Collective Unconscious
CD reduced to 60s
Stun 4s effect added
Divination
Cd reduced to 120s
Sleeve Draw
Draw 3 different seals in a row effect added
Potencies can be lowered to adjust AST's effectiveness if this deems it to be too powerful.
Printable View
Collective Unconscious
CD reduced to 60s
Stun 4s effect added
Divination
Cd reduced to 120s
Sleeve Draw
Draw 3 different seals in a row effect added
Potencies can be lowered to adjust AST's effectiveness if this deems it to be too powerful.
Mmh this doesn’t make any sense, atm Ast kit lacks of variety and fun, there s no skill, all Ast can buff the same with low effort, we need something to differentiate:
-celestial opposition-potency buffed, now adds 10 sec on buff u got on yourself, 5 secs on buff others got
-divination- lowered to 120 sec duration from 15 sec to 20
-sleeve draw -revamped, now it gives u 3 redraw charges and refresh your draw cooldown
-minor arcana- adds a trait that lowers by 5 sec the cooldown of divination everytime u turn a card into lord or lady
-earthly star-adds a trait that reduced 5% of damages of all the player who stands into the star circle while it charges
-collective unconscious-adds a trait that buffs 5% of dps of all the players who stands under the Dome while its active and the Ast doesn’t move, duration 10 sec
For me Astro is fine, poultry compared to 4.X the problem is it’s heal potency is lackluster, Minor arcana feels absurdly useless, Divination CD is freaking long considering it’s merger effect. Make it Buff friendly for some fun
Divination CD be 120
Minor Arcana should get its old effects back or at least distinct them from the other cards
Card variety needs a rework now that TP is gone, MP card is borderline useless only for Situational moments
Physical-
Balance- Attack boost
Spear- Defense boost
Arrow - Skill/Spell Speed
Ranged-
Bole- Attack boost
Spire- Defense boost
Ewer- Skill/Spell speed
Though card reworks must be used cautiously since for a optimized Divination it could be potentially a chore
Don’t forget heals are trash on AST compared to the other two healers. They have a much better intuitive kit of GCDs and OGCDs. AST has much of nothing and is super ineffective in heal intense situations.
Physical-
Balance- Defense boost
Spear- Attack boost
Arrow - Skill/Spell Speed
Ranged-
Bole- Not sure
Spire- Mp boost( my mana is always gone)
Ewer- Skill/Spell speed
I can heal barely it’s just I can’t do’s because I don’t have time and my mana is gone which means we don’t do’s and instead we buff which means we need our unique cards back right?
if they spent the last 2 years which they said they didn't add a new healer because "balance" you bet they aren't going to fix anything for another 2 years. When I figured out we weren't getting a level 80 Gravja spell I was immediately let down..
They need much stronger healing from what i could tell from a tank perspective.
Healing capabilities are like too different on all healer with whm being the strongest healer, balance is completely off and trash now.
Just thinking about AST the other day, I really don't see why they didn't reach a middle ground with the new and old card system.
Card effect 1. 6% Damage boost, 3% if used on wrong role. Damage taken reduced by 5%.
Card effect 2. 10% Damage boost. 6% if used on wrong role.
Card effect 3. 6% Damage boost. 3% if on wrong role. Heal and MP over time. [50 potency MP, 100 potency heal. ]
Then cater the card system around divination and minor arcana. Balance is still the best dps, but by such a small amount when you can just convert the others into lord/lady anyways. Spend your non balance cards to get your divination seals then draw for balance, but don't feel bad when you don't get it.
Just a fun thought, but being the only class that can restore mp, might be too critical for progression.
Sleeve Draw
Gives you 2 CD free Draws (3 is unnecessary if you’ve just used one, and less Draws to try to weave)
Generates 3 random seals (thus why only 2 Draws are necessary, no matter what seals you get, you only need 2 to fix it)
Reduces the cooldown of Divination by 60s. (adds in a Divination buff via a reduced cooldown, but only from level 70 onwards)
Nocturnal Sect
Reinstate the 15% healing potency buff. It needs more healing power, and the shields are too weak.
Collective Unconscious
Either increase the heal potency to say 80, or extend the duration to 24s.
Celestial Opposition
Either increase the initial cure potency to 200, or reduce the recast to 60s.
I would say buff the potency of one, and alter the duration/recast of the other.
Celestial Intersection
Buff the Regen in noct sect to 120 per tick.
Horoscope
Automatically triggers its heal (whether 100 or 400 potency) when the timer expires.
Gravity
Add a 6s Slow effect. Seeing as we no longer have a stun, some form of cc would be nice.
A lot of their CDs needs to be lowered and some of the heals needs to be buffed. A lot of CD durations simply doesn't make sense, like Collective Unconscious.
It doesn't need massive potency increases, it doesn't need drastic utility buffing, just a lot of QoL atm. It feels like we're just asking for things to go back to the way it was preSHB, where AST and SCH are the kings when it should be evenly balanced between us all.
I dont want to stomp out Scholar or White mage but at the moment sad to say they are stomping all over AST. We got the lowest healing and dps ast are not even on the same playing field as Whm and sch right now. :(
Loads of fun though hitting a tank with Benefic II on a large pull and watching his HP go down instead of up...
After finishing to level all healers to 80 recently I think astrologian isn't as bad as people say. Because of all the negative comments I didn't even want to level it at first but it was surprisingly fun to play. With scholar's damage kit gutted astrologian feels like the most busy healer now thanks to the card system. This being said. What I noticed in comparison to other healers is that I have a harder time to keep the tank alive during big pulls. Especially the healing from the ogcd skills seems lackluster. I have to spam my gcd heal to keep the tank alive. which results in a way lower overall damage than the other two healers. (whm does spam a gcd heal too with afflatus solace but it gives him black lillies to use afflatus misery to compensate the damage loss from using gcd heals)
AST doesn't need higher potency heals. It needs its stun back. The stun is why whm has such a cake walk of a time healing dungeons.
It probably should have higher potencies on damage skills but it's got cards so that's just the sacrifice you make. That sacrifice should at least line up with everyone's buff window, however.
Sleeve Draw needs to change because getting three seals in time for the buff window at the start is too much of a distraction. The change to divination cooldown ensures that seals aren't altogether useless with this change.
No it needssssss higher healing potency, all our OGCDs suck so bad compared to the other too. Essential dignity is sooo bad it can’t even be an emergency heal any more because the tank hp goes down even as you use it cause it’s potency is low and who wants their tank border line dead to use a already weak emergency heal. It needs 3 charges is they refuse to re work it.
We are the only healer that has a huge reliance on GCD heals which are stupid weak and mp consuming cause our kit says gcd heals or bust. Once savage start and we get back to fights where damage is basically being vomited from the boss you will see how absolutely bad AST is in a healing situation.
I am really, really conflicted about AST. I've played and loved it since the very beginning of HW and didn't drop it when it was bad back then. Now it feels even worse and even if I can get over the card system that was butchered severely by SE in my opinion, I still feel weak. I will still level it to 80 but I will probably play Scholar until some fixes are done.
What definitely needs to be done:
- Divination CD lowered and/or duration increased
- Potency increase for both Malefic and Combust (It seriously can't be that AST is doing like, I don't know, 60% of the damage a WHM does. Lower? Sure. But not this low.)
- Potency increase for the heals (I don't mind putting in extra work but I also don't want to feel anxious every pull. Also the hell did they do to Dignity? What a sad little spell it is now.)
- Sleeve Draw rework because it's neither fun nor efficient
Those are my biggest gripes I think. I might get over the cards being washed down now and the silly seal management but they still need to fix some stuff here if they want to keep this system. Afterall, cards are a big part of AST.
Reduce divination's CD to 0 sec., when it was last casted with 3 different seals. I mean, shouldn't we be rewarded for casting it with 3 different seals?
I leveled AST to 80 first... then dropped it and now play whm. I like the class, but it's really far behind right now. I can tell when I am in an 8 man with an AST... their healing lags so much... after spike damage, I can get the group back up... while they just watch. It's sad and not fair at all. Yes, there is the fun star ability that can chunk heal if you time right.... but whm has so many on demand heals- there's really no comparison.
AST is really stressful to play. I mainly play SCH and a bit of WHM for healers and it bothers me that AST only has a couple ogcd heals. Also it feels like the heal potencies are so low, like it even lags behind SCH.
I don't know the comparisons stat-wise, but I do know that diurnal sect is meant to have low potency heals with regens and nocturnal sect is supposed to have higher potency heals + barriers, and that diurnal sect used to be the DPS sect basically but I think that changed along the way. I'd be curious to know if nocturnal heals potency are still on the low side.
Also, I think my heals did lag. Not only that, but so did my rezzes? That was happening to me even before 5.0, but I chalked it up to my net, even though it wasn't always like that. It also bothers me that AST, which was supposed to be the "new" dps heal back when it came out, has lower attack potency (just lower potency in general) in comparison to WHM, which was supposed to be the big heal/not-so-much-DPS healer. I'd expect SCH to have a higher attack potency, but not WHM. SCH should have higher DPS potency/lower reactive heal potency (but ++preventive heal/shields), WHM should have higher heal potency/lower dps potency, AST should fluctuate per sect? It's like tanks. They're meant to be defence heavy, but slower than a DPS to balance them out.
I think the way we could change ast is:
• Increase overall potencies
• Make card system the way it used to be for the most part
• Change Celestial Opposition back to an aoe stun
• I wouldn't mind something like shadowflare
• Add a couple more ogcd heals
• Add some more dps options (like an aoe dot along with combust) so it's not just combust > malefic or gravity x's 9 > repeat
• Give back its time dilation
• Add in a debuff skill like Disable (XIV version lowered enemy's attack potency for X amount of seconds or until it hit if I remember correctly)
• Change divination from +DPS stats to something more akin to +haste or even +defence (would've originally said +parry/dodge because to divine the future is something like clairvoyancey, but apparently those are moot now? Unless I misunderstood the notes a while back)
I think AST is fine having the middle-ground damage out of the healers since it has damage buffs, or else it'll be too good at everything like it was before which wasn't fair; However, it does need a bit of a damage potency buff for sure.
WHM is fine having the highest damage since it doesn't have much but heals and regens which aren't too remarkable compared to shielding/mitigation and damage buffs, and frankly its heals are good enough that I don't think it needs to be any higher. SCH is okay being the lowest in damage since it's at that point where it's becoming good at everything when it has ogcds for days, plenty of healing tools, good raw healing and mitigation. SCH can use something more to its DPS kit though like before. Well, all of the healers do.
Other than that...I agree with everything in just helping AST with healing and buffing.
Just some potency buffs and/or CD reductions are what AST needs IMO.
Make Collective Unconsciousness a 60 second CD with a 100 potency regen.
Reduce the CD of Essential Dignity to 30 seconds.
Reduce the CD of Celetrial Oppression to 90 seconds, increase the upfront heal to 200 with regen to 80 in Diurnal and the shield strength to 200% in Nocturnal. If they want it to remain on a 2 minute CD, reintroduce the stun effect as well.
Just make Horoscope active upon expiration.
Reduce the CD on Divination to 120 seconds.
Have all cards also provide a regen/shield effect on targets, depending on Sect, with Lord/Lady providing a stronger effect.
Doesn't AST have MP issues compared to the other Healers? So wouldn't an MP one be useful? Especially with the MP issues some SCHs and RDMs are experiencing?
On topic: Collective Unconcious is trash garbage and it needs major buffs to warrant having to stand still for the weak heal while SCH and WHM can just toss their's down and go on casting other spells.
Divination either needs a reduction in cooldown or an increase in the potency or duration of the actual effect. Could also drop two of the cards altogether if there is no intention to change what they do, would at least up the odds of completing a row of seals but then unless Divination is changed you just get stuck with them for a long time doing nothing....
I think SCH has less issues with MP, not that it doesn't have any, but it's not as bad as AST and RDM who again for another expac struggle with this and there is no Refresh/Mana Shift allies to assist them.
The problem isn’t the cost so much it’s just the lack of ogcd heals. The reliance on gcd heals eat into our MP quickly where is sch and whm has a plethora of other options that arnt gcd heavy. So the combo of gcd heals and trying to dps causes ast to use lucid on cd lol.
I completely agree here. Hearing a lot of players saying it's garbage and not to play the class in endgame has been a little too black and white for me. I feel they need healing potency increases, but they aren't "unplayable".
Half - if not most - of this thread bring in ideas for improvement, which I agree with, but I simply can't get behind the notion of broken beyond repair and not welcome in the current endgame. Big pulls in dungeons are sketch, but (unpopular requote here) YoshiP did say back in SB times that he and the team aren't really big fans of big pulls, so to them, I don't think they would see AST as a failure in those situations.
Mainly I want to get across that I think AST can make it in current endgame content (I think this way because I've been in multiple fights of normal Eden with two Astro's and we all lived), so those who are saying they don't think they're welcome there, please don't hold back your enjoyment because of over exaggeration.
AST can do all of the current dungeon pulls, wall to wall pulls, even with bad tanks.
What they need isn't the ability to make that happen. They can already make that happen. What they need is to make everything they can do more comfortable.