While the current iteration of AST does require a bit more polish, it is safe to say that AST is currently a competitive force within the healing circle. With that being said, from a design perspective, AST unfortunately needs a significant retooling due to two reasons:
- AST will always be competing with itself. Due to their existing design, AST will always be competing with itself. It will always be Diurnal > Nocturnal or Nocturnal > Diurnal. This makes balancing AST a nightmare and designing any future abilities equally as nightmarish in terms of balancing.
- By design, AST is either a faux-WHM or faux-SCH. If AST were ever to overcome the limitations of either of these classes, there would be a large outcry from the healer population about this. It is difficult for AST to grow and develop if they are constantly being placed in the shadow of their healing compatriots.
What kind retooling? We need to rework and rebuild AST’s identity while maintain some of their core attributes that defined them. As such, I am proposing the following changes in an attempt to bring AST to a different identity that is both unique and competitive in the healing circle.
A lot of the suggestions below are not only my own thoughts, but ideas taken from other posters of the healer forum who have given ideas and suggestions on how to change AST over the course of its inception. Some ideas I shook my head at while others piqued my curiosity.
Here we go:
To Swing a Pendulum - An Astrologian Retooled
The key theme I’ll be attempting to build in this overhaul is using both sects efficiently and effectively while diverging from the fact AST is either faux-WHM or faux-SCH. In order to facilitate this, we’re going to incorporate a sect-dance mechanic into the mix – something on a decent cooldown that Yoshi-P discussed while AST was in early development but was eventually dropped. We can accomplish this via use of what many consider to be a fairly lacklustre ability and modifying it to suit our needs – Celestial Opposition.
Celestial Opposition – Ability
Recast: 30s
Effect: If Nocturnal Sect is active, cancel Nocturnal Sect and activate Diurnal Sect. If Diurnal Sect is active, cancel Diurnal Sect and activate Nocturnal Sect. Restore 2% of own MP.
What better way to signify the changing from the “daylight” sect and the “moonlight” spec than the opposition of Sun and Moon? The 2% MP restore is just a smaller adjustment to (1) encourage sect switching and (2) coincide with other changes that will be listed below.
And with that, we can now begin our retooling process.
The first thing we need to do is give each sect a distinct style that are distinct yet effective. As Diurnal Sect was primarily about healing over time and faster casts via sect bonus, we will maintain a time / patience theme with Diurnal. Likewise, since Nocturnal Sect was about power via healing bonus on sects and instant healing and mitigation via Aspected Benefic, we will maintain a theme of impact / power with Nocturnal Sect.
With that in mind, I will now split up the following sections into Diurnal Sect and Nocturnal Sect and modify specific abilities to suit these themes:
Diurnal Sect
Diurnal Sect - Ability
Increases attack speed by 5% while adding a Regen effect to certain actions.
Cannot be used with Nocturnal Sect.
Shares a recast timer with Nocturnal Sect.
Effect cannot be removed during battle.
Effect ends upon reuse.
Yep, I am removing the persistent buff on Diurnal. The goal is to remove the passive sect bonus and instead focus more on the tools and how they are affected by the individual Sects.
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Aspected Benefic - Spell
MP: 707
Cure Potency: 190
Regen Cure Potency: 140 Duration: 18s
No change here, it’s a very good HoT and I have no intention to change it. Listing this here to indicate that it is affected by a Sect bonus.
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Enhanced Benefic - Trait
Grants a 15% chance that your next Benefic II will have no cast time.
Adds a healing over time effect to target
Cure Potency: 50 Duration: 12s
A small HoT effect tacked onto Enhanced Benefic to make it more appealing to use and fit with the “time” theme.
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Aspected Helios - Magic Ability
Range 0y Radius 15y
Recast: 60s
Reset the recast time of Aspected Helios when Celestial Opposition is used.
Cure Potency: 150
Additional Effect: Extend the duration of all beneficial Astrologian effects you cast on self and party members by 5 seconds
A fairly substantial change here. Converting Aspected Helios into an ability that assists in extending buffs and providing a small heal fits well with the theme. The goal is to make one use of Aspect Helios with each Sect change and should be used in a fairly liberal way to augment the AST’s HoT and buffing game.
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Enhanced Disable - Trait
Reduces Recast of Disable by 30s
A simple change. Allow Disable to be used more often in Diurnal to fit with a “time” theme.
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Time Dilation - Ability
Recast: 90s
Extends the duration of beneficial effects you cast on a target by 15 seconds.
No change here, though there will be a change in Nocturnal that is specific to Time Dilation. Again, listing this here to indicate that it is affected by Sect.
Nocturnal Sect
Nocturnal Sect - Ability
Increases healing magic potency by 5% while adding a damage nullifying barrier to certain actions.
Cannot be used with Diurnal Sect.
Shares a recast timer with Diurnal Sect.
Effect cannot be removed during battle.
Effect ends upon reuse.
Once again, removing the persistent sect bonus and focussing more on the toolkit and abilities it provides. For Nocturnal Sect the goal isn’t about mitigation anymore as we’re not trying to make a faux-SCH; it’s now about direct impact healing.
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Aspected Benefic - Spell
MP: 707
Cure Potency: 450
Instant, slightly more powerful Benefic at the cost of terrible potency/MP efficiency. Designed to provide instant healing if required either as a “o snap” or to stack to heals fast.
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Enhanced Benefic - Trait
Grants a 15% chance that your next Benefic II will have no cast time.
Resets the recast time of Draw
Due note that Draw is reset when Benefic II is cast while the trait is active. This is to prevent massive Draw reshuffle abuse or to encourage a risk/reward factor by spamming Benefic for a proc. Also, the implication of this particular change will become more apparent later.
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Aspected Helios - Magic Ability
Range 0y Radius 15y
Recast: 60s
Reset the recast time of Aspected Helios when Celestial Opposition is used.
Cure Potency: 300
Like in the Diurnal section, keeping it as an ability to be used quite liberally. A simple instant-Helios button to be used on command. Nothing special or serious.
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Enhanced Disable - Trait
Increases Disable damage reduction to 10%.
Keeping the same thing as it was before. Just slotting this here to show that it’s affected by Sects.
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Time Dilation - Ability
Recast: 90s
Extends the duration of beneficial effects you cast on a target by 5 seconds. Any card effect you cast that was extended by Time Dilation has its potency increased by 150%.
Continuing with the theme of impact / power, making card buffs much more potent and yes, does stack with Enhance with Royal Road. It’s gonna get a little crazy with some buffs but I don’t think it’ll be completely over the top either.
Cards
Finally, to both make a suitable theme for our Sect division above we will be splitting the six cards into two sections of three and have it so each Sect has access to those three cards that are suitable for their theme. This has a double benefit of reducing RNGesus effects as the potential pool is now half the size. I have also modified a few of the effects to suit the theme a bit more and adjusted Royal Road so that there’s an Extend, Enhance, and Expand effect per Sect.
Royal Road - Ability
Return the currently drawn arcanum back to your deck to enhance the effect of the next card.
Bole Spire and Balance: 150% potency
Arrow and Spear: Doubled duration
Ewer and Spire Bole: 50% potency, extends effect to nearby targets
Diurnal Sect Cards
Ewer - Ability
Increases HP recovery via healing over time magic by 20% for a party member or self.
Duration: 15s
We adjust Ewer to be more HoT friendly. Bear in mind that this does effect all HoT spells so there are times where a WHM and SCH will be able to make use of this too.
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Spear - Ability
Reduces the next ability recast time for a party member or self by 20% when ability is activated. Consumes a Spear Reduction stack.
Additional Effect: Spear Reduction II Duration: Infinite
Basically, instead of making Spear timing based, we make it so it provides the target with a permanent buff that is consumed each time an ability is activated. Once activated, that ability will have its recast reduced by 20%. Stack lasts for an indefinite amount of time or until overridden with another card buff. This makes Spear much more controllable in some respects.
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Spire - Ability
Refreshes TP of a party member or self.
Refreshes MP of a party member or self.
Potency: 30 Duration: 15s
As many have suggested in the past, combine both Spire and Ewer effect into a single card for omni-purposes restoration on a single target. Fits well with the restoration over time theme that Diurnal encompasses.
Nocturnal Sect Cards
Arrow - Ability
Increases attack speed for a party member or self by 10%.
Duration: 30s
Balance - Ability
Increases damage dealt by a party member or self by 10%.
Duration: 30s
Bole - Ability
Reduces damage taken by a party member or self by 10%.
Duration: 30s
No change in any of these. Due take into account that with these proposed changes, every time you use Benefic II with the Enhanced trait active it’ll reset Draw recast. That means there is potential to get a few chains of heavy party augmentation via MP burn if required. Again, the goal of the change with Enhanced Benefic in Nocturnal is to encourage some risk versus reward and try to push cards that directly influence the fight.
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Here is the list of spells that are minorly changed under my proposed retooling:
Benefic - Spell
MP: 442
Benefic II - Spell
MP: 884
Helios - Spell
MP: 1238
There’s no point in keeping AST’s lower MP costs on spells if we’re retooling the entire kit. The only reason it existed in the first place, in my opinion, is because AST potencies were weaker than normal. Since this is no longer the case, we might as well revert these spells to their “base” value too.
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Here is the list of spells and abilities that won’t be changed under my proposed retooling:
- Ascend & Enhanced Ascension
- Collective Unconscious
- Combust
- Combust II
- Disable
- Draw
- Essential Dignity & Enhanced Essential Dignity
- Exalted Detriment
- Gravity
- Light Speed
- Luminiferous Aether & Enhanced Luminiferous Aether
- Malefic
- Malefic II
- Shuffle
- Spread
- Stella
- Synastry
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And that is the end of my AST retooling. Again, to reiterate the goal is to change AST and provide it a unique identity and shift it away from being a faux-WHM or faux-SCH. This will allow AST to be balanced and developed for future patches without stepping on the toes of their existing healing brethren.
To incorporate this change, we will be providing a sect change mechanic and a theme for each sect. Diurnal is for patience / time and Nocturnal is for power / impact. Sect bonuses were removed and many more of the spells and abilities in the AST toolkit were modified to suit these changes and encourage Sect dancing. My overarching goal was to provide a new healer identity that was fairly technical to play and encourage heavy foresight and planning and less about tactics that is SCH and raw power healing that is WHM.
I appreciate any comments made for this proposal. Thank you for reading.