Astrologian have a lot of potential, but we cannot possibly compete with our fellow healers unless we get some adjustments. We don't need game breaking changes or anything like that, but we do need a way to entice people to bring a AST for the second healer spot.
Here are adjustments I think would be beneficial to the job.
1. Nocturnal Sect:
Increases healing magic potency by 5% while adding a Fortification effect to certain actions. Effect ends upon reuse. Fortification is an enhancement which creates a barrier that builds up overtime. Unlike the regular shield you don’t get the full effect at once instead it works similar to regen in that the shield is reapplied with each tick. However, unlike regen this “Shield” gets stronger overtime so if you avoid a hit, or are out of combat the shield potency goes up to the maximum buildup potency. Since this isn’t a basic shield it stacks with the regular shields from scholar.
i. Aspected benefic: Shield Potency - > 50/Tick | Maximum Buildup - > 300 | Duration 18s
ii. Aspected Helios: Shield Potency - > 25/Tick | Maximum Buildup - > 150 | Duration 18s
2. Synastry:
I feel that this ability has much potential, but my biggest problem with this skill is that it’s on a long recast timer which is absurd when you consider how underpowered we are compared to the other healers , and Scholars have a fairy up almost 100% of the time which is basically the same thing as Synastry. So if we can’t keep this ability up full-time at-least allow us to keep this ability up most of the time. It’s not overpowered because the scholar has the fairy. And the white mage has the best recovery tools in the game making them unmatchable in burst/AOE healing.
i. New Recast (45s)
3. Lightspeed/Collective Unconscious:
I absolutely love Lightspeed this ability is really fun to use, and it fits in perfectly with the theme of the job; however that doesn’t necessarily mean this ability is good, sure it’s good for saving the MP cost of one spell; however, it should also eliminate the GCD of the spells to make it a great emergency tool which is one of the main things that the job currently lacks. Now I know if the GCD is removed you might be able to cast around 8-10 spells; however, these spells aren’t MP free so there is still a limitation to this ability, and since most emergency heals are MP free this one is still not as optimal as the white mage or scholar emergency tools. As for Collective Unconscious I think that if they are 100% set in keeping it as is to at least make it useful for the cards. (The reduce duration is for it to not be overpower)
i. Lightspeed Additional Effect: Removes the GCD from all spells.
ii.Increase Noctural Collective Unconscious to 15% damage reduction
iii.While in Collective Unconscious anyone within the aura retains their card enhancement until the aura expires or they exit the aura. (Reduce Duration: 12s)
4. Offensive tools:
While the Astrologian is a healing job and the offensive tools shouldn’t be something that receives too much attention I feel that the job needs some adjustments in this department because unlike our peers we have very little additional effects making many of our spells useless. Sure we have a damage overtime but so do the other two healers, and they have their own debuffs.
i. Malefic II: Additional effect = Slow
ii. Stella: Additional effect = Stop (Similar to stun/petrify)
iii. Combust II: Additional effect = Combustion (Causes damage to all nearby enemies every tick, the spread damage is 50% of the potency)
iv. Gravity: Additional effect = Heavy
5. Cards:
I feel that the cards are almost in their right place ever since we got our hotfix; however, I feel some small adjustments are still needed, and perhaps some new abilities to give us more enhancements when we don't actually use the cards.
i. The Ewer: Merge the current Spire effect into this card making it useful for any party composition.
ii. The Spire (New Effect): Increases the healing potency of recovery spells/skills used on the target by 10%.
iii. Royal Road: Additional Effect = Decreases the recast of the next "Draw" to 15s
iv. Shuffle: Additional Effect = Cannot redraw same card
v. Discard (New Ability): Gets rid of the drawn card but provides a "Fast Cast" effect making your next spell instant Cast; also lowers the recast of your next "Draw" to 15s. (60s recast)
vi. Celestial Opposition (New Effect): Transforms the next card used into a negative effect. (The effect is the negative effect of the card and its enhanced by royal road effects) (Example: Using Celestial Opposition then bole would give defense down to the enemy. (New Recast: 1Min)
6. Miscellaneous:
i. Allow Astrologians to hold cards until used (No Timer). (To hold your card during mechanics or not stress while healing is necessary and you drew a card.)
ii. When more than one Astrologian is in the party do not overwrite their cards instead allow us to apply both cards to the target (party). (However using the same card will still reset the card)
iii. Fix the spear card so it could function on skills already on cooldown.