God please do this
Demis are a plague on this game
Just have rouse make eos able to cast consolation, not deal with the mess that is anything to do with seraph
Demi’s are only decent on SMN because there is literally nothing to interrupt in SMN’s LEGO brick building rotation, hell the one conflict they had was searing light being on the carbuncle which they removed because it kept getting eaten with summon Bahamut, old SMN had this problem as well (remember having to not move Bahamut and also have him despawn close to the boss so you didn’t lose ifrit auto’s)
Demis at least make thematic sense on SMN, on SCH you are just doing something that casting rouse on eos could replace without all the drama
Two stance for each healer :But something impacting, like 15% difference between each stances.
- One that improve HoT/shields and reduce direct heals.
- One that, of course, improve direct heals and reduce HoT/shields.
With a cast of 5 sec, switching during a fight would be painful if not used correctly (during pauses for example).
That way, we'll have to adapt to our group if we want to optimize or just having fun combinations.
(and the SCH get two usefull fairies and the AST get it's day/night stances back)
Astrologian returns to wildly different card effects, but as a twist to keep it balanced, this is more done for style than substance reasons. Effectively, existing abilities get turned into cards you draw and play, with the overall system being akin to how the Summoner job chooses the next primal, allowing us both full control what happens when while still forcing us to engage with each card eventually:
* You have 6 Draw-type abilities. `Draw Balance`, `Draw Bole`, etc. Each of these draws the corresponding card. A single `Play` ability (15s CD) uses them, only one effect can be active at a time, the old one gets overwritten if a new one is played. There is no Undraw or Redraw.
* On Play, a card is active for 20 seconds, giving its effect to you and everyone around you.
* Afterwards, the card is undrawable, it has been "used up".
* A new ability, `Reshuffle Deck`, refreshes all draw abilities on a 115s (120s + some allowance for drift compensation since we might need to heal at a bad moment) CD.
* These 6 cards **replace** existing abilities, so our hotbar isn't overloaded with new stuff.
* One increases damage (Divination)
* One gives damage reduction (Collective Unconsciousness)
* One gives regen (Celestial Opposition)
* One accelerates time (a new effect, group haste).
* One causes all healing to also give shields (Neutral Sect, the loss of +healing on us is offset because it affects all heals by the entire group)
* One is an instant AoE heal and then during the 20s duration can be played *again* to get an even bigger AoE instant heal + AoE damage. (Horoscope and Earthly Star).
This has the added benefit that because it replaces the existing system, a fair few abilities can be tossed out and duplication can be removed. This unclutters the very cluttered Astro hotbar and creates a setup where each effect is more unique (as in, there's not 3 group regens etc), so each of them can be very strong and as a result feel very meaningful when used. It's also somewhat drift-resistant as the reshuffle timer is intentionally 5s shorter than the usual 120s, plus cards can be tossed away via undraw to end their effect early to advance to another card.
The manaregen on card draw can be kept and rebalanced to emulate the manaregen currently given from the draw + from Astrodyne. The damage boost from Astrodyne can either be added as a stronger-on-yourself to the damage card (and likewise for the haste effect and the haste card!) or be folded directly into our healing and damage numbers.
Either way, this would have two huge benefits:
* Lots of decluttering the hotbar and removing duplication/triplication of effects which just waters them down.
* Brings back highly unique card effects including really snazzy visuals (the ability visuals can be kept for the card plays!).
Chemist. I want chemist as a healer already.
I agree, it is wild. No thanks, I wouldn't want most of those abilities subject to RNG.Astrologian returns to wildly different card effects, but as a twist to keep it balanced, this is more done for style than substance reasons. Effectively, existing abilities get turned into cards you draw and play, with the overall system being akin to how the Summoner job chooses the next primal, allowing us both full control what happens when while still forcing us to engage with each card eventually:
* You have 6 Draw-type abilities. `Draw Balance`, `Draw Bole`, etc. Each of these draws the corresponding card. A single `Play` ability (15s CD) uses them, only one effect can be active at a time, the old one gets overwritten if a new one is played. There is no Undraw or Redraw.
* On Play, a card is active for 20 seconds, giving its effect to you and everyone around you.
* Afterwards, the card is undrawable, it has been "used up".
* A new ability, `Reshuffle Deck`, refreshes all draw abilities on a 115s (120s + some allowance for drift compensation since we might need to heal at a bad moment) CD.
* These 6 cards **replace** existing abilities, so our hotbar isn't overloaded with new stuff.
* One increases damage (Divination)
* One gives damage reduction (Collective Unconsciousness)
* One gives regen (Celestial Opposition)
* One accelerates time (a new effect, group haste).
* One causes all healing to also give shields (Neutral Sect, the loss of +healing on us is offset because it affects all heals by the entire group)
* One is an instant AoE heal and then during the 20s duration can be played *again* to get an even bigger AoE instant heal + AoE damage. (Horoscope and Earthly Star).
This has the added benefit that because it replaces the existing system, a fair few abilities can be tossed out and duplication can be removed. This unclutters the very cluttered Astro hotbar and creates a setup where each effect is more unique (as in, there's not 3 group regens etc), so each of them can be very strong and as a result feel very meaningful when used. It's also somewhat drift-resistant as the reshuffle timer is intentionally 5s shorter than the usual 120s, plus cards can be tossed away via undraw to end their effect early to advance to another card.
The manaregen on card draw can be kept and rebalanced to emulate the manaregen currently given from the draw + from Astrodyne. The damage boost from Astrodyne can either be added as a stronger-on-yourself to the damage card (and likewise for the haste effect and the haste card!) or be folded directly into our healing and damage numbers.
Either way, this would have two huge benefits:
* Lots of decluttering the hotbar and removing duplication/triplication of effects which just waters them down.
* Brings back highly unique card effects including really snazzy visuals (the ability visuals can be kept for the card plays!).
I assume that, if eg Balance replaces Divination on the bars, then there wouldn't be any RNG to it. But then we would lose the whole 'see what fate has for you and make the most of it' thing AST has with it's current cards, which is even more silly to me
I'd be happy if they reverted some of the 6.0 healer adjustments and increased the cast times of Broil, Glare, and Dosis to 2-2.5s and reduced the duration of Aero/Aero II (and even Dia).
I don't even want any new abilities, just some reworks to current abilities (such as Holy, Art of War, and Gravity so they're useful for single target), some low level AoE options for CNJ/SCH (such as an AoE water spell for CNJ and Outburst), and some ability consolidation or pruning (e.g. Cure, Medica, Ruin II, Fey Blessing, and Undraw).
I would like to be able to hit something besides my one AoE dps button without fear of being yelled at by my party.
"Did you just cast Medica 2? DO YOU WANT THIS DUNGEON TO TAKE ALL DAY?!"
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