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		<title>FINAL FANTASY XIV Forum - Healer Roles</title>
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			<title>FINAL FANTASY XIV Forum - Healer Roles</title>
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			<title>Evolved Astrologian should take notes from Tetris</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528717-Evolved-Astrologian-should-take-notes-from-Tetris?goto=newpost</link>
			<pubDate>Thu, 21 May 2026 11:57:50 GMT</pubDate>
			<description><![CDATA[The original Tetris, like FFXIV's original AST, drew pieces completely at random, which led to a lot of frustration when the game refused to give you...]]></description>
			<content:encoded><![CDATA[<div>The original Tetris, like FFXIV's original AST, drew pieces completely at random, which led to a lot of frustration when the game refused to give you the most important piece. (The I-Tetrimino in Tetris, the Balance in FFXIV.)<br />
<br />
Starting in 2001, Tetris solved this issue by putting the pieces in a 7-card deck that refills when empty. Every 7 pieces is guaranteed to contain exactly one of each piece. You might not have noticed this while playing; it still feels pretty random, even though it's much more consistent than before. It strikes a balance betwen the fun unpredictability of pure randomness and the fair reliability of a continuous repeating pattern.<br />
<br />
My hope for Evolved AST is a system like this. Draws would be random again, but the drawn card would be removed from your 6-card deck until you've drawn them all.<br />
<br />
This idea is already supported by AST's lore. I mean, it's cards. Why not make cards in this game work like cards in card games?</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>JustRaisins</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528717-Evolved-Astrologian-should-take-notes-from-Tetris</guid>
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			<title>Why Refunding Damage for Healing is Bad.</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528705-Why-Refunding-Damage-for-Healing-is-Bad.?goto=newpost</link>
			<pubDate>Thu, 21 May 2026 00:26:33 GMT</pubDate>
			<description><![CDATA[Hello its been a while since we've seen the changes and I've been thinking a lot and I'm pretty puzzled by what we saw with white mage honestly. 
...]]></description>
			<content:encoded><![CDATA[<div>Hello its been a while since we've seen the changes and I've been thinking a lot and I'm pretty puzzled by what we saw with white mage honestly.<br />
<br />
I've seen posts sometimes talk about having all heals be damage neutral but frankly this is a BAD THING. <br />
<br />
Why might this be a bad thing you may ask? because it gives incentives towards healers just spamming out heals without actually thinking about any risk/reward to when you should heal and when you should damage; which is a big reason why healer is fun in savage as you are planning out your resources and TRYING to not waste damage on healing.<br />
<br />
I do not think the devs will also make the healing part engaging on healers, they never have The engaging part should be managing that healing with damage as a reward for good resources rather then healing is a mindless thing you spam for damage gain and nothing matters.<br />
<br />
This also effects other jobs, bard got a regen? well thats gonna be pointless what healer damage is that going to save? if both your healers are spamming heals anyway (same with PLD's round table ability we saw) Theirs literally zero point in any job having any sort of healing utility skill now.<br />
<br />
I personally think we should actually go back to a Healing vs damage management system, with more engaging damage options on healers (not less with no dot and instant cast) right now healing looks like its in a state thats some how even worse then Dawntrail and heck its going to negatively effect other jobs too by proxy of making Utility heals on tanks/dps borderline useless.<br />
<br />
I've always thought the biggest issue with Healer was they had too much healing ogcds (or for white mage lillies built up too fast) Now your essentially giving healers infinite ogcds and making the dps rotation even more boring I feel like most people can agree this isn't the right direction.<br />
<br />
Even if Healers should &quot;heal more&quot; do we really believe the content will make healers heal more? whats the difference between healing well now or just spamming heals mindlessly now? This really feels like its bad for both the &quot;we should heal more&quot; and &quot;we should have more damage button&quot; crowds to me.</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>Rithy255</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528705-Why-Refunding-Damage-for-Healing-is-Bad.</guid>
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			<title>Evolved WHM as of Anaheim Fanfest</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528293-Evolved-WHM-as-of-Anaheim-Fanfest?goto=newpost</link>
			<pubDate>Wed, 06 May 2026 18:21:45 GMT</pubDate>
			<description><![CDATA[Maybe unnecessary, but I wasn't sure if I have the same understanding of evolved WHM with everyone else from what was shown in the Anaheim fanfest...]]></description>
			<content:encoded><![CDATA[<div>Maybe unnecessary, but I wasn't sure if I have the same understanding of evolved WHM with everyone else from <a href="https://youtu.be/_uiNEwa7oT4?t=4038" target="_blank" rel="noopener nofollow">what was shown in the Anaheim fanfest</a> and wanted to list out what I got from it.  Let me know if anything seems off.  Note that their build seems to use multiple placeholders for skills and the name/appearance of some of them may change in later builds.<br />
<br />
<u><i>Job Gauge:</i></u><br />
<b>Healing Lily:</b> 20s charge, maximum of 3.  Used by Plenary Indulgence for strong instant cast healing<br />
<br />
<b>Sanctity:</b> Gained when a GCD heal is used and heals nonzero damage, maximum of 3.  Spent by Holy Sanctuary to refund dps lost from healing.<br />
<br />
<u><i>Skills:</i></u><br />
<b>GlareIII/High Glare:</b> basic attack spell, instant cast, costs 200mp<br />
<br />
<b>High Cure:</b> casted single target heal, 400mp cost.  Accumulates Sanctity upon healing nonzero damage. 1.5s cast time<br />
<br />
<b>MedicaIII:</b> unused but presumably aoe counterpart to High Cure.  costs 800mp <br />
<br />
<b>Holy Sanctuary:</b>　2 charge GCD spell on 30s charge rate.  1.5s cast time.  Higher base potency than GlareIII/High Glare and spends built up Sanctity to increase damage by amount equal to GlareIII/High Glare for each Sanctity spent.  Also heals allies nearby target.<br />
<br />
<b>Plenary Indulgence:</b> Spends a Healing Lily to apply Afflatus to self.  Afflatus upgrades High Cure to Afflatus Solace and MedicaIII to Afflatus Rapture.  Applies Healing Lily: Healing Up effect to self and nearby allies.<br />
<br />
<b>Afflatus Solace:</b> instant cast, 0 mp cost single target heal.  Presumably accumulates Sanctity when healing nonzero damage.  Applies Regen to target as well.<br />
<br />
<b>Afflatus Rapture:</b> unused but presumably aoe counterpart to Solace.<br />
<br />
<b>Tetragrammaton:</b> unchanged<br />
<br />
<b>Benediction:</b> unchanged<br />
<br />
<b>Aquaveil:</b> Merged with Divine Benison, 2 charge ability on 30s charge time.  Increases defense and applies a shield to target.<br />
<br />
<b>Temperance:</b> Now a 60s recast and 10s duration.  Presumably same aoe mitigation and healing buff, but also applies a sprint effect (not sure if on just self or includes party members like Expedient)<br />
<br />
<b>Divine Caress:</b> unchanged<br />
<br />
<b>Swiftcast:</b> unchanged<br />
<br />
<b>HolyIII:</b> unused, no mp cost so something's different.  On the GCD.<br />
<br />
<b>Liturgy of the Bell:</b> unused<br />
<br />
<b>Aetherial Shift:</b> unused<br />
<br />
<b>Raise:</b> unused<br />
<br />
<b>Esuna:</b> unused<br />
<br />
<b>Surecast:</b> unused<br />
<br />
<u><i>Skills Missing (some consolidated):</i></u><br />
Presence of Mind, Medica, CureIII, Regen, Asylum, Assize, Thin Air, Divine Benison, Dia, Afflatus Misery, GlareIV, Repose, Lucid Dreaming, Rescue</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>Azurarok</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528293-Evolved-WHM-as-of-Anaheim-Fanfest</guid>
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			<title>The core problem with healer DPS</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528242-The-core-problem-with-healer-DPS?goto=newpost</link>
			<pubDate>Tue, 05 May 2026 04:23:21 GMT</pubDate>
			<description><![CDATA[Something I've come to wonder as I've temporarily returned to the forums is that perhaps as I debate the ongoing concerns regarding healer design...]]></description>
			<content:encoded><![CDATA[<div>Something I've come to wonder as I've temporarily returned to the forums is that perhaps as I debate the ongoing concerns regarding healer design that perhaps I and others with similar thoughts to myself have not done a good enough job explaining the core issues that we see with this role.<br />
<br />
We want more DPS. We don't want 1-2-3 combos. We don't want to be DPS jobs; we want to heal and DPS, but Glare and High Glare aren't enough. We don't want it to be hard for a casual player. We don't want it to be boring for a skilled player.<br />
<br />
I get it. If you don't think the way I do, or the way others who have advocated for the same do, then perhaps it's more confusing than I realize. So I want to try explaining the problem form another angle. Where I think the heart of the issue lies is in one key quailty:<br />
<br />
<b>Cadence</b><br />
<br />
When people like myself complain about the lack of DPS variety, and why we say that a 1-2-3 combo is insufficient to resolve the issue, what we're ultimately talking about is a problem in the <b>cadence</b> of healer gameplay. Currently, healer gameplay constantly gets stuck in long empty hallways where only Glare or each healer's equivalent DPS spell is used. Even if you change this to a 1-2-3 combo, the problem is that the cadence is static--unchanging. It's the same motion over and over across a long period of time. That is the heart of what I and others like myself take issue with in regards to healer gameplay. Current tools, like a 30 second DOT, a 40 second cooldown, a 2 minute cooldown... They're not frequent enough to break up that cadence.<br />
<br />
Now, placing more emphasis on GCD healing is a way to further offset this, but realistically, it won't be enough on its own to resolve the issue across the board. You will not always have a reason to heal someone, and every healer should have something else they can do that offers a fun and rewarding gameplay cadence so that whether you are playing by yourself or with a competent group, you aren't stuck with only one input.<br />
<br />
Having said this, that doesn't mean we need a full DPS hotbar. Again, the issue is cadence, not specifically volume. Volume is <i>a</i> solution one could take to address this, but DOTs or cooldowns that are more frequent or more dynamic interactions between offensive actions are also ways we can address this.</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>ty_taurus</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528242-The-core-problem-with-healer-DPS</guid>
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			<title>Give Healers a simple DPS kit</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528188-Give-Healers-a-simple-DPS-kit?goto=newpost</link>
			<pubDate>Sun, 03 May 2026 23:02:40 GMT</pubDate>
			<description><![CDATA[With the showcase of Evolved WHM at fanfest and all this discussion about wishlist changes for healers, I'd like to point out the elephant in the...]]></description>
			<content:encoded><![CDATA[<div>With the showcase of Evolved WHM at fanfest and all this discussion about wishlist changes for healers, I'd like to point out the elephant in the room. <br />
<br />
Even if we obtain the best possible healer kit, it means less when for most fights, we're still pressing our 1 DPS move. Even if healers end up with a 1-2-3, with the evolved design, that'll still be pressing one button. <br />
<br />
My proposal and my hope here is that they integrate the DPS move with the healing kit so that it actually has meaning beyond being a filler or trying to a hit the DPS check. As a skeleton, give all healers a 1-2-3 but like most of the jobs, have it give the healer some sort of gauge or resource that gives them access to further healing skills or support skills. <br />
<br />
By doing this, the DPS button starts to become more favorable in all eyes, casual and raiders alike. And there's a lot you can do with it by giving healers a gauge or resource they can build up and use whenever they like. <br />
<br />
I hope something along these lines gets implemented because as much as I love healing, every job ends up being a DPS at the higher levels. I feel like the DPS skill on healers shouldn't just be tacked on there. Give it some meaning and purpose. Please.</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>Sendosheng</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528188-Give-Healers-a-simple-DPS-kit</guid>
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			<title>Please bring casting depth back to White Mage.</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528178-Please-bring-casting-depth-back-to-White-Mage.?goto=newpost</link>
			<pubDate>Sun, 03 May 2026 16:55:21 GMT</pubDate>
			<description>I understand that White Mage is supposed to be the simple and approachable healer, and I think that is fine. Not every job needs to be complicated....</description>
			<content:encoded><![CDATA[<div>I understand that White Mage is supposed to be the simple and approachable healer, and I think that is fine. Not every job needs to be complicated. However, simple should not mean empty.<br />
<br />
White Mage is still a mage. Casting should matter.<br />
<br />
In my opinion, White Mage should feel like the heavy caster of healers. It can still have instant tools for movement, recovery, and emergency healing, but its main identity should be built around powerful hard-cast spells, good timing, and smart positioning.<br />
<br />
A good example is Black Mage. Black Mage is not complicated because it has too many buttons. Its depth comes from planning, positioning, cast timing, and knowing when to commit. The idea is simple, but the execution has depth.<br />
<br />
I think White Mage could follow a similar philosophy for healers.<br />
<br />
It should remain easy to understand, but rewarding to master. Its healing should feel powerful because the player planned the cast correctly, positioned well, and committed to the right spell at the right time.<br />
<br />
That would fit White Mage’s fantasy much better than making it a healer with fewer buttons and bigger numbers.<br />
<br />
High potency alone is not enough. A job can have strong numbers and still feel mechanically empty.<br />
<br />
White Mage should be simple, direct, and powerful, but it should also have depth through casting, healing decisions, and spell commitment.<br />
<br />
Please let White Mage feel like a real mage again.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>BabyYoda</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528178-Please-bring-casting-depth-back-to-White-Mage.</guid>
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			<title>Creative Studio III: Please Reconsider Healer Design Before Evercold</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528141-Creative-Studio-III-Please-Reconsider-Healer-Design-Before-Evercold?goto=newpost</link>
			<pubDate>Sat, 02 May 2026 15:41:05 GMT</pubDate>
			<description>Hi Creative Studio III, 
 
I am not often active on the forums. Usually, my friends are, and we discuss new developments in person. That being said,...</description>
			<content:encoded><![CDATA[<div>Hi Creative Studio III,<br />
<br />
I am not often active on the forums. Usually, my friends are, and we discuss new developments in person. That being said, I feel strongly enough about this topic that I need to make myself heard.<br />
<br />
Please understand that this comes from a place of love for Final Fantasy XIV. This is heartfelt feedback from someone who deeply cares about the game.<br />
<br />
I have always loved playing support roles, and White Mage has long been my preferred healer. For a time, I even mained White Mage in Extreme and some Savage content during Shadowbringers and the beginning of Endwalker.<br />
<br />
It saddens me to say that I have been increasingly unhappy with the philosophy shift regarding tanks and healers since the end of Shadowbringers. Watching the developer panel at Fan Festival left me genuinely concerned.<br />
<br />
At present, playing a healer in much of the game often feels less like fulfilling a support role and more like playing an underperforming DPS. Tanks are frequently durable enough to sustain themselves or require very little healing at all, especially as item levels rise throughout a patch cycle. This often leaves me repeatedly casting Glare III, occasionally refreshing a damage-over-time effect, and using damage abilities during burst windows. Even Afflatus Misery, while visually satisfying, often feels underutilized because unnecessary overhealing is discouraged, often for good reason.<br />
<br />
Seeing the proposed one-button DPS direction for White Mage during the developer panel made me deeply concerned for the future of White Mage and the healer role as a whole. As players gain more gear, healing often becomes less engaging, more repetitive, and increasingly monotonous.<br />
<br />
I want healing to feel fun and rewarding at all levels of play, not only in Savage content. I want to enjoy my role even when my party is highly geared and performing well. Repeatedly pressing a single damage button is not engaging gameplay. White Mage’s visuals are beautiful, but visual design alone cannot replace gameplay depth. I want to feel that my role meaningfully contributes to the group beyond simply filling downtime with repetitive actions. In some Expert Dungeons, it can even feel as though a party would function more efficiently with an additional DPS instead.<br />
<br />
<br />
I sincerely hope you reconsider your philosophy regarding healer design.<br />
<br />
Please make healer roles enjoyable whether active healing is needed or not.<br />
<br />
I do not believe the healer population issue can be solved simply by making the role easier. The problem has rarely been that healing itself is too difficult. More often, many players are uncomfortable with the responsibility and social pressure that comes with healing. Healers are frequently blamed for mistakes beyond their control: when tanks fail to mitigate, when DPS ignore mechanics, or when avoidable deaths occur. This social burden discourages many players far more than gameplay complexity ever has.<br />
<br />
Because of this, simplifying healing further may not solve the underlying issue. In fact, reducing the DPS component and gameplay engagement of healers even more risks alienating the dedicated players who have remained loyal to these jobs through Endwalker and Dawntrail.<br />
<br />
So once again, I respectfully ask you to reconsider this direction and use your incredible talent and experience to make healers genuinely fun throughout every stage of the game.<br />
<br />
Thank you sincerely for your continued dedication to Final Fantasy XIV. I truly hope you will make the right decisions before January 2027.<br />
<br />
Kind regards,<br />
Izumi</div>

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			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>Clarissa_Jiffrey</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528141-Creative-Studio-III-Please-Reconsider-Healer-Design-Before-Evercold</guid>
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			<title>I hope that the Evolved AST kit looks something like this</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528090-I-hope-that-the-Evolved-AST-kit-looks-something-like-this?goto=newpost</link>
			<pubDate>Fri, 01 May 2026 16:44:14 GMT</pubDate>
			<description><![CDATA[After the WHM demonstration for Evolved, I have concerns that the 'even simpler than it already was', 'focus more on Healing GCDs', 'damage refund on...]]></description>
			<content:encoded><![CDATA[<div>After the WHM demonstration for Evolved, I have concerns that the 'even simpler than it already was', 'focus more on Healing GCDs', 'damage refund on all Healing GCDs used, etc. is intended to be not just for WHM's gameplay, but for every Healer Job.<br />
<br />
So, I decided to write this wishlist for AST, as I have already done so for SCH and SGE, and I might as well complete the set. I am not a fan of the Pure/Barrier split, and so this AST has some Barrier potential, which is what makes it more a 'wishlist' than a 'prediction of what SE will give us'. Still, one can hope, right?<br />
<br />
Numbers are of course, subject to balance. The Arcana effects used to be pretty well balanced when I first wrote them (back in Endwalker IIRC), but then Dawntrail came out and further exacerbated the effect of the 2min Raidbuff Window on our damage profile, and so their potencies must be taken with a grain of salt. Just pretend they all deal exactly the same damage because we all trust SE to balance the system perfectly<br />
<br />
<br />
<br />
The Arcana Gauge is changed (again), and now has two slots, with two more 'behind' them. The left is for Major Arcana, which are drawn automatically once every 30 seconds. The right is for Minor Arcana, drawn automatically every 10 seconds. The two slots 'behind', are the 'Spread', and the 'front' slots are the 'Hand'. If the timer to draw a new Arcana hits 0 while the respective Hand slot is full, the newly-drawn Arcana is sent to the Spread. When the Hand slot is emptied, the Spread Arcana moves to the Hand. Two timers, one on the left and one on the right of the Gauge, indicate the time until the next Arcana is drawn. <br />
<br />
When an Arcana is held in the Hand, a small symbol appears on the Gauge next to it, indicating the 'preferred role' for the Arcana. This is to help newer players quickly work out who's the best recipient for each Arcana, but the recommendation can be ignored, if you so choose (IE using a Bole to save a squishy Caster instead of using it on the game's recommendation of a Tank)<br />
<br />
While there are 9 Minor Arcana for each 'Suit' in the lore, their values do not matter for gameplay. <br />
Only the Suit is relevant, to prevent needless complexity.<br />
<br />
The Major and Minor Arcana effects are as follows:<br />
<br />
<DIV class="bbcode_hiddenblock">
<DIV class="bbcode_hiddenblock_header">
<INPUT data-inline="true" type="button" value="Show" hflag="off" /></DIV>
<DIV class="bbcode_hiddenblock_body">
<br />
The Balance: Increases the target's damage dealt by 10% for 15s.<br />
<br />
The Bole: Grants 20% damage mitigation for 30s. Additionally, grants 2 stacks of Bole's Bulwark, causing the enemy that strikes the bearer of this buff to take 20% of that ally's Max HP as damage and consuming one stack.<br />
<br />
The Arrow: Grants 12 stacks of Arrow's Assault, increasing Autoattack rate by 400%. One stack is consumed for each Autoattack dealt under it's effect, and upon consuming all stacks, the Autoattack rate returns to normal.<br />
Grants 16 stacks of Arrow's Assault if the target is a Physical Ranged Job.<br />
Additionally, if the target of this card is yourself, grants you 4 stacks of Arrow's Assault, speeding up the recast time of the AST to 1.0s for the next 4 damaging Spells.<br />
<br />
The Ewer: Grants 1000MP over 15s. <br />
Additionally, if the target is a Healer Job, grants 4 stacks of Ewer Overflowing, causing the next 4 casts of Glare/Broil/Malefic/Dosis dealt by said Healer to strike a second time for 100% of the spell's potency.<br />
If the target is a Caster Job, grants 1 stack of Ewer Overflowing, causing the next Fire IV/Ruin IV/Holy In White/Enchanted Zwerchau dealt by said Caster to strike a second time for 100% of the spell's potency.<br />
These second strikes cannot be Critical, or a Direct Hit.<br />
<br />
The Spear: Increases the target's Physical damage by 10% for 15s. Additionally, if the target of this card is the AST, all Magic damage dealt by the AST is instead temporarily considered Physical for the duration.<br />
<br />
Spire: Increases the target's Magical damage dealt by 10% for 15s.<br />
<br />
<br />
<br />
The Staves: Increases the next 5 attacks dealt by the target ally by 60p. <br />
This increase to potency scales only from the stats and gear of the AST who applied The Staves.<br />
<br />
The Rings: Deals 100p in counterattack damage each time the target ally is struck, up to 3 times.<br />
This counterattack's potency scales only from the stats and gear of the AST who applied The Rings.<br />
<br />
The Knives: Causes the next 5 Autoattacks to deal a second strike for 60p. <br />
This secondary strike scales only from the stats and gear of the AST who applied The Knives.<br />
<br />
The Cups: Causes the target's next 3 Glare/Broil/Malefic/Dosis casts to cost half MP, and to strike a second time for 100p.<br />
This secondary strike scales only from the stats and gear of the AST who applied The Cups. Additional effects are not applied twice. <br />
<br />
The Irons: Increases the next 5 instances of Physical damage dealt by 60p.<br />
This increase to potency scales only from the stats and gear of the AST who applied The Irons.<br />
Additionally, if the target of this card is the AST, the next 5 instances of Magic damage are instead temporarily considered Physical, allowing them to benefit from this card's effect. <br />
<br />
The Crowns: Increases the next 5 instances of Magic damage dealt by 60p. When used with Royal Road, grants 'Echo' to the next Major Arcana played.<br />
This increase to potency scales only from the stats and gear of the AST who applied The Irons.<br />
<br />

</DIV>
</DIV><br />
<br />
<br />
Button 1: Diurnal/Nocturnal Attunement<br />
<br />
Diurnal Attunement, 0.5s, Ability<br />
Attunes the Arcana Gauge to Diurnal energies, adding additional restorative power to certain actions.<br />
Becomes Nocturnal Attunement while the Arcana Gauge is attuned to the Diurnal.<br />
Upon switching Jobs to AST, Diurnal Attunement is automatically activated.<br />
<br />
Nocturnal Attunement, 0.5s, Ability<br />
Attunes the Arcana Gauge to Nocturnal energies, adding additional mitigative power to certain actions.<br />
Becomes Diurnal Attunement while the Arcana Gauge is attuned to the Nocturnal.<br />
<br />
<br />
<br />
Button 2: Malefic/Aspected Benefic<br />
<br />
Malefic, Instant, 2.5s Recast, Spell, 200MP<br />
Deals Unaspected damage with a potency of 280.<br />
<br />
Aspected Benefic, Instant, 2.5s Recast, Spell, 500MP<br />
Restores target's HP, and removes a cleansable debuff. <br />
An additional effect is applied, dependent upon the Arcana Gauge's Attunement.<br />
Cure Potency: 600<br />
Diurnal Attunement Effect: Additionally restores HP over time.<br />
Cure Potency: 250<br />
Duration: 12s<br />
Nocturnal Attunement Effect: Additionally applies Selenomancy, a Barrier effect.<br />
Selenomancy Potency: 450<br />
Duration: 30s<br />
<br />
This button is Malefic when targetting an enemy, and Aspected Benefic when targetting an ally.<br />
<br />
<br />
<br />
Button 3: Aspected Helios/Selena<br />
<br />
Aspected Helios, 1.5s Cast, 2.5s Recast, 800MP<br />
Restores HP with a potency of 450 to all nearby allies, and restores HP over time.<br />
Cure Potency: 175<br />
Duration: 12s<br />
<br />
Aspected Selena, 1.5s Cast, 2.5s Recast, 1000MP<br />
Restores HP with a potency of 450 to all nearby allies, and applies Selenomancy, a Barrier effect.<br />
Selenomancy Potency: 300<br />
Duration: 30s<br />
<br />
This button is Aspected Helios when Diurnally Attuned, and Aspected Selena when Nocturnally Attuned<br />
<br />
<br />
Button 4: Ascend<br />
<br />
Ascend, 8s Cast, 2.5s Recast, Spell, 2000MP<br />
Raises target ally from KO.<br />
If a Lightspeed charge is available, it is automatically consumed to negate the cast time of this spell.<br />
<br />
<br />
<br />
Button 5: Lightspeed<br />
<br />
Lightspeed, 20s, Ability, 3 Charges<br />
Negates the cast time of the next spell.<br />
<br />
<br />
<br />
Button 6: Synastry<br />
<br />
Synastry, 40s, 2 Charges<br />
Applies Synastry to the target ally.<br />
Synastry duplicates all of the effects of the next Single Target Spell or Ability used.<br />
Does not transfer Arcana effects.<br />
Duration: 10s<br />
<br />
<br />
<br />
Button 7: Essential Dignity<br />
<br />
Essential Dignity, 20s, Ability<br />
Restores target's HP, increasing in potency depending on target's current HP.<br />
Cure Potency: 500<br />
Cure Potency (75% HP or less): 700<br />
Cure Potency (50% HP or less): 900<br />
Cure Potency (25% HP or less): 1200, and guaranteed to Critically heal<br />
<br />
<br />
<br />
Button 8: Play Major Arcana<br />
<br />
Play Major Arcana, Ability<br />
Plays the currently held Major Arcana card on the target ally.<br />
Restores 500MP upon playing the Arcana.<br />
<br />
<br />
<br />
Button 9: Play Minor Arcana<br />
<br />
Play Minor Arcana, Ability<br />
Plays the currently held Minor Arcana card on the target ally.<br />
Restores 250MP upon playing the Arcana.<br />
<br />
<br />
<br />
Button 10: Royal Road<br />
<br />
Royal Road, 1s, Ability<br />
Burns the currently drawn Minor Arcana, to increase the efficacy of the next Major Arcana played.<br />
Balance and Bole grant 'Enhanced', increasing the potency of the Major Arcana's effect by 50%.<br />
Ewer and Arrow grant 'Extended', increasing the duration (or number of stacks) of the Major Arcana's effect by 100%.<br />
Spear and Spire grant 'Echo', causing the next Major Arcana played to leave an 'Echo of Fate' on the target upon expiration.<br />
Echoes of Fate trigger when you play the next Major Arcana after their application, and re-apply their original effect at 50% effectiveness.<br />
<br />
<br />
<br />
Button 11: Redraw,<br />
<br />
Redraw, 15s, Ability, 3 Charges<br />
Returns the Major and Minor Arcana in your Hand, to their respective decks, and draws anew.<br />
You cannot redraw an Arcana of the same Royal Road pairing as the one being returned.<br />
(Balance/Bole, Ewer/Arrow, Spear/Spire are the 'pairings' for the Major Arcana)<br />
(Staves/Rings, Knives/Cups, Irons/Crowns are the 'pairings' for the Minor Arcana)<br />
<br />
<br />
<br />
Button 12: Divination/Oracle<br />
<br />
Divination, 60s, Ability<br />
Grants 12 stacks of Fate Divined to nearby allies.<br />
Fate Divined effect: Increases potency of weaponskills and spells by 75p.<br />
This bonus potency scales based only upon the stats and gear of the AST who applied it.<br />
Divination becomes Oracle when cast.<br />
<br />
Oracle, Ability<br />
Calls upon the power of the Twelve, dealing elemental damage to target and all enemies nearby it, Twelve-fold.<br />
The element of each strike corresponds to the deity who's power is channelled.<br />
Each strike has a potency of 75.<br />
The default colour of the spell's visual effect varies, dependent upon your Patron Deity.<br />
This colour can be changed by making a pilgrimage to the Mark of the Twelve you wish to honour, and using the /pray emote in front of the Mark.<br />
<br />
<br />
<br />
Button 13: Celestial Opposition, <br />
<br />
Celestial Opposition, 60s, Ability<br />
Restores HP to self and nearby allies. Grants additional effects, based on the Arcana Gauge's Attunement.<br />
Cure Potency: 200<br />
Diurnal Attunement Bonus: Regen<br />
Regen Potency: 100<br />
Duration: 15s<br />
Nocturnal Attunement Bonus: Allies take 20% less damage<br />
Duration: 15s<br />
<br />
<br />
<br />
Button 14: Collective Unconscious,<br />
<br />
Collective Unconscious, 60s, Ability<br />
Creates and channels a celestial ring around the caster.<br />
Effect Durations on allies and self are refreshed continuously while they remain within.<br />
Movement, facing another direction, or using another action, will cancel the channel.<br />
Duration of each effect is based on the active Arcana Gauge Attunement.<br />
Maximum Channel Duration: 18s<br />
<br />
Applies Wheel of Fortune to all allies within the ring.<br />
Wheel of Fortune Effect: Restores HP over time<br />
Wheel of Fortune Potency: 100<br />
Additional effect: Applies Collective Unconscious to all allies within 30y, reducing damage taken by 20%.<br />
Diurnal Wheel of Fortune Duration: 15s<br />
Diurnal Collective Unconscious Duration: 5s<br />
Nocturnal Wheel of Fortune Duration: 6s<br />
Nocturnal Collective Unconscious Duration: 20s<br />
<br />
<br />
<br />
Button 15: Earthly Star<br />
<br />
Earthly Star, 60s, Ability<br />
Places an Earthly Star at the designated location. Upon a second activation of the skill, the star detonates,<br />
dealing damage to all enemies within, and healing all allies within. <br />
Duration: 20s<br />
Damage Potency: 250<br />
Additional Effect: Upon placing the Earthly Star, once per second, a stack of Dominance is gained, up to<br />
a maximum of 10. Upon reaching 10 stacks, Dominance becomes Giant Dominance, and the Star visually expands.<br />
Detonating the star consumes all stacks of Dominance, boosting the damage and healing done.<br />
Bonus Damage Potency per stack: 5<br />
Bonus Healing Potency per stack: 20<br />
<br />
Additionally, gains bonuses dependent upon the current Arcana Gauge Attunemenent.<br />
Diurnal Base Healing Potency: 540p<br />
Nocturnal Base Healing Potency: 200<br />
Nocturnal Additional Effect: Applies 10% Damage Reduction to all allies within the Star's radius.<br />
Upon gaining Giant Dominance, and the Star's expansion, the Damage Reduction is increased to 15%.<br />
<br />
<br />
<br />
Button 16: Macrocosmos<br />
<br />
Macrocosmos, Instant, 90s Recast, Spell, 700MP<br />
Applies Macrocosmos to self and nearby allies. Deals damage with a potency of 250 to all nearby enemies.<br />
Action changes to Microcosmos upon execution.<br />
Macrocosmos Duration: 15s<br />
<br />
Diurnal Macrocosmos Effect: For the duration of the effect, 50% of damage taken is compiled. Upon expiration or<br />
execution of Microcosmos, HP is restored equal to the compiled damage, plus an additional heal of 200 potency.<br />
<br />
Nocturnal Macrocosmos Effect: For the duration of the effect, 50% of damage intended to be taken is instead temporarily<br />
delayed. Upon expiration or execution of Microcosmos, applies 'Microcosmos', dealing the compiled damage over 15s (split<br />
into 5 'ticks' of 20% of the total compiled). This delayed damage can be blocked by Barrier effects, or reduced via damage <br />
reduction effects active at the moment of Microcosmos' activation.<br />
<br />
This action does not share a cooldown with other actions.<br />
Recast of this action is not affected by gear attributes or status effects.<br />
<br />
<br />
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------<br />
<br />
<br />
If anyone wants to drop their own 'wishlist' for Evolved AST in this thread, go for it</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>ForsakenRoe</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528090-I-hope-that-the-Evolved-AST-kit-looks-something-like-this</guid>
		</item>
		<item>
			<title>My Concern About Astrologian in Evolved Mode</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528063-My-Concern-About-Astrologian-in-Evolved-Mode?goto=newpost</link>
			<pubDate>Fri, 01 May 2026 00:27:39 GMT</pubDate>
			<description>One of my biggest concerns about Evolved Mode is how it will handle Astrologian. 
 
AST has always had the potential for a very strong identity:...</description>
			<content:encoded><![CDATA[<div>One of my biggest concerns about Evolved Mode is how it will handle Astrologian.<br />
<br />
AST has always had the potential for a very strong identity: cards, timing, prediction, and the feeling of manipulating fate. Sadly, I do not think the game has fully shown that strong identity in gameplay as much as the job fantasy suggests.<br />
<br />
Personally, I am not a big fan of the current PvE AST. My favorite version was Shadowbringers Astrologian. I sadly did not play Stormblood AST, so I cannot judge that version, but Shadowbringers AST felt much more enjoyable to me.<br />
<br />
At the same time, I do not want AST to become as simple as its PvP version. PvP AST works well for PvP because that mode needs fast and direct actions, but PvE is different. PvE needs more RPG depth, stronger job identity, and meaningful decisions.<br />
<br />
For Evolved Mode, I hope AST gets a fresh direction: easier to understand, but not shallow. The card system should still matter. It should not just become “press card, give buff.”<br />
<br />
I want Evolved AST to feel smooth, but still unique, thoughtful, and worthy of being an Astrologian.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>BabyYoda</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528063-My-Concern-About-Astrologian-in-Evolved-Mode</guid>
		</item>
		<item>
			<title>I hope that the Evolved SGE kit looks something like this</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528015-I-hope-that-the-Evolved-SGE-kit-looks-something-like-this?goto=newpost</link>
			<pubDate>Thu, 30 Apr 2026 02:07:18 GMT</pubDate>
			<description><![CDATA[After the WHM demonstration for Evolved, I have concerns that the 'even simpler than it already was', 'focus more on Healing GCDs', 'damage refund on...]]></description>
			<content:encoded><![CDATA[<div>After the WHM demonstration for Evolved, I have concerns that the 'even simpler than it already was', 'focus more on Healing GCDs', 'damage refund on all Healing GCDs used, etc. is intended to be not just for WHM's gameplay, but for every Healer Job.<br />
<br />
So, I decided to write this wishlist for SGE, because I'm one of those hopeful fools who still wishes for SGE to have more of a 'you heal better by doing your damage rotation' identity. And I think that with Evolved Mode having a higher focus on 'Job Individuality' (despite having a lower button count) is the perfect time to expand Kardia into a fully fledged system. Numbers are, of course, subject to balance and are just examples for illustrative purposes<br />
<br />
<br />
<br />
Toxikosis is a 0-100 Gauge replacing Addersting. It fills when various MP-consuming actions are used.<br />
Addersgall is a 0-100 Gauge, replacing the current version. It fills when Toxikon stacks are used, and naturally at a rate of 1 per second.<br />
The Job Gauge also features a Eukrasia indicator (now a blue diamond nestled between the Addersgall and Toxikosis Gauges).<br />
Finally, the Job Gauge has four containers above it, to display how many stacks of each of the Kardia Augmentation actions you currently have. <br />
<br />
<br />
<br />
Button 1: Eukrasia<br />
<br />
Eukrasia, Instant, 1s Recast, Spell, 500MP<br />
Augments the effect of certain actions, by adding additional effects.<br />
Dosis is augmented into Eukrasian Dosis.<br />
Diagnosis is augmented into Eukrasian Diagnosis.<br />
Prognosis is augmented into Eukrasian Prognosis.<br />
Phlegma is augmented into Eukrasian Phlegma.<br />
Does not share a Recast Timer with other actions.<br />
Upon execution, this action's Recast Timer will be applied to all other spells.<br />
Grants 5 Toxikosis upon execution.<br />
<br />
<br />
<br />
Button 2: Kardia/Egeiro<br />
<br />
Kardia, 1s, Ability<br />
Applies Kardion to target. Only one target can be affected by Kardion at a time.<br />
Kardion effect: Restores HP whenever the SGE lands an attack.<br />
Cure Potency: 200<br />
Additional Effect: Increases Toxikosis by 1 when Kardion heals<br />
<br />
Egeiro, 1s, Ability, 2500MP<br />
Resurrects target to a weakened state.<br />
Grants 20 Toxikosis upon execution.<br />
Kardia becomes Egeiro when targeting an ally under the effect of KO.<br />
<br />
<br />
<br />
Button 3: Diagnosis/E.Diagnosis/Dosis/E.Dosis<br />
(Diagnosis when targeting Ally, Dosis when targeting enemy, Eukrasian version when Eukrasia is active)<br />
<br />
Diagnosis, 1.5s Cast, 2.5s Recast, Spell, 0MP<br />
Restores target's HP.<br />
Cure Potency: 450<br />
<br />
Eukrasian Diagnosis, Instant, 1.5s Recast, Spell, 0MP<br />
Restores target's HP and applies a barrier equal to 100% of the HP healed.<br />
Cure potency: 450<br />
Additional Effect: If this spell critically heals the target, additionally applies Differential Diagnosis, a barrier equal to 120% of the HP recovered.<br />
Additional Effect: If the barrier effect is removed from the bearer by any means, grants Phlegmatic, and applies Second Opinion to bearer.<br />
Second Opinion Duration: 6s<br />
This action replaces Diagnosis while Eukrasia is active, and an ally is targeted.<br />
<br />
Dosis, 1.5s Cast (or instant, knowing SE), 2.5s Recast, Spell, 0MP<br />
Deals Unaspected damage with a potency of 310.<br />
This action replaces Diagnosis while an enemy is targeted.<br />
<br />
Eukrasian Dosis, Instant, 1.5s Recast, Spell, 0MP<br />
Deals Unaspected damage with a potency of 310.<br />
Additional Effect: Damage over time<br />
DOT Potency: 40<br />
Duration: 30s<br />
This action replaces Dosis while Eukrasia is active, and an enemy is targeted.<br />
<br />
<br />
<br />
Button 4: Prognosis/E.Prognosis<br />
<br />
Prognosis, 1.5s Cast, 2.5s Recast, Spell, 0MP<br />
Restores HP of self and nearby allies.<br />
Cure Potency: 300<br />
<br />
Eukrasian Prognosis, Instant, 1.5s Recast, Spell, 0MP<br />
Restores target's HP, and applies a barrier equal to 75% of the HP recovered.<br />
Cure Potency: 300<br />
Additional Effect: If the barrier effect is removed specifically from yourself (the SGE who applied it) by any means, grants Phlegmatic.<br />
If the barrier effect is removed from any ally (including yourself) by any means, applies Second Opinion to that ally.<br />
Second Opinion Duration: 6s<br />
This action replaces Prognosis while Eukrasia is active.<br />
<br />
<br />
<br />
Button 5: Neuralgia<br />
<br />
Neuralgia, Instant, 2.5s Recast, 20s Recharge, Spell, 0MP<br />
Deals Unaspected damage in a line in front of you, with a potency of 330 to the first target, and 25% less to secondary targets.<br />
Additional Effect: Inflicts Neuralgia<br />
Neuralgia Effect: Reduces the autoattack damage of the enemy by 5%, or 10% if Myasthenia is present upon execution. Neuralgia overwrites Myasthenia.<br />
Duration: 30s<br />
Recharge Timer is not affected by status effects or gear attributes.<br />
Maximum Charges: 2<br />
<br />
<br />
<br />
Button 6: Myasthenia<br />
<br />
Myasthenia, Instant, 2.5s Recast, 20s Recharge, Spell, 0MP<br />
Deals Unaspected damage in a circular area around the target, with a potency of 330 to the first target, and 25% less to secondary targets.<br />
Additional Effect: Inflicts Myasthenia<br />
Myasthenia Effect: Reduces the autoattack damage of the enemy by 5%, or 10% if Neuralgia is present upon execution. Myasthenia overwrites Neuralgia.<br />
Duration: 30s<br />
Recharge Timer is not affected by status effects or gear attributes.<br />
Maximum Charges: 2<br />
<br />
<br />
<br />
Button 7: Phlegma/E.Phlegma<br />
<br />
Phlegma, Instant, 2.5s Recast, 40s Recharge, Spell, 0MP<br />
Deals Unaspected damage to target, and all enemies near it, with a potency of 500 for the first target and 30% less for remaining targets.<br />
Maximum Charges: 2<br />
Phlegmatic Effect: Phlegmatic status can be consumed to execute Phlegma in place of a charge. Phlegmatic takes priority over charges.<br />
Recharge time is unaffected by status effects or gear attributes.<br />
<br />
Eukrasian Phlegma, Instant, 1.5s Recast, Spell, 0MP<br />
Deals Unaspected damage to target and all enemies near it with a potency of 500, and 30% less for remaining targets.<br />
Additional Effect: Damage over time<br />
DOT Potency: 40<br />
Duration: 15s<br />
Shares charges with Phlegma.<br />
Maximum charges: 2<br />
<br />
<br />
<br />
Button 8: Psyche/Icarus<br />
<br />
Icarus, 30s, Ability, 2 Charges<br />
Rush to a targeted party member's location.<br />
Unable to cast if bound.<br />
Additional Effect: Grants a stack of Psychomachia.<br />
<br />
Psyche, 30s, Ability, 2 Charges<br />
Deals unaspected damage to target and all enemies nearby it with a potency of 300 for the first enemy, and 50% less for all remaining enemies.<br />
Additional Effect: Consumes any available stacks of Psychomachia to add an additional strike per stack, each with a potency of 300.<br />
Additional Effect: Triggers an instance of Kardia healing on your Kardion target.<br />
This Kardia instance does not consume any Kardia Augment Stacks, but acts as if all three effects are active. <br />
Additionally, this Kardia instance does not generate any Toxikosis.<br />
Shares charges with Icarus.<br />
Icarus becomes Psyche when targeting an enemy.<br />
<br />
<br />
<br />
Button 9: Soteria<br />
<br />
Soteria, 5s, Ability, 1500MP<br />
Grants 4 stacks of Soteria to the Job Gauge.<br />
Soteria effect: Increases the healing effect of Kardion by 50% of the damage dealt by the attack that triggers Kardion.<br />
Additional Effect: Increases Toxikosis by 4 when a stack is consumed<br />
<br />
<br />
<br />
Button 10: Zoe<br />
<br />
Zoe, 5s, Ability, 1500MP<br />
Grants 4 stacks of Zoe to the Job Gauge.<br />
Zoe Effect: Additionally applies a barrier to Kardion target, equal to 25% of the healing delivered. Up to 4 applications of the barrier may stack, with successive applications adding to the barrier's strength. <br />
Zoe Barrier effect does not stack with Eukrasian Diagnosis or Eukrasian Prognosis.<br />
Additional Effect: Increases Toxikosis by 4 when a stack is consumed<br />
Additional Effect: When the barrier effect is removed by any means, grants Second Opinion to the bearer of the barrier effect.<br />
Second Opinion Duration: 6s<br />
<br />
<br />
<br />
Button 11: Pankardia<br />
<br />
Pankardia, 5s, Ability, 1500MP<br />
Applies 4 stacks of Pankardia to the Job Gauge, and 4 stacks of Pankardion to all nearby allies.<br />
Pankardia effect: Transfers all effects granted by Kardion to all allies affected by Pankardion, with potencies equal to 50% of the original effect<br />
Additional Effect: Increases Toxikosis by 4 when a stack is consumed<br />
<br />
<br />
<br />
Button 12: Toxikon/Pneuma<br />
<br />
Toxikon, 5s, Ability, 50 Toxikosis Gauge<br />
Applies 4 stacks of Toxikon to the Job gauge.<br />
Toxikon Effect: Allows for the execution of Neuralgia and Myasthenia without requiring a Charge.<br />
Additionally, the Recast timer is set to 1.5s when Neuralgia or Myasthenia consume a Toxikon stack.<br />
Additional Effect: Grants 4 Addersgall per stack consumed<br />
Toxikon becomes Pneuma when activated.<br />
<br />
Pneuma, 1.5s Cast, 2.5s Recast, Spell, 0MP<br />
Deals unaspected damage in a straight line before you with a potency of 420 for the first enemy, and 25% less for remaining enemies.<br />
Upon execution, all remaining Toxikon stacks are removed.<br />
Additional Effect: Increases Addersgall by 4, and by an additional 4 per Toxikon stack remaining at time of execution (if any)<br />
Additional Effect: Deals an additional strike of 150 potency for every Toxikon stack remaining at time of execution (if any). Potency reduced by 25% for secondary targets.<br />
<br />
<br />
<br />
Button 13: Kerachole<br />
<br />
Kerachole, 1s, Ability, 50 Addersgall<br />
Shields nearby allies, causing them to take 20% less damage.<br />
Duration: 30s<br />
Additional Effect: Restores 1000 MP<br />
Additional Effect: Applies Second Opinion<br />
Second Opinion Duration: 30s<br />
<br />
<br />
<br />
Button 15: Pepsis<br />
<br />
Pepsis, 2s, Ability, 500MP<br />
Dispels Eukrasian Diagnosis, Eukrasian Prognosis, and Second Opinion from self and nearby allies, healing based on the buff that was dispelled.<br />
Eukrasian Diagnosis Potency: 400<br />
Eukrasian Prognosis Potency: 300<br />
Second Opinion Potency: 250<br />
Grants 5 Toxikosis upon execution.<br />
<br />
<br />
<br />
Button 16: Philosophia<br />
<br />
Philosophia, 60s, Ability<br />
Instantly grants 4 stacks of Soteria, Pankardia and Zoe to the Job Gauge.<br />
Additionally, grants 4 stacks of Philosophia to self.<br />
Philosophia Effect: Increases the next spell's healing magic potency by 20%.<br />
If the spell triggers Kardia, then that instance of Kardia healing is increased by 20%.<br />
Philosophia Effect Duration: 20s<br />
<br />
<br />
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------<br />
<br />
<br />
If anyone wants to drop their own 'wishlist' for Evolved SGE in this thread, go for it</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>ForsakenRoe</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528015-I-hope-that-the-Evolved-SGE-kit-looks-something-like-this</guid>
		</item>
		<item>
			<title>I hope that the Evolved SCH kit looks something like this</title>
			<link>https://forum.square-enix.com/ffxiv/threads/528014-I-hope-that-the-Evolved-SCH-kit-looks-something-like-this?goto=newpost</link>
			<pubDate>Thu, 30 Apr 2026 01:56:14 GMT</pubDate>
			<description><![CDATA[After the WHM demonstration for Evolved, I have concerns that the 'even simpler than it already was', 'focus more on Healing GCDs', 'damage refund on...]]></description>
			<content:encoded><![CDATA[<div>After the WHM demonstration for Evolved, I have concerns that the 'even simpler than it already was', 'focus more on Healing GCDs', 'damage refund on all Healing GCDs used, etc. is intended to be not just for WHM's gameplay, but for every Healer Job.<br />
<br />
So, I decided to write this wishlist for SCH, to hopefully illustrate that there is potential for a kit for SCH that has more fun, engaging, dynamic (pick your adjective) gameplay than just pressing Succor over and over. Numbers are, of course, subject to balance and are just examples for illustrative purposes<br />
<br />
<br />
<br />
Aetherflow is generated by the action of the same name. Each use of the action grants one Aetherflow stack, but you can hold up to 3.<br />
Fey Gauge is 0-100 Gauge, built by using Aetherflow actions, at a rate of 10 per Aetherflow spent. <br />
It is also passively generated at a rate of 1 per Embrace cast by Lily.<br />
<br />
<br />
<br />
Button 1: Deployment Tactics/Precision Tactics<br />
<br />
Deployment Tactics, 0.5s, Ability<br />
Activates Deployment Tactics on the Job Gauge.<br />
While Deployment Tactics is active, certain actions affect a larger area or multiple targets, but are reduced in potency.<br />
Deployment Tactics becomes Precision Tactics when activated.<br />
<br />
Precision Tactics, 0.5s, Ability<br />
Activates Precision Tactics on the Job Gauge.<br />
While Precision Tactics is active, certain actions affect a single target, but are increased in potency.<br />
Precision Tactics becomes Deployment Tactics when activated.<br />
<br />
<br />
<br />
Button 2: Broil/Art of War<br />
<br />
Broil IV, Instant, 2.5s Recast, Spell, 200MP<br />
Deals Unaspected damage with a potency of 340.<br />
<br />
Art of War, Instant, 2.5s Recast, Spell, 200MP<br />
Deals Unaspected damage in an area around you, with a potency of 190 to all nearby targets.<br />
<br />
The action is Broil while Precision Tactics is active, and Art of War while Deployment Tactics is active.<br />
<br />
<br />
<br />
Button 3: Biolysis/Bane<br />
<br />
Biolysis, Instant, 2.5s Recast, Spell, 200MP<br />
Applies Biolysis to the target, dealing damage over time.<br />
Biolysis Potency: 75p<br />
Duration: 18s<br />
<br />
Bane, Instant, 2.5s Recast, Spell, 200MP<br />
Applies Biolysis to the target, and enemies near it, dealing damage over time.<br />
Biolysis Potency: 75p<br />
Duration: 9s<br />
<br />
The action is Biolysis while Precision Tactics is active, and Bane while Deployment Tactics is active.<br />
<br />
<br />
<br />
Button 4: Nymian Libra/Meltdown (or Kaustra)<br />
<br />
Nymian Libra, Ability, 60s<br />
Applies Nymian Libra to target, and targets near it.<br />
Nymian Libra Effect: Guarantees that the next Damage Over Time effect applied by the SCH will be Critical and Direct Hit, for its full duration.<br />
Nymian Libra becomes Meltdown upon use.<br />
<br />
Meltdown, Ability, 20s<br />
Deals Unaspected damage in a Line, with a potency of 800 to the target, and 25% less for secondary targets.<br />
Additional Effect: Applies 40 stacks of Meltdown to enemies struck. A stack is consumed when a Weaponskill or Spell strikes the target.<br />
Meltdown Effect: Increases damage taken from the triggering Weaponskill or Spell by 40 potency. <br />
This bonus potency is only affected by the stats and gear of the SCH that applied the effect.<br />
<br />
<br />
<br />
Button 5: Adloquium/Succor<br />
<br />
Adloquium, 1.5s Cast, 2.5s Recast, Spell, 400MP<br />
Restores target's HP, and applies Galvanize, a barrier equal to 125% of the HP recovered.<br />
Cure Potency: 450<br />
Additional Effect: If this spell critically heals the target, additionally applies Catalyze, a barrier equal to 125% of the HP recovered<br />
Additional Effect: If Galvanize is already present on the target, the duration is refreshed, and the weaker barrier is converted to HP recovery of equal potency.<br />
<br />
Succor, 1.5s Cast, 2.5s Recast, Spell, 800MP<br />
Restores HP of self and nearby allies, and applies Galvanize, a barrier equal to 125% of the HP recovered.<br />
Cure Potency: 300<br />
Additional Effect: If Galvanize is already present on the target, the duration is refreshed, and the weaker barrier is converted to HP recovery of equal potency.<br />
<br />
The action is Adloquium while Precision Tactics is active, and Succor while Deployment Tactics is active.<br />
<br />
<br />
<br />
Button 6: Aetherflow<br />
<br />
Aetherflow, 20s, Ability, 2 Charges<br />
Grants a stack of Aetherflow to self, stored in the Aetherflow Gauge. The Gauge can hold up to 3 stacks.<br />
Additional Effect: Restores 500 MP<br />
<br />
<br />
<br />
Button 7: Lustrate/Indomitability<br />
<br />
Lustrate, 1s, Ability, 1 Aetherflow<br />
Restores target's HP.<br />
Cure Potency: 800<br />
<br />
Indomitability, 1s, Ability, 1 Aetherflow<br />
Restores HP of self and nearby allies.<br />
Cure Potency: 400<br />
<br />
The action is Lustrate while Precision Tactics is active, and Indomitability while Deployment Tactics is active.<br />
<br />
<br />
<br />
Button 8: Excogitation<br />
<br />
Excogitation, 30s CD, Ability, 1 Aetherflow<br />
Applies Excogitation to target. Upon expiration, or HP falling below 50%, Excogitation's effect is triggered, restoring HP, and restoring HP over time.<br />
Initial Cure Potency: 600<br />
Heal Over Time Potency: 200<br />
Duration: 6s<br />
<br />
<br />
<br />
Button 9: Sacred Soil<br />
<br />
Sacred Soil, 30s, Ability, 1 Aetherflow,<br />
Shields the target area, causing allies within to take 20% less damage.<br />
Duration: 15s<br />
<br />
<br />
<br />
Button 10: Protraction/Perpetuation<br />
<br />
Protraction, 45s, Ability<br />
Increases current HP and Max HP of target by 20%.<br />
Duration: 15s<br />
Shares a cooldown with Perpetuation.<br />
<br />
Perpetuation, 45s, Ability<br />
Increases current HP and Max HP of all nearby allies by 10%.<br />
Duration: 15s<br />
Shares a cooldown with Protraction.<br />
<br />
The action is Protraction while Precision Tactics is active, and Perpetuation while Deployment Tactics is active.<br />
<br />
<br />
<br />
Button 11: Recitation<br />
<br />
Recitation, 90s, Ability<br />
Grants the effect 'Recitation', which guarantees that the next Adloquium, Succor, Excogitation, Lustrate or Indomitability used will be Critical, and negates its resource cost.<br />
Additionally, grants Lily the effect 'Recitation', guaranteeing that the next Whispering Dawn or Fey Blessing she executes will be Critical, and negates its resource cost.<br />
<br />
<br />
<br />
Button 12: Expedient<br />
<br />
Expedient, 60s, Ability<br />
Grants Expedience and Desperate Measures to self and nearby allies. <br />
Expedience Effect: Increased movement speed<br />
Duration: 10s<br />
Desperate Measures Effect: Reduces damage taken by 20%<br />
Desperate Measures Duration: 20s<br />
<br />
<br />
<br />
Button 13: Whispering Dawn<br />
<br />
Whispering Dawn, 5s, Ability, 25 Fey Gauge<br />
Orders Lily to execute Whispering Dawn, which gradually restores HP of all nearby party members.<br />
Cure Potency: 150<br />
Duration: 15s<br />
<br />
<br />
<br />
Button 14: Fey Blessing<br />
<br />
Fey Blessing, 10s, Ability, 25 Fey Gauge<br />
Orders Lily to execute Fey Blessing, which applies Fey Warding to all allies, a barrier with a potency of 300p, or 450p if Lily had the Recitation effect at the time of execution.<br />
Duration: 15s<br />
Upon breaking or expiring, Fey Warding becomes Fey Blessing, restoring HP over time.<br />
Fey Blessing Regen Potency: 50<br />
Fey Blessing Regen Duration: 12s<br />
<br />
<br />
<br />
Button 15: Tabula Rasa<br />
<br />
Tabula Rasa, 120s, Ability<br />
Grants 3 stacks of Tabula Rasa to self.<br />
Tabula Rasa effect: Enables execution of Aetherflow actions, consuming Tabula Rasa stacks in place of charges.<br />
(Seraphism would be a 'character action skin')<br />
<br />
<br />
<br />
Button 16: Synchronization Tactics<br />
<br />
Synchronization Tactics, 60s, Ability<br />
Orders Lily to execute Synchronization Tactics.<br />
While Lily is Synchronized, she will copy your healing spells with a potency equal to 25% of your own. Lily's Barrier effects are named 'Fey Galvanize', and will not conflict with your own.<br />
While you are Synchronized, your Healing actions have no cast time.<br />
Duration: 20s<br />
<br />
<br />
<br />
Faerie actions (which do not take up a button)<br />
<br />
Embrace<br />
Restores HP to the target, with a potency of 200p.<br />
Prioritizes Main Tanks, Off Tanks, other party members, in that order.<br />
<br />
Fey Resurrection<br />
When an ally is KO'd, Lily automatically starts to cast Fey Resurrection on them. <br />
Fey Resurrection has a 5s Cast Time. Any orders given to Lily will interrupt her, as she prioritizes your orders.<br />
While casting Fey Resurrection, Lily cannot cast Embrace.<br />
<br />
Fey Astra<br />
Removes a cleansable debuff from an ally.<br />
When you cast Adloquium or Succor while targetting an ally, Lily rushes to that ally's position and casts Fey Astra on them. Targeting an enemy is equivalent to targeting yourself.<br />
<br />
<br />
<br />
Miscellanious details/clarifications:<br />
<br />
As a Faerie, Lily is adept at maneuvering through the chaos of battle. She will automatically dart to her target when casting Embrace on them. <br />
If you execute an action while targetting an ally, Lily will dart to that ally's location, and execute orders there if applicable. If an enemy is selected, she will dart back to you, and execute any applicable orders from your own location.<br />
As an example, during Synchronization Tactics, targeting the Main Tank and casting Succor, will have Lily dart to the MT's position, and cast her own copy of 'Fey Succor', at the MT's location instead of from by your side.<br />
<br />
<br />
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------<br />
<br />
<br />
If anyone wants to drop their own 'wishlist' for Evolved SCH in this thread, go for it</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>ForsakenRoe</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/528014-I-hope-that-the-Evolved-SCH-kit-looks-something-like-this</guid>
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		<item>
			<title>Evolved Sage Wishlist</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527840-Evolved-Sage-Wishlist?goto=newpost</link>
			<pubDate>Tue, 28 Apr 2026 00:23:23 GMT</pubDate>
			<description><![CDATA[*_Introduction_* 
As the resident Sage-obsessed asshole who refuses to shut up about the missed opportunity of Sage's job fantasy, and occasionally...]]></description>
			<content:encoded><![CDATA[<div><b><u>Introduction</u></b><br />
As the resident Sage-obsessed asshole who refuses to shut up about the missed opportunity of Sage's job fantasy, and occasionally spends money specifically to <i>not</i> play FFXIV and just beg for Sage changes, I think it'd be remiss of me not to go over what Evolved Sage needs, and also what it explicitly does NOT need.<br />
<br />
<u><b>The Issues</b></u><br />
Let's start by establishing what fails with the current Sage design. First, Sage's playstyle is too similar to Scholar's. Sage was supposed to be a healer who heals through DPS, but every active healing decision a Sage makes has nothing to do with Kardia or DPS, and their most essential healing actions currently are reskins of Indomitability and Sacred Soil. Second, Sage's DPS is as shallow and boring as every other healers'. When Sage was announced, Yoshi P described it as a healer designed to respond to player feedback about wanting more DPS variety. If there was ever a healer to explore having a more involved DPS rotation, it should be Sage especially because it can utilize aspects of a DPS rotation to interact with Kardia.<br />
<br />
<b><u>What Sage Needs</u></b><ul><li>Aetherflow healing needs to go. Addersgall as a resource is fine, but if it stays, it should be spent on actions like Soteria and other ways of augmenting Kardia healing.</li>
<li>More DPS variety with shorter cooldowns. Go all in on the prospect of a healer that feels like a DPS. Give it more attack spells and attack OGCDs. Let DPS fuel Sage's access to more healing resources, and build existing healing resources into effects on certain attacks or as Kardia augments.</li>
<li>Make Sage look cool. This is a healer loosely inspired by a Gundam mech, there is no reason Sage's DPS shouldn't look flashy as hell. I <i>don't</i> want to feel like a laser hair removal specialist cleansing someone's legs of every follicle.</li>
</ul><br />
<b><u>What Sage Does NOT Need</u></b><ul><li>Do NOT remove DPS actions from Sage. Change what certain attacks do, or replace some with new animations if you feel its necessary, but Sage's DPS arsenal is already painfully shallow. We don't need less.</li>
<li>We DON'T need a full DPS refund on every Eukrasian barrier breakage. The last thing I want to see is Sage encouraged to spam barriers all day. I do want every action to serve a purpose, including GCD heals, but the focus of Sage's healing should be on Kardia, not Diagnosis and Prognosis.</li>
<li>Do NOT make the job even easier than it already is. It doesn't have to be this full-on sweaty try-hard healer, but allow us to have something more technical. Reborn Sage will still be there for anyone who wants an easier Sage to play.</li>
</ul><br />
<b><u>Some Less Important Wants and Ideas</u></b><br />
If you plan on removing the cast time from Dosis, I'm actually okay with this, but if so then Sage definitely needs to focus a lot on weaving and double weaving both for healing and DPS. I genuinely think Sage should have an Enshroud, Reawaken, Overcharged type action that gives it a rapid-speed DPS window, because that actually compliments Kardia very well by allowing you to trigger Kardia more rapidly, especially if we add more ways to augment Kardia healing, such as adding more Soteria-like ways of augmenting Kardia. I'd also really like to see a DPS-positive form of Pneuma, and I think you can easily achieve this by making Pneuma itself an attack with no added healing while adding a Eukrasian Pneuma that can be used off-cooldown and retains the existing Pneuma's same potency as Dosis with added AoE healing around you. Please make Addersting more interesting. I don't think Toxikon being an uptime tool is inherently bad, but only being able to generate Addersting from Eukrasian barriers severely limits the mechanic.<br />
<br />
<b><u>Conclusion</u></b><br />
Evolved White Mage does not excite me, nor does it give me confidence that the other healers will turn out better, but honestly, if any healer is going to have a more fun and interesting Evolved mode, I would bet on Sage. I've seen what Mr. Tamaki can do with PVP Sage. The folks here can attest to me glazing the ever loving hell out of PVP Sage to an obnoxious degree, but I do genuinely feel like the effects and cooldowns on Sage's PVP kit are way more interesting and would almost 1:1 translate to PVE very well with only a few exceptions that could be easily adjusted. Whatever happens, this is really the make or break for my interest in Evercold, and I'd love to experience both it and Dawntrail with an Evolved Sage that meets even a quarter of my expectations. My bar isn't as high as I make it sound.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>ty_taurus</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/527840-Evolved-Sage-Wishlist</guid>
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			<title>I really miss the old sound effect and animatiom from earthy star.</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527838-I-really-miss-the-old-sound-effect-and-animatiom-from-earthy-star.?goto=newpost</link>
			<pubDate>Mon, 27 Apr 2026 21:59:00 GMT</pubDate>
			<description><![CDATA[It's been a while since earthly star was updated in terms of it's sound effect and animation, it was updated slightly in EW's launch with no mention...]]></description>
			<content:encoded><![CDATA[<div>It's been a while since earthly star was updated in terms of it's sound effect and animation, it was updated slightly in EW's launch with no mention of it's changes.<br />
<br />
I really do miss that loud oomph sound effect it used to have, it sounds fine now but it doesn't hit the way it used to, I would really love to see this changed back personally.<br />
<br />
I hope i'm not the only one who feels this way!</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>QuviSae</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/527838-I-really-miss-the-old-sound-effect-and-animatiom-from-earthy-star.</guid>
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		<item>
			<title>Evolved White Mage: Fixed</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527804-Evolved-White-Mage-Fixed?goto=newpost</link>
			<pubDate>Mon, 27 Apr 2026 05:00:26 GMT</pubDate>
			<description><![CDATA[White Mage's evolved design has the right idea, but does a very poor job executing on the concept, creating something that lacks skill expression,...]]></description>
			<content:encoded><![CDATA[<div>White Mage's evolved design has the right idea, but does a very poor job executing on the concept, creating something that lacks skill expression, lacks clear and unique perks outside of healing, and will likely feel horrible to play outside of group content. So I wanted to share my take on a revamped version of Evolved White Mage to still capture the idea of a healer who wants to use their GCD for healing, but has more ways to engage with that concept, more ways to engage with downtime, and more clear advantages that will set it apart from the other healers. I've tried to describe only the most important details about the actions below, so not every cast time or MP cost will be listed. Just things that I felt were important to understanding the flow of the job are listed. But first, let me start by explaining the core mechanics of this concept:<br />
<br />
_____<br />
<br />
<b>Sanctity Gauge</b>: White Mage may hold up to 3 stacks of <i>Sanctity</i>. When Sanctity is consumed, a lily will blossom on the healing gauge. Additionally, the Sanctity Gauge will glow when under the effect of <i>Assize</i>.<br />
<br />
<b>Healing Gauge</b>: When casting certain actions, a lily on the healing gauge will automatically be consumed to nourish the blood lily. These actions will be labeled with &quot;(Lily)&quot; after their name.<br />
<br />
___<br />
<br />
With that information in mind, here is the 16 action hotbar that I would create for an Evolved White Mage and what I think would make the White Mage as exciting as the other jobs showcased during the demonstration.<br />
<br />
1. <b>High Cure</b> (Lily) - Restore HP to one ally<br />
&gt; Becomes Afflatus Solace under Assize<br />
<b>Afflatus Solace</b> (Lily) - Restore HP to one ally and grants a regen<br />
<br />
2. <b>Medica III</b> (Lily) - Restore your HP and the HP of nearby allies<br />
&gt; Becomes Afflatus Rapture under Assize<br />
<b>Afflatus Rapture</b> (Lily) - Restore your HP and the HP of nearby allies and grants a regen<br />
<br />
3. <b>Raise</b> - Revive one fallen party member.<br />
<br />
4. <b>Esuna</b> - Remove one negative status from one ally.<br />
&gt; Becomes Esuna III under Assize<br />
<b>Esuna III</b> (Lily) - Remove one negative status from you and nearby allies<br />
<br />
5. <b>Assize</b> - Deal damage to all nearby enemies <br />
&gt; OGCD with a 40 second cooldown<br />
&gt; Restores some MP<br />
&gt; Blossoms a lily on the Healing Gauge<br />
&gt; Augments your next High Cure, Medica III, or Esuna<br />
<br />
6. <b>Aquaveil</b> (Lily) - Reduces damage taken by one ally<br />
&gt; Now a GCD; costs 200 MP<br />
&gt; Grants an MP regen to Disciplines of Magic<br />
&gt; Grants an HP regen to Disciplines of War<br />
<br />
7. <b>Benediction</b> - Restore 100% of one ally's HP<br />
&gt; OGCD with a 120 second cooldown<br />
&gt; Can be cast off cooldown; each cast reduces effectiveness by half (100% &gt; 50% &gt; 25% &gt; 12.5% &gt; etc.). Reduction is reset when the cooldown ends.<br />
<br />
8. <b>Liturgy of the Bell</b> - Blossoms a lilybell that restores HP to nearby party members each time you take damage up to 5 times; can reactivate to detonate remaining stacks.<br />
&gt; OGCD with a 180 second cooldown<br />
<br />
9. <b>Temperance</b> - Reduce damage taken by you and surrounding allies for 10 seconds<br />
&gt; OGCD with a 60 second cooldown<br />
&gt; Increases own movement speed<br />
&gt; Enables one use of Divine Caress within the next 30 seconds<br />
<b>Divine Caress</b> - Restores your HP and the HP of nearby allies (500 potency)<br />
&gt; 100% of overhealing provided by Divine Caress increases each ally's max HP by the same amount for 15 seconds<br />
<br />
10. <b>Aethereal Shift</b> When cast while standing still, grants knockback immunity. When cast while moving, dashes 15 yalms in the current direction.<br />
&gt; OGCD with a 40 second cooldown with 2 charges<br />
<br />
11. <b>Glare III</b> - Deal damage to one enemy with a potency of 250<br />
&gt; 2 second cast time<br />
&gt; Combos into High Glare<br />
&gt; Becomes Afflatus Purgation under Thin Air<br />
<b>High Glare</b> - Deal damage to one enemy and enemies nearby them with a potency of 350<br />
&gt; 2 second cast time<br />
<b>Afflatus Purgation</b> - Deal damage to enemies in a line in front of you with a potency of 550 for the first enemy and 50% less for other enemies<br />
&gt; 2 second cast time<br />
&gt; Enemies hit deal reduced damage for 10 seconds<br />
&gt; Extends the duration of Divine Caress by 5 seconds if active<br />
<br />
12. <b>Dia</b> - Deal damage to one enemy with a potency of 250<br />
&gt; Instant cast, but has a 20 second cooldown on the GCD with 2 charges<br />
&gt; Combos into High Dia<br />
&gt; Becomes Afflatus Sanctuary under Thin Air<br />
<b>High Dia</b> - Deal damage to one enemy and enemies nearby them with a potency of 350<br />
&gt; Instant cast, but has a 20 second cooldown on the GCD with 2 charges<br />
&gt; Inflicts stun for 4 seconds<br />
&gt; Shares a recast timer with Dia<br />
<b>Afflatus Sanctuary</b> - Deal damage to one enemy and enemies nearby them with a potency of 550 for the first enemy and 50% less for other enemies<br />
&gt; Instant cast<br />
&gt; reduces the MP cost and cast time of your next spell to 0<br />
&gt; Does not have a recast time<br />
<br />
13. <b>Holy III</b> - Deal damage to one enemy and enemies nearby them with a potency of 300 for the first enemy and 50% less for other enemies.<br />
&gt; 2 second cast time, but has a 20 second cooldown on the GCD with 2 charges<br />
&gt; Costs 600 MP<br />
&gt; Grants 1 stack of Sanctity<br />
&gt; Holy III can be cast without charges, but the MP cost is doubled and will blossom a lily instead of grant 1 Sanctity<br />
<br />
14. <b>Afflatus Misery</b> - Deal damage to one enemy and enemies nearby them with a potency of 1200 for the first enemy and 75% less for other enemies.<br />
&gt; Instant cast<br />
&gt; Consumes the blood lily<br />
<br />
15. <b>Thin Air</b> - Spends 1 Sanctity to enable the cast of either Afflatus Purgation or Afflatus Sanctuary<br />
&gt; OGCD with a 1 second cooldown<br />
<br />
16. <b>Float</b> (Lily) - Allows you and nearby party members to walk on air for 10 seconds allowing you to walk over pitfalls and avoid damage from hazardous floors or puddles.<br />
&gt; Instant cast, but has a 180 second cooldown on the GCD<br />
&gt; Costs 800 MP<br />
&gt; Additionally extends the duration of all regens granted by you by 15 seconds</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>ty_taurus</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/527804-Evolved-White-Mage-Fixed</guid>
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			<title>Evolved SCH- My biggest Hopes</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527780-Evolved-SCH-My-biggest-Hopes?goto=newpost</link>
			<pubDate>Sun, 26 Apr 2026 16:39:23 GMT</pubDate>
			<description>With Evolved SCH I hope we will be able to summon both Eos and Selene at the time. That would be epic! Maybe even a new faery? That can toss in some...</description>
			<content:encoded><![CDATA[<div>With Evolved SCH I hope we will be able to summon both Eos and Selene at the time. That would be epic! Maybe even a new faery? That can toss in some DPS when no healing is needed? <br />
<br />
Also I’m sure they not gettin’ rid of Seraphism so I hope for a job change skin they allow us to make ourselves look like true fae (Eos/Selene) likeness or Pixie likeness. <br />
<br />
I always thought Seraphism was weird as it made us angel like and using holy magic it looks like and that’s WHM territory. <br />
<br />
So if they don’t change it then I hope we can skin over it at least. I want my fluttering butterfly/pixie wings.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/659-Healer-Roles">Healer Roles</category>
			<dc:creator>SweetPete</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/527780-Evolved-SCH-My-biggest-Hopes</guid>
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