They could make it halve the cast time and GCD associated with it so it's an actual increase in healing over time.
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I'm curious, but what would happen if they just implemented the ability to stance dance in battle with Sects?
As it currently is the problem is they compete with the other two jobs, would this not remove that?
A healer that could cast regens, then swap to mitigate? This would essentially give more healing potential in Nocturnal, and more damage potential in Diurnal Sect too.
This would change AST from a pure healer in Diurnal that is weaker than WHM, and a mitigation healer in Nocturnal that is weaker than SCH, into more of a supportive and adaptive healer. We need to remember that WHM is still the indisputable champion of healing, whilst SCH is the indisputable champion of mitigation, so why not go for a job that can do both reasonably well whilst providing interesting support?
This change would make it a jack-of-all-trades, master of none kind of thing with a unique twist.
Edit; AND increase AOE heal range. >.<
No this would not fix this, the major problem with AST is a combination of 2 things. First is the lack of healing throughput CDs, AST has no way to "catch up" of things go south and very little in the way of burst healing aside from Swiftcast and ED. Second, the buffs they provide in the form of cards, don't make any meaningful difference in their current iteration. There is little to no impact from having used the core job ability. All stance dancing would do is make us run out of mp faster because we would want to use Aspected Benefict more, and at the current potencies, it is not very efficient. The stances were made so that we could fit into any group and not get excluded the WHM/WHM and SCH/SCH pairings used to.
It wouldn't really increase throughput if they could stance dance but it would allow the AST to keep their HOTS along with their mitigation; its similar to a SCH with eos. For example, if the WHM+AST combo is a thing inside... say A3S. The AST in Diurnal Sect cannot mitigate much damage during the phase where Cascade is a thing. It's like 18k HP unmitigated and immediately after doing it, he begins doing splash for more raid wide AoE Damage. Recovery time is pretty strict if no one dies. If he decides to go Noct Sect for A3S he is giving up a lot of curing power to be able to mitigate tethers in the tornado phase and cascade.
Stance dancing would allow that versatility when paired with a WHM. With a SCH, it's pretty much moot unless Collective Unconscious (Noct) and Sacred Soil stack.
This idea for Stella is an interesting one and something I hadn't considered. Since you learn Stella at level 22 it would start out working only with Combust which would keep it's power at a reasonable level for low level content, but then by level 46 its effectiveness passively increases to a substantial level. It would address a couple issues that I have with one being the lack of any AoE for level 50 content and also the lack of an MP efficient form of AoE damage. I do think it's a fun idea, but unfortunately it also sounds too good. While this version of Stella would be weaker than Bane and their "Holy" lacks utility, it's still quite a bit of power for a job that can also exponentially increase the output of one or more DPS using an AoE attack.
With that said, I do still think Stella should function as an AoE offensive spell. An idea I present earlier would be for it to work more or less like the Astrologian version of Shadow Flair. (The Heavy effect would be removed and given to Malefic, thus giving that spell a specific niche use after learning Malefic II.)
Stella - Deals unaspected damage with a potency of 50 to target and nearby enemies. Additional Effect: Unaspected damage over time w/ 20 Potency/30s Duration & Slow +5%
I know boosting the AoE damage of Astrologian is nowhere near the top of the of the priority list (and really this is less about boosting power and more about MP efficiency) but considering this is a wish list topic it is the kind of change that I wish will happen somewhere down the line.
I really like the Stella AoE spread thing. Also, mana yes please. I really hate the fact that I can't really do all that much damage without running into severe mana issues VERY quickly...
It kinda sucks going from SCH where I sit around in cleric for extended period of times and just goes out of it with barely any mana lost. But when I do the same on AST, I am at like 40-50%.
The AoE Combust from Stella sounds neat too. Stella looks really cool, it's one of the spells that stood out to me in the trailer ( I expected it to look larger tho, was a little disappointed. It looks WAY bigger in the trailer from what I remember. )...
It just sits there on my bar, begging to be used :((((.
Play PVP and you will use Stella constantly. I see you, SMNs, thinking your Sprint will save you...mwahahaha.
The problem is, that versatility still really doesn't offer anything. For the ability to swap between a terrible single target HoT and an okay (but not quite as good as Medica II due to range issues) AoE HoT, you are still giving up Divine Seal, Presence of Mind (well, mostly, cards can cover for this RNG pending), Assize, Asylum, Fairy, Lustrate, Indomitable, Deployment Tactics just for the ability to....be able to cast weak HoTs or weaker bubbles?
As long as the AST is a "versatile" healer that is constantly pretending to be a WHM or SCH due to the stances, the class will always be in a constant state of flux where it ranges from being base overpowered compared to either/both other healers, or underpowered. The very first thing anyone should consider when thinking of fixing the AST is to first delete the 2 stances and turn them into (potentially mutually exclusive) cooldowns. The versatility of the class can be designed directly into the cards, as well, by simply changing the cards to have both offensive and defensive/utility power in each one.
I'd go a step further and completely redesign Synastry as the class mechanic by turning it into Beacon of Light, as I've stated in other threads. Beacon of Light is basically what Synastry is now, but is permanently up and reduces the mana cost of heals that target the Beacon target (and +10% healing apparently now as well). This would make the class a bit better at lightly healing the main tank while healing the group as well, makes the class good at healing the Syn target, and with 2 more buttons to push from not having terrible stances, the class would have the cooldowns it desperately needs to complement the completely RNG but more versatile/useful cards.
If you change RR to be a random mechanic chosen when you draw a card, and then make Shuffle/RR mutually exclusive that rerolls one or the other, and you no longer have to think about sacrificing cards to RR for greater benefit, but you still preserve the randomness of the class.
That's it, done. Alter the potencies as required for balance, but you now have:
- A versatile healer that
- Is its own healer apart from the others who
- Specializes in group utility as opposed to strict brute force healing or smart-cast healing with strong DPS.
This solves the greatest problem the AST has: As long as it has stances, even with the ability to stance swap, it will always be directly compared to the WHM/SCH.
If you kill the stances and design the class with a specific role in mind that is apart from the WHM/SCH, it can stand on its own, and suddenly becomes a choice instead of being strictly inferior or superior.
Though this doesn't do anything for CO/CU, those abilities just flat out need to be reworked as it is, with the goal for CU being: It must be so powerful that it is always the best ability to use for every GCD between start and end (unless something unrelated to its power forced you to stop channeling it) while CO needs to be something worthy of a 150s cooldown, which it just flat out isn't right now.
Personally, I'd start with combining CU's 2 effects into 1 (10% damage reduction and 200 health per tic), others have suggested shields and the like. For CO, I'd make it work like a group-wide Synastry, possibly at full potency, and make it insanely strong for group healing, but on a long, prohibitive cooldown.