So, I've seen quite a few threads on here talking about buffing the Astrologian job via buffs to their healing potency, or buffs to the effect on their cards. While I understand the concerns that people have, I think that buffing AST's healing potencies will remove the challenging aspect of their core play that I love, and I think that buffing their cards has too much potential to completely sway an encounter, simply because for every bout of bad RNG you have with them, another player elsewhere has a bout of ridiculously GOOD RNG, and 6 instead of half a dozen isn't really any better, frankly.
I posted this in another thread, but it was admittedly a bit off-topic, and counter to the thread creator's intention, so I figured I'd repost it here to see if anyone else had similar thoughts. I've also added some things that I hadn't thought of before when I originally replied to the thread.
So, here's the thing: potency increases aren't going to cut it. Mitigation of RNG needs to be put in effect to NOT ONLY reduce the likelihood of Drawing 4 Spires in a row in a caster-heavy group, but also to mitigate the possibility of drawing 4 BALANCES in a row, too. This is why "stronger card buffs" won't work - there's a possibility that you could Draw 4 Balances in a row, and if the potency is upped to 25% damage up that's just insane. Rather than giving the cards more "oomph", as some people have put it, there simply needs to be a stopgap in place so there is some measure of reliability.
My suggestions:
-Give each card an "internal timer" of 89 seconds. If a card is Drawn from your deck, it cannot be drawn again for another 89 seconds. Assuming both "perfect" and "worst" card use, this will essentially mean that the same card cannot be Drawn twice in a row, but CAN be pulled from the deck again on a third Draw.
What this will do: It will ensure that if you Shuffle a card, Royal Road it, or manually discard it by right-clicking off the Draw buff, that you cannot Draw it again immediately thereafter. It would not affect USAGE of said card, so that if you Royal Roaded a Bole card you could still use Bole if you had one in your Spread. This would prevent multiple Spire/Ewers/Spears, but would also prevent multiple Arrows/Balances as well, making this change more of a QoL sidegrade than a buff.
-Retain the original potency of the cards when their effects are expanded under Royal Road. The fact that it doesn't is frankly a little silly.
What this will do: It's pretty obvious...this is a buff intended to make the "optimal combination" of Expanded Royal Road and Balance a little less lulzy.
-Combine certain cards into the same effect. Notably, combine Ewer and Spire into a flat TP/MP reduction (NO regens; we are intended to supplement MCH/BRD, not replace them), and Bole and Spear into a damage taken and CD reduction. Leave Arrow and Balance separate, for a total of 4 possible cards you can Draw, rather than 6. Redo the Royal Road effects such that the damage reduction/CD reduction card offers Extended Royal Road, the TP/MP reduction card offers Enhanced Royal Road, and both Balance and Arrow separately will offer Expanded Royal Road.
What this will do: You will almost guaranteed have to Spread Balance for the AOE effect, as under my proposed Draw internal card timer it will be impossible to Draw twice in a row for the Expanded Balance effect. However, you could still try to sacrifice Arrow for the Expanded effect, then hope for a Balance on your next turn, or vice-versa if you wanted the AOE attack speed increase. Also, Bole could be used for tank busters, or it could be used on DPS to shorten their CDs...it would give AST more flexibility with their card usage while reducing the odds of Drawing something you don't want. In addition, this change would give you 50% odds of Drawing a straight DPS increase, rather than the 33% we have currently. It will also allow for more involvement with Spread, as you will be forced to decide whether you want to AOE a CD reduction/defense up card, extend an MP/TP reduction, or enhance a defense up/CD reduction card. A CONCERN: with no more halved potencies from AOE RR, that the Expanded effect will be the only one used more often than not. Fine-tuning needed.
-Give us a 30% spell-based HP restoration increase move on a 120 second CD. This is the halfway mark for CDs between Divine Seal and Fey Illumination, and this would fit in nicely with AST's current purported role. This would also make it so that the move won't ALWAYS be up with Lightspeed, which has a 90-second CD.
What this will do: give us more clutch healing options for "oh shit" moments, and can be used in conjunction with Lightspeed to offset the potency loss (on healing spells, at least...gg still on those fast-cast Gravities). Since all heals cast under these effects still cost the same amount of MP, it's unlikely that this will be "spammed" as part of AST's regular toolkit, but will provide much-needed recovery power for when encounters go south.
-Either remove the movement/cast restriction on Collective Unconscious, or adjust the skill effect so that the reward is worth the high risk. Under Diurnal Sect, the regen effect is quite powerful, and has a niche use in pre-recovering the party right before a big boss AOE if the boss is currently immobile/untargetable, but under Nocturnal Sect it's basically a Sacred Soil that leaves you unable to move or cast during its duration. A current workaround is to simply do your mitigation prep first, pop the skill, then cancel it immediately after, but it seems like such a waste to do so. Rather than buffing or tweaking the ability, I'd rather it just be a bubble centered around you, with the freedom to move and cast while it's up.
What this would do: It would still be a bit situational to use (can you imagine rushing in to pop your bubble over the tank during a tank buster? lol), but it would at least make the effect SOMEWHAT comparable to Sacred Soil, especially since CU has a longer effect. Under Diurnal it would be quite interesting, as you could move the regen effect to people who need it, then possibly move it to other party members who need it after the original group is topped off. (Might be a little too OP? Certainly funny to imagine, though.)
-Celestial Opposition needs a better effect. A stun that won't work on most serious end-game raid bosses, and a 5-second card buff extender with a ridiculously short range? At LEAST attach a moderate damage effect to it (WHM get Fluid Aura every 30 seconds for no MP and completely off the GCD; I don't see why we can't get a small oGCD no-MP-cost DPS move too), and increase the range on the card buff extension. Also, FIX THE BUG WITH THE FOOD BUFF ALREADY!
What this would do: I actually think the 5 second AOE buff extender isn't bad (and would work pretty well under the changes I proposed to Expanded Royal Road), it just needs a larger increase to its radius so that you don't have to holler at people to come hug the boss every time you want to use it. I'm on the fence about extending the card buffs by 10 seconds...it seems a little OP, but the odds of having Expanded Royal Road up when you have Celestial Opposition off CD aren't THAT high, and it IS supposed to be our "god-mode" level 60 skill.
-Either shorten the CD on Luminiferious Aether, or make it a flat %-based MP restoration like Aetherflow/Assize. All potency-based MP refreshes scale like CRAP with gear, and Astrologian will be no exception. The potency refresh scales off of your BASE MP, which doesn't seem like a big deal now, but will be a HUGE deal as our ilevels increase and we gain an extra 5k MP (or whatever arbitrary value) off of gear.
What this would do: The CD is still 120 seconds, so a 20% flat MP restoration doesn't seem too broken, and reduces AST's reliability on MCHs or BRDs. SCH has a 20% MP restoration on a 60-second cooldown, and WHM has a 10% MP restoration on a 90-second cooldown (plus the refresh they get every 120 seconds from Shroud of Saints, too...). I hardly think it would be "broken" to let AST have a 20% MP restoration every 2 minutes, even IF their heals are more MP-friendly than SCH or WHM. MP restores that operate off our noob base piety are bad, mmmmkay?
These are the changes I've been pondering... I think "flat buffs because RNG sucks" is a solution with too much potential to swing the scales in the OPPOSITE way. I'd much rather reduce/mitigate the RNG of the buffs themselves through both a reduction of the sheer NUMBER of cards you can possibly Draw, as well as the ELIMINATION of getting the same card multiple times in a row.
tl;dr: 30% healing potency up "oh shit button" on reasonable CD, reduce cards from 6 to 4 so that the chance of drawing the one you "want" is 25% instead of 17%, tweak some of our post-50 skills to make them a little less WTF-worthy, and make it so that you can't draw the same card twice in a row for less rage-inducing Spire/Spear/Ewer chains.
Thoughts? I tried to draft a workaround for the buffs that wasn't just MOAR POWAHHHH, since as I said, under a bout of good RNG that would be just as broken as under a bout of bad RNG. I feel like, as an Astrologian, that I want more CONTROL over my destiny, not the ability to simply wish for more "drastic" outcomes.