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  1. #1
    Player
    DarkmoonVael's Avatar
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    Darkmoon Vael
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    Cerberus
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    Astrologian Lv 60
    Diurnal is best for solo healing. Synestry+three regens+time dilation is better than anything in nocturnal sect can do. If you do that in an ex roulette, you wont have to heal for 30 secs at least and can just gravity spam.

    Quote Originally Posted by BrielleBeaudonet View Post
    FWIW, I recently picked up AST and leveled it to 60, learning some of these things along the way.

    Spell speed boost from Diurnal is VERY noticeable, and in general, I feel like I get a lot more mileage from the Regen effects than the Nocturnal shields.

    By the way, there's a cool trick I picked up in this very forum that can be used at Level 60 to completely trivialize dungeon healing. It helped me realize AST's identity as the "regen healer," next to WHM's "burst healer" and SCH's "shield healer. Give it a try once you've unlocked the relevant abilities!

    It looks something like: Collective Unconscious -> Synastry -> Aspected Benefic -> Lightspeed -> Aspected Helios -> Time Dilation -> Celestial Opposition

    That might not make sense to you quite yet, but with this sequence, you can give the tank 3 suped-up Regen effects ticking simultaneously for 20 to 40 seconds each. You can then switch to Cleric Stance and DPS for days. You could also slide in a card, like Expanded Balance, before Time Dilation to give a damage boost to the whole party and just completely wreck dungeon pulls.

    I haven't used my AST much in harder lvl 60 content, but I imagine this would be pretty wasteful in that setting.
    There is a better way

    Synastry>A.Benefic>Swiftcast>A.Helios>Collective Unconcious>Time Dilation>Cleric Stance>Gravity.

    If Wheel of Fate (from CU) takes too long to get up with this method, you also add in an extra A.Benefic before time dilation.

    You then use Lum.Aether and Celestial Opposition after you have done a few gravities to keep dps going and extend the HoTs.
    (3)
    Last edited by DarkmoonVael; 04-05-2016 at 01:41 AM.

  2. #2
    Player
    BrielleBeaudonet's Avatar
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    Brielle Beaudonet
    World
    Leviathan
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    Marauder Lv 60
    Quote Originally Posted by DarkmoonVael View Post
    There is a better way

    Synastry>A.Benefic>Swiftcast>A.Helios>Collective Unconcious>Time Dilation>Cleric Stance>Gravity.

    If Wheel of Fate (from CU) takes too long to get up with this method, you also add in an extra A.Benefic before time dilation.

    You then use Lum.Aether and Celestial Opposition after you have done a few gravities to keep dps going and extend the HoTs.
    I don't want to derail this thread too much, but I have to ask: What's the benefit of using CU later in the sequence? I thought that Wheel of Fortune doesn't benefit from Synastry; that's why I was starting the sequence with CU.

    I assume Swiftcast instead of Lightspeed is so that you don't suffer the DPS penalty on your first few Gravities? And, for that matter, are you saving Celestial Opposition for a little later just to get a quicker start on spamming Gravity?
    (0)

  3. #3
    Player
    DarkmoonVael's Avatar
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    Darkmoon Vael
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    Cerberus
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    Astrologian Lv 60
    Quote Originally Posted by BrielleBeaudonet View Post
    I don't want to derail this thread too much, but I have to ask: What's the benefit of using CU later in the sequence? I thought that Wheel of Fortune doesn't benefit from Synastry; that's why I was starting the sequence with CU.

    I assume Swiftcast instead of Lightspeed is so that you don't suffer the DPS penalty on your first few Gravities? And, for that matter, are you saving Celestial Opposition for a little later just to get a quicker start on spamming Gravity?
    The use of swiftcast for A.Helios>CU means you use only one gcd to get 2 HoTs up. You are right about synastry and CU. If you use CU at the start it falls of quicker, so doing it this way means that you tend to have 28-30 secs of it when starting to dps, rather than having lost 2-3GCD of ticks from it

    Lightspeed is not used as it would still be active when you start dpsing, meaning at least one gravity is at 75% effectiveness.

    Saving LA and CO for use whilst gravity spamming means you get the mana back whilst dpsing and the mobs are stunned for one tick of HoTs helping the tank recover health.
    (1)

  4. #4
    Player
    Lyrica_Ashtine's Avatar
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    Dec 2013
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    Character
    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    Light speed, while it's much better off used for healing rather than damage or for mobility purposes, doesn't change the potency/mp ratio when it's used for offensive spells. It's nowhere as GCD efficient, however. But casting heals or stoneskins for no reason while light speed is up isn't very efficient either. Gravity is also a bit of a special cookie, as it has a 3 second cast time and each GCD would be 3 seconds. Under the effect of light speed the GCD would be 2,5 seconds. On 10 targets the potency/second would be 607 and 546 respectively.

    Here is a reminder, as there are people out there who somehow blur out certain portions of the text and read what they want to read: I am not claiming that casting damage spells with light speed is more efficient. But it sure beats sitting there doing either:
    1) Unnecessary healing with the mindset that DPSing with Light Speed on is a waste of time
    2) Idling with the mindset that DPSing with Light Speed on is a waste of time
    (0)

  5. #5
    Player
    BrielleBeaudonet's Avatar
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    Brielle Beaudonet
    World
    Leviathan
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    Marauder Lv 60
    Quote Originally Posted by DarkmoonVael View Post
    The use of swiftcast for A.Helios>CU means you use only one gcd to get 2 HoTs up. You are right about synastry and CU. If you use CU at the start it falls of quicker, so doing it this way means that you tend to have 28-30 secs of it when starting to dps, rather than having lost 2-3GCD of ticks from it

    Lightspeed is not used as it would still be active when you start dpsing, meaning at least one gravity is at 75% effectiveness.

    Saving LA and CO for use whilst gravity spamming means you get the mana back whilst dpsing and the mobs are stunned for one tick of HoTs helping the tank recover health.
    Perfectly explained, thank you!
    (0)

  6. #6
    Player
    Krissey's Avatar
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    Character
    Krissey Cakes
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    Mateus
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    Ninja Lv 60
    Quote Originally Posted by DarkmoonVael View Post
    Diurnal is best for solo healing. Synestry+three regens+time dilation is better than anything in nocturnal sect can do. If you do that in an ex roulette, you wont have to heal for 30 secs at least and can just gravity spam.

    There is a better way

    Synastry>A.Benefic>Swiftcast>A.Helios>Collective Unconcious>Time Dilation>Cleric Stance>Gravity.

    If Wheel of Fate (from CU) takes too long to get up with this method, you also add in an extra A.Benefic before time dilation.

    You then use Lum.Aether and Celestial Opposition after you have done a few gravities to keep dps going and extend the HoTs.
    A few questions: 1) Where is the third regen effect coming from? Aspected Benefic is 1, Aspected Helios is 2...where's the third? 2) Who do I cast all this stuff on? Myself? Synastry basically copies my spells onto the target right? So I target the tank then do it all on myself and it'll copy over to them?
    (0)

  7. #7
    Player
    DarkmoonVael's Avatar
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    Darkmoon Vael
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    Cerberus
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    Astrologian Lv 60
    Quote Originally Posted by Krissey View Post
    A few questions: 1) Where is the third regen effect coming from? Aspected Benefic is 1, Aspected Helios is 2...where's the third? 2) Who do I cast all this stuff on? Myself? Synastry basically copies my spells onto the target right? So I target the tank then do it all on myself and it'll copy over to them?
    Third regen is from collective unconcious and is called wheel of fate.

    Synastry is on the tank. What synastry does is incrases your healing potency by 20% whilst active and whenever you cast a single target healing spell whilst it is up, it will heal the synastry target for 40% of that single target heal as well. Sadly only the +20% healing potency works for HoTs.

    You cast all this stuff on the tank.
    (0)

  8. #8
    Player
    Krissey's Avatar
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    Krissey Cakes
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    Mateus
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    Ninja Lv 60
    Quote Originally Posted by DarkmoonVael View Post
    Third regen is from collective unconcious and is called wheel of fate.

    Synastry is on the tank. What synastry does is incrases your healing potency by 20% whilst active and whenever you cast a single target healing spell whilst it is up, it will heal the synastry target for 40% of that single target heal as well. Sadly only the +20% healing potency works for HoTs.

    You cast all this stuff on the tank.
    For some reason I thought it worked like World of Warcraft's Paladin Beacon which would basically copy spells you put on others. Put it on the tank then raid heal everyone else and the tank gets those heals the whole time also. It last forever, unlike Synergy. I guess I misunderstood the Synergy ability. >w<
    (0)

  9. #9
    Player
    Ghishlain's Avatar
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    Character
    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Krissey View Post
    A few questions: 1) Where is the third regen effect coming from? Aspected Benefic is 1, Aspected Helios is 2...where's the third? 2) Who do I cast all this stuff on? Myself? Synastry basically copies my spells onto the target right? So I target the tank then do it all on myself and it'll copy over to them?
    Collective Unconsciousness grants an 150 potency HoT for 15s that continues to refresh as long as the shield is still up (giving 18s + 15s of 150 Potency Regen if its held for the entire duration).

    Synastry doesn't actually copy the spell. If actually does two things. (1) Increases the healing potency of your spells by 20% and (2) Restores HP equal to 40% of the healing you do via single target magic to the player you gave Synastry too.

    So, if you break Synastry down it does the following:
    1. AST gives Player X Synastry
    2. AST heals Player Y with Benefic for 2,000 HP
    3. Player X restores 40% of the healed amount that was cast on Player Y (in this case, 800HP)

    Take into account that this is a bonus. It doesn't transfer 40% of the healing from Player Y to Player X. It calculates the amount of healing Player X will recieve and gives them that healing, effectively making the total healing be 2,800 between two players. Also, taking into account that if you give Player X Syanstry then heal Player X for 2,000 HP, they also recieve an additional 800 HP for a total of 2,800. Synastry is effectively the best single target healing buff in the game, and does wonders in two or even three player healing if required.

    Synastry gets a bit more complicated when you add Aspected Benefic but you can break it down into three parts.
    1. Healed target gets 190 potency +20% heal [228 potency heal]
    2. Synastry target gets 40% of the 228 potency heal [91 potency]
    3. Healed target gets a 140 + 20% HoT [168 potency]

    I hope all the above makes sense >>; lol. It's a lot to take in at once. Let me know if you need that broken a bit more >>;
    (0)