either.



"But Shredded", you may ask, "what about Harsh Discipline? Surely giving Whitemane the ability to initiate her own fights makes that talent a must pick, no?" Well, I'm glad you asked. Harsh Discipline isn't worth taking because it's only useful when Whitemane is the initiator. It's not useful when put on the defensive, because you need to stand still in order to apply the root. If the enemy Rehgar's cast Bloodlust, or the enemy tank is mounted and running at you, the last thing you want to do is stand still. This is a problem that Shared Punishment also has, but we'll get into that in a bit.



Okay, so Harsh Discipline is only useful when initiating fights, great. But, it's still a really powerful initiation tool, right? Surely you can find value for it somewhere? The answer to this goes back to one of the fundamentals of Whitemane I listed above: Whitemane is not an offensive healer, she's a defensive healer. Whitemane wants the enemy team to come to her, not the other way around. Remember, Whitemane shines when dealing with pesky dive heroes, and is weak against teams that can play out of her range. It's a whole heck of a lot easier to hit your spells when you have the enemy close to you. Basically, if you're in a situation where you find yourself constantly initiating fights against the enemy, you'd have been better off drafting another, more aggressive healer. 



Now that we've established that Whitemane likes to be on the defensive, we can see that Shared Punishment will consistently get more value than Harsh Discipline. Fights where the enemy team is the aggressor can go one of three ways: 

1. The enemy initiates on you, CC chains you, and you die. Neither 16 talent makes a difference here.

2. The enemy initiates on you, but doesn't have any sort of CC. What's more valuable in saving yourself, reducing the damage that two of the enemies deal by 50%, while healing for objectively more than Harsh Discipline, or choosing one of them to root for 1.5 seconds?

3. The enemy initiates on an ally. What's more valuable in saving your ally, reducing the damage that two of the enemies deal by 50%, while healing for objectively more than Harsh Discipline, or choosing one of them to root for 1.5 seconds?



The choice is clear. Harsh Discipline is a good talent, and a lot of fun when you're able to root an enemy, but it's not as valuable as Shared Punishment.



20. Judgement Day


Honestly, any of the 20 talents (except for Guiding Light) are good. Judgement Day is a soft CC (and unlike Harsh Discipline, does not require you to stand still), and boosts the heal you receive from your ultimate. Good talent all around.



Purge the Wicked is basically Divine Reckoning 2.0. Burn damage that deals a good chunk of damage, reduces armor by 25, AND heals for an insane amount? Great talent, good if there tends to be one particular diving pest always in your face.



Scarlet Crusade is good only if you need the unstoppable, otherwise go Purge the Wicked.



Guiding Light isn't worth forgoing the other 20 talents, you'll usually be able to apply zeal to whatever ally needs it in a teamfight.

 



When do I draft Whitemane?


By now, you've heard me ramble about Whitemane's defining strength (combat fighting) and weakness (out of combat/poke healing), and you're probably wondering, "Well, when would be a good time to employ The High Inquisitor in my own games?" I've mentioned drafting Whitemane it briefly in the overview, but I'll go into more detail in this section here. ONE BIG NOTE: NEVER early pick Whitemane. Saving Whitemane for one of your later picks ensures that you will be picking her into a comp where she can shine.

Maps:


Generally, Whitemane is a great pick on these maps:



Infernal Shrines: 

Teamfights (usually) happen whenever a shrine spawns. The terrain layout of the shrines makes it so the enemy is often in range of Whitemane's spells. Keep this in mind, as Whitemane's most favorable fights happen on the shrine, not off the shrine.



Tomb of the Spider Queen:

Very small, compact map, many team fights naturally happen.



Towers of Doom: 

Fights happen in semi-frequent intervals over the altars, and when vying for control over the bottom half of the map. 



Volskaya Foundry: 

Fights happen in semi-frequent intervals over the control points. Note that sometimes, the enemy will out-sustain you on the first point, and that's okay. Your team should be close to level 13 by the second control point, where Whitemane starts to hit her power spikes.



These four maps all share two big things in common that make them so attractive to Whitemane: 

1. They don't have much macro outside of the objective, so fights are essentially guaranteed to happen over the objective.



2. Fights on these maps consist of explosive fights that happen over small, contained areas (the shrine, the control point, etc), which is good for Whitemane, as the enemy does not have the space to poke for very long. 



Every other map has either one or none of these two key components. 





Whitemane can do decently well on these maps:



Battlefield of Eternity:

There isn't much macro other than the objective, so fights are guaranteed to happen around the objective. However, many meta BoE heroes consist of long range poke heroes, like Li Ming, Sgt Hammer, or Hanzo. If the enemy decides to play defensive, posture around their immortal, and poke your team down, Whitemane has a difficult time keeping up.



Braxis Holdout:

There's a lot of team fighting on this map. Almost a little too much team fighting. Over the long run, Whitemane will run into mana issues on this map. However, the map is small, and she can win you the short bursty fights.



Dragon Shire:

There's often a lot of fighting that goes on to gain control of the bottom shrine. However, Dragon Shire is one of the most macro intensive maps in the game, and the enemy can easily out PvE you. 



Hanamura:

Same issues as Braxis Holdout, only throw a lot more PvE. Whitemane is a terrible PvE healer. 



Avoid Whitemane on these maps:



Alterac Pass:

There's too much macro and space on the map for fights to happen consistently enough for Whitemane to get value. However, Whitemane shines on boss point fights.



Blackheart's Bay:

This map is one of Whitemane's weakest maps. A PvE based map, where optimal play is to never engage the enemy when you're ahead? No thanks.



Cursed Hollow:

Heavy macro map, curse points can be stalled out forever, or given by the enemy completely in exchange for map pressure. Like Alterac, boss points are the only times where Whitemane can be decent.



Garden of Terror:

Basically the same as Cursed Hollow, but there's not even boss points to fight over.



Sky Temple:

Kind of like Blackheart's Bay, where optimal play is to never engage the enemy when you're ahead. 



Warhead Junction:

Holy !@#$ this map is too big. Good luck trying to find a nice 5v5 fight.





Maps I know nothing about, and therefore cannot give good advice:



Haunted Mines:

?????????????



Comps:


With all this map advice said, the enemy composition should be taken into equal consideration when drafting Whitemane. As you all know by now, Whitemane is good when the enemy is the initiator, but what does that look like in draft? How can I tell, with just a few of the enemy's picks showing, what a hard initiation comp looks like?

1. Look at the enemy's tank


Has the enemy locked their tank in their first few picks? Since tanks dictate the fights, looking at the play style of the enemy's tank can be a good indicator of how the enemy team will want to play fights. Has the enemy locked a Diablo, or an Anub'arak? If so, the enemy will be looking to hard engage on your backline (that's you). Has the enemy locked a Varian, an ETC, or a Garrosh? If so, the enemy's focus target should most often be your frontline (that's your allied tank). In either scenario, Whitemane is a good counter to these play styles. However, if the enemy picks a Johanna early, it's likely that the enemy will be playing a more defensive play style. Whitemane is not as good here.

2. Look at the enemy's damage


Damage dealers are the ones on the enemy team that...well, deal damage, so looking at how the enemy plans to deal damage can be an indicator of the enemy's team comp. Whitemane can handle most damage dealers, but the ones you want to avoid drafting Whitemane into are those that can poke your team from a safe distance. These are heroes like Hanzo, Li Ming, Sgt Hammer, Chromie, and other such long ranged poke style heroes. 



To summarize:



1. Drafting Whitemane on a "great" map (Shrines, Tomb, Volskaya, Towers) is most often a safe bet. Comps that hard counter Whitemane are not super meta on these maps.

2. When on a "good" map, pay close attention to the enemy's team comp! Whitemane can be good on these "good" maps, but only if the enemy's comp allows it.

3. Never pick Whitemane on a "bad" map.




 

Playstyle/Tips: 



Early Game:


Whitemane is fairly weak early game. Her powerful talents come at later levels, and her healing numbers early game aren't the best. Try to avoid trades in the early game, as most of these lane skirmishes end up with no kills, and 2-3 injured allies limping away into the arms of Whitemane's pitiful out of combat healing. However, such skirmishes are inevitable, especially in uncoordinated environments like QM, I get it. When these happen, be very liberal in using Clemency. Early game, it's often more valuable to use Clemency than it is to use Inquisition for this reason. 



Use your Zeal trait liberally. Remember that you can activate Zeal while channeling Inquisition/Clemency, so use this to your advantage. I most often use it when I'm channeling Inquisition, but suddenly see a kill opportunity on the channeled target. Otherwise, it can be effective tool in PvE healing.



One big downfall I see in many Whitemanes is their lack of efficient mana usage, especially in the early game. Therefore, follow these three tips to maximize your mana efficiency:



1. Always try to avoid reaching 3 stacks of Desperation. This is true in all stages of the game, but is specifically important in the early game, where sustain is the name of the game. You'll get more mileage out of your mana if you're patient, and wait for your Desperation stacks to run out. This is another reason why using Clemency early game is so important, it's a large manaless heal. Only go to 3 stacks of Desperation if a single ally is taking massive damage, and the only way to save them is to spam Desperate Plea on them.



2. Make sure you hearth to base before the first objective starts. Unless your team decides to fight in the 30 seconds leading to the objective, you'll have time to hearth and restore your mana bar to full. This is important, as Whitemane's healing to mana efficiency is low early game, so you want your mana bar to be full. Only use tap before the first in game minute, so you have your tap for the objective, too. 



3. Casting Inquisition/Clemency removes a stack of Desperation! Pretty cool, huh? You can use this to do Desperate Plea > Clemency > Desperate Plea for less mana used than Desperate Plea > Desperate Plea > Clemency

 

Mid Game:


For the purposes of this guide, I consider the mid game to be levels 10-15. By this point, if your team isn't super far behind, you'll be starting to hit your power spikes, and will have a much easier time healing. Here's a few tips to maximize the usage out of your ultimate (whichever one you choose), and your level 13 talent, Subjugation:



If you take Divine Reckoning, cast it on top of the target being dove. If that target's you, I like to self-cast Divine Reckoning, by pressing Alt + R. If you are the target being focused, DO NOT activate your Zeal trait! I've learned the hard way that more often than not, when Whitemane is the dive target, -25 Armor is not worth the 25% extra spell power you'll get. If you are the dive target, cast Divine Reckoning on top of yourself, and spam cast Desperate Plea on top of yourself while running towards your allies. The mana return you receive from Divine Reckoning should allow you to cast enough Desperate Pleas on yourself to keep you alive. If you are not the dive target, always empower Divine Reckoning with Zeal. The heal your ally will receive is bonkers, and you'll get even more mana back, as the mana return scales with damage dealt. If you are not the dive target, activate Zeal > Desperate Plea on ally > Divine Reckoning > Searing Lash > Inquisition on the highest damage enemy hero in range. This combo is your go-to holy crap I gotta save my ally combo past level 10, and I'll reiterate it again throughout this guide. If you execute this combo quickly enough, there's almost no way your ally dies. 



Here's a link to me executing this combo:

Video



If you take Scarlet Aegismake sure you cast it on the allies you think are most likely going to be targeted by the enemy. The 40 armor provided by the ultimate is a key component, so it's important to make sure you apply this armor to allies that look the most juicy to the enemy. Make sure you don't put yourself too far into harm's way when casting Scarlet Aegis. Due to the short range of Scarlet Aegis, it is very likely you might accidentally put yourself far out of position to try to save an isolated ally. You'll be doing yourself, and the team as a whole a favor by only casting Scarlet Aegis when it's safe to do so.



Once you hit level 13, you'll get access to Subjugation. You've heard me gush about this talent, now it's time to figure out how to use it. I've mentioned briefly that you want to target the highest damage person that's closest to you. Well, what does "closest" mean? Does it always have to be the highest damage? Here's a few examples of what I look for when I try to find a target for Inquisition (please ignore the text, these screenshots are totally of real games, and I totally didn't drag two of my friends into a custom for these screenshots):



Example 1: There is a Greymane and an ETC equidistant from each other, both attacking my ally. Who do I cast Inquisition on?







ANSWER:
Pretty simple, cast it on Greymane. 





Example 2: There is a Greymane and an ETC looking to attack my ally. However, ETC is way closer to my ally than Greymane is. Who do I cast Inquisition on?







ANSWER: ETC. 
Although Greymane would do more damage, if I cast Inquisition on him, he can simply move a short distance away (or use Swipe + Disengage) to break the tether. I will get more healing and value out of casting Inquisition on ETC, as he cannot easily break the tether (short of using a CC ability, which we're assuming he used to engage on my ally)





Example 3: There is a Kael'thas and a Tracer both attacking my ally, and they are equidistant from each other. Who do I cast Inquisition on?







ANSWER: Kael'thas. 
Both heroes can do a large amount of burst damage, but if I cast Inquisition on Tracer, she can simply blink away to break the tether. Casting Inquisition on Kael'thas guarantees that I get a long duration on Inquisition, while still reducing a large amount of the damage that my ally will take.



As you can see, I try to use Subjugation on heroes that are close, do a high amount of damage, but also do not have the ability to easily break the tether. 

 

Late Game:


Now it's time for God mode. You've picked up Shared Punishment and a strong level 20 talent, now it's time to turn on the heat! There's not much to say here that I haven't covered in the Early Game and Mid Game sections, but here's a few small tips:



1. You don't have to be nearly as selective when casting Inquisition. Shared Punishment often chains to another target you want to hit with Subjugation, anyways. Prioritize hitting multiple heroes with Inquisition over selective damage reduction, which often entails using Inquisition on the tank. However, still focus on Subjugating high damage targets whenever possible.



2. If you take Judgement Day, remember that it can be used as a soft CC! It can be used to interrupt channeled abilities like Mosh Pit, Ravenous Spirit, and other high impact ultimates the enemy team may have. 



Keep in mind the combo that I mentioned earlier (Activate Zeal > Desperate Plea > Divine Reckoning > Searing Lash > Inquisition), and use it in team fights. If it looks like an ally is about to take a significant amount of burst in a short period of time, and needs health RIGHT NOW, it's okay to break the channel of Inquisition to spam a few Desperate Pleas on an ally. This is especially true in late game team fights, where burst assassin damage is at its highest.



 

Closing Thoughts:


If you've made it this far, thank you for reading my first ever support guide, featuring Whitemane! Whitemane is one of my favorite supports, with Lucio being my next favorite (I'm planning to do a guide on him next). I love her playmaking potential, and I love her skill ceiling. She's insanely hard to play, but making a game winning save by keeping an ally alive against impossible odds is why I love Whitemane. I hope you've found this guide useful, and I hope to see more Whitemanes in the Nexus!



 

TL;DR:



Strengths:


- Whitemane is crushingly good against dive.

- Whitemane has some of the best burst healing of any healer in the game.

- Whitemane's combat healing is unmatched.

Weaknesses:


- Whitemane has horrible PvE and out of combat healing.

- Whitemane has a hard time healing poke damage.

- Whitemane has a weak early game, especially with poor mana management. 

Build:


1. Pity the Frail

4. Martyrdom, Indulgence also fine

7. Intercession, Zealous Spirit also fine, Saintly Greatstaff underrated

10. Divine Reckoning, Scarlet Aegis good vs comps that can get out of Divine Reckoning easily

13. Subjugation

16. Shared Punishment, Harsh Discipline goes against the theme of Whitemane

20. Any ult but Guiding Light

Good Maps:


Infernal Shrines, Towers of Doom, Tomb of the Spider Queen, Volskaya Foundry

Okay Maps:


Battlefield of Eternity, Braxis Holdout, Dragon Shire, Hanamura

Bad Maps:


Every other map, Haunted Mines is a big ol' ??????

Comps:



Good to draft Whitemane into hard initiation tanks like Diablo, Anub'arak, Varian. OK to draft her against ETC, Garrosh. Don't draft her against passive tanks like Johanna.

Bad to draft Whitemane versus long range poke heroes like Li Ming, Hanzo, Sgt Hammer.





Tips:


Whitemane is weak early game. Manage your mana well by avoiding reaching 3 stacks of Desperation, and by using Clemency liberally.

- Hearth frequently, especially early game, staying full mana = good

- If you are being focused, cast Divine Reckoning/Scarlet Aegis on yourself, and run towards your team while spamming Desperate Plea on yourself.

- If an ally is being focused, cast Active Zeal > Desperate Plea > Divine Reckoning > Searing Lash > Inquisition on highest damage target that's closest

- If an ally is being focused, and you have Scarlet Aegis, make sure the enemy has used all initiation on your ally before walking forward to cast Scarlet Aegis. No use casting Aegis if you end up dying for it, too.

- Late game, prioritize getting value out of Shared Punishment over getting value out of Subjugation.

- Remember, Judgement Day can be used as a channel interruptor for abilities like Mosh Pit!
1
Pity The Frail
For every Hero hit with Searing Lash, lower the cooldown of Inquisition by 1.5 seconds. Allies below 30% Health receive 25% more healing from Whitemane.
This talent is my go-to on this tier. Increased healing is always good, and it lowers the cooldown of Inquisition, which improves Whitemane's combat healing through her 13 and 16 talents. Additionally, it boosts Whitemane's out of combat healing through Clemency, which, as mentioned above, is one of Whitemane's biggest weaknesses. 

Righteous Flame can be good, but I've found that the second strike doesn't hit consistently enough for me to justify taking it over Pity the Frail. Plus, I'd rather have Inquisition/Clemency back off cooldown faster than I'd have Searing Lash do more damage. 

Inquisitor's Prayer is a terrible talent, the quest stacks too slowly to be any real use. Save Inquisitor's Prayer for ARAMs. 
4
Martyrdom
Desperate Plea's healing is increased by 30%. Increase this by an additional 10% for each active Zeal.
Both Martyrdom and Indulgence are good picks. I personally prefer Martyrdom because it slightly buffs her burst healing, and it helps her out of combat healing, which is one of Whitemane's biggest weaknesses. However, increased movement speed is never a bad spec, especially in higher level games, and if you prefer the bonus movement speed over the bonus healing, that's perfectly okay. 

Don't go Unwavering Faith, the bonus attack damage isn't worth it over the two other talents. You're not going to be auto attacking much with this build, anyways. 
7
Intercession
Activate to make an ally Unstoppable for 1 second and gain 1 stack of Desperation.
It's Cleanse. On a 45 second cooldown. Even with the drawback, that's pretty damn good. 

If Cleanse isn't your jam, I like to take Zealous Spirit. Zealous Spirit reminds me of Malfurion's level 1 that applies a Regrowth on himself whenever he casts Regrowth on an ally. That talent's busted, and I think Zealous Spirit is good for the same reasons, especially when combining it with Divine Reckoning. 

If Cleanse isn't your jam, AND you don't take Divine Reckoning, Saintly Greatstaff is actually highly underrated. Yes, it's worse than Cleanse, and yes it's worse than Zealous Spirit, but that doesn't mean the talent's bad. It adds a surprising amount of healing when you're going into oh crap I gotta save this person mode. Try it out.
10
Divine Reckoning
After 1 second, consecrate an area for 4 seconds, dealing 50 damage every 0.5 seconds to enemies inside. 25% of the damage dealt to Heroes is returned as Mana.
Oh man, the plays I've made with this ultimate. I've seen people go from no HP to full HP with a good Divine Reckoning. Even if you aren't able to catch a good amount of people in your ult, the zoning it provides can often be enough to save an ally in danger. Did I mention it also returns a massive amount of mana? 
I think Scarlet Aegis is only useful if you think there's going to be no way the enemy is ever going to stand still for Divine Reckoning, with Bloodlust comps being the primary meta example at the moment. Most of the time, Divine Reckoning is simply more healing throughput. Additionally, you don't have to put yourself in harm's way to cast Divine Reckoning the way you do Scarlet Aegis. Often times, I've found that when I attempt to run up and cast Scarlet Aegis on an ally under fire, I get looped into the CC chain too, and end up dying. 
13
Subjugation
Inquisition reduces all damage the target deals 50%.
This talent is a huge power spike for Whitemane, alongside her 16 talent, Shared Punishment. After taking Subjugation, Whitemane can stand toe-to-toe with most assassins looking to dive her (like Genji and Tracer!) Even when Whitemane herself isn't being directly dove, a well-timed Subjugation on a high-damage assassin can significantly reduce the damage her team takes. Keep this in mind, and only cast Inquisition when the fight's already started, and try to cast it on one of the enemy's assassins, if possible. Once Whitemane gets Shared Punishment, you can be more liberal with your use of Inquisition, as there is a good chance Inquisition will chain to your desired enemy assassin.

Lashing Out isn't good the same way Righteous Flame at level 1 isn't good, your second strike doesn't hit consistently enough to take it over a targeted, on demand 50% damage reduction. 

The new Scarlet Wrath is an interesting change, but after some play testing, I've found that I usually have Zeal's active component off cooldown whenever I most want to use it anyways, so the extra cooldown reduction isn't worth sacrificing Subjugation. 
16
Shared Punishment
Upon casting, Inquisition can chain to an additional enemy Hero near its target, dealing 35 damage every 0.5 seconds. Affected enemies lose 10 Armor.
This tier is when Whitemane really starts to get bonkers. A targeted 50% damage reduction, that now affects TWO enemy heroes? AND reduces their armor by 10? AND heals your team for a massive amount? Take it.

Radiance's biggest problem is that you're almost never going to want to purposefully reach 3 stacks of Desperation. The burst heal you get out of it isn't worth reaching 3 stacks. As such, you're not going to get much use out of the newly added 10 armor on Zeal, either.
Read my full guide for an explanation as to why I don't like Harsh Discipline, it's quite lengthy, and too long to post in this tooltip.
20
Judgement Day
Divine Reckoning deals 30% more damage and pulls enemies to its center the first time it hits them.
Honestly, any of the 20 talents (except for Guiding Light) are good. Judgement Day is a soft CC (and unlike Harsh Discipline, does not require you to stand still), and boosts the heal you receive from your ultimate. Good talent all around.

Purge the Wicked is basically Divine Reckoning 2.0. Burn damage that deals a good chunk of damage, reduces armor by 25, AND heals for an insane amount? Great talent, good if there tends to be one particular diving pest always in your face.

Scarlet Crusade is good only if you need the unstoppable, otherwise go Purge the Wicked.

Guiding Light isn't worth forgoing the other 20 talents, you'll usually be able to apply zeal to whatever ally needs it in a teamfight.
Balance Patch - 11/12/19
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Great guide, thanks for posting.
Nice work! Thanks for this.
Amazing, thanks! Looking forward to more healer builds, if you have the time.
There's actually several healers who have worse out of combat healing (most of these are also not meta, coincidence or correlation?); although her out of combat healing still bad. I almost want to say out of combat healing is what determines if a healer can solo heal.

Her HPS while in combat is also generally better than every healer, just the HPS from autos is pretty ridic - 66 hp per auto at 1 attack per second. One reason I can't imagine not picking unwavering faith 90% of the time not for the damage boost but for the 1.1 auto range buff.