>> Personally, I'd like to see all the healers buffed slightly to bring out their uniqueness. This is the level of slightly OP I'd like to raise the others too, as well, in unique ways. (WHM example below)
WHM able to use its wind magic to grant brief bursts of attack or movement speed, mitigate incoming ranged attacks, or expand certain effects, or allow slightly more mana-efficient and versatile use of earth magic by, for example, having Stone II apply a slowing/heavying Petra resource to the target, storing a portion of each Stone II's damage, which Stone I could chip off for bonus potency and tangential AoE damage and Stone III could consume for bonus + circular AoE damage). Probably a bit more use of the water aspect of WHM magic as well, possibly to cause mass-Esunas/storms, channel-drown, and create mud pits.
Cards - Ease, Flexibility, and Buffs:
Draw immediately starts its cooldown upon drawing a card, progressing up to 50% (15s) before the currently drawn card must be consumed or spread to continue progress.
Spread no longer has a cooldown.
Shuffle can no longer draw the same card.
Shuffle has a 40 second cooldown. (Down from 90)
Royal Road cooldown decreased to 10 seconds. (Down from 15)
*An AST could now Royal Road his card, cool Draw for 30 seconds, Spread it, cool Draw for 45 seconds, and finally consume two cards (1 with RR buff) back to back, and then consume a third card within 15 seconds. 3 cards within 15 seconds, one buffed.
Small, Auxiliary Buffs:
Gravity now draws enemies towards its center and applies stacks of Gravity, a 15% heavy, stacking up to 45% at 3 stacks. Stacks with other heavying effects. The draw-in will have greatly reduced effect against enemies currently under melee attack and has diminishing returns.
The effects of Collective Unconscious have been increased by 33%, but its maximum duration has been reduced from 18 to 12 seconds. Additionally,
Collective Unconscious no longer ends upon moving or performing another action, but its effects are then reduced to 50% (66% of old value). While inside Collective Unconscious,
you may resume channeling its effects at any time to regain their full benefit. Duration drains at half speed while being channeled, to a maximum of 20 seconds.
Whenever you cast a heal on your Synastry target, 25% of the mana cost is refunded.
Sect Differentiation and Versatility:
Astrologian may now change Sects in combat, but in combat each Sect has a 3 second cast. Neither shares cooldowns with any other effects or abilities. (Swiftcasting Diurnal or Nocturnal Sect will make them act as an oGCD, and following a Benefic their cast time is essentially only 2.5 seconds, or 1.5 seconds after an instant cast).
In Diurnal Sect, the range of Helios is increased by 25% and a portion of overhealing done towards the center is transferred towards the outside. In Nocturnal Sect, Helios remains at a range of 15 yalms but produces an additional 50 healing per party member within 20 yalms, shared according to proximity and % health lost (up to 12.5% healing increase to an 8-man Helios).
Unsure package...
While in Diurnal stance, the chances of drawing Balance, Spear, and Arrow are increased. While in Nocturnal Stance the chances of drawing Ewer, Spire, and Bole are increased. (To be revised.)
>> OR: each Sect is limited to those three cards, but Shuffle will cause you to draw one of the opposite Sect.
Royal Road effects adjusted -- Potency = Balance/Spire; Duration = Bole/Arrow; AoE = Ewer/Spear.
*Balance now increases the target's highest primary stat, other than Piety, by 9%, rather than increasing damage alone by 10%. Effect on Vitality and Mind is reduced to 6%. Changes to stats (e.g. Cleric Stance) will cause it to recalculate. Its usage should now be as versatile as that of Arrow (not limited to dps).
Bole, Ewer, and Spire have been adjusted in order to give equal aid to opposite extremes in targeting choice. Ewer should now aid intensive mana expenditure and basic mana regeneration roughly equally. Spire should now aid intensive TP expenditure and basic TP regeneration roughly equally. Bole should now aid both outlying targets (who you don't have time to keep alive, but are not taking much damage) and tanks roughly equally through the addition of a sort of shield component. Altogether this roughly equates to a considerable buff to the (Nocturnal Sect) cards and AST defensive support features. (Exact effects in progress, but are mostly as they sound -- I want to tie a balance between consumption and regeneration, so that Ewer would have as much value on a higher-mana healer about to blow massive AoE heals as a near-oom healer who doesn't have to do much immediately, or on a BLM instead of a healer; I want Spire to be seen as a license to basically 'go ham' on AoE as a TP-user.)
**Ewer now affects Flare. Spire now affects Sprint. Behold the speedrun value.
Unique but Practical Strengths:
Disable removed. Acquisition level swapped with Aspected Helios, and Aspected Helios's acquisition level swapped with Synastry. At level 50 Astrologian now gains Astral Alignment.
Astral Alignment is not quite a burst healing CD (e.g. Divine Seal) so much as a culminating CD that works off prior supporting casts. Its reliability and relative strength is about twice that of SCH's Rouse in 4-man content. In terms of raid value, it easily equates Trick Attack. 3 minute CD. (Exact effects in progress... It should generally synergize with a number of other CDs, without having to be held for them, using whatever minor 'seeds' (buffs) you place about your party and enemies in order to reap some surprisingly powerful effects.)
Changes for the sole purpose of uniqueness:
- As it stands, the only thing unique about AST dps is... pure-DoT DoTs... no, SCH has that in 2 of 3... decent filler damage... no WHM has that.... Damn, can't think of anything. Doesn't have Bane or Aero III? Can we really call that a positive uniqueness?
- As such, I've tried to reconfigure some things to try to give its dps a unique feel. It's a work in progress though, to say the least.
1 - Combust now creates a literal, theoretical sun above the target, which stores energy (shown it is animation), much of which is leaked into DoT damage to the target and, to much lesser degree, AoE damage around the target. It grows with damage dealt to its target or, to lesser degree, dealt around it. It benefits from over-time damage only when done to its own target. Combust applications of similar strength on nearby targets will attempt to combine, causing a Combust II in the process.
2- Combust II now deals a small AoE effect around the target and any Combust-affected enemies near it, blowing up a portion of their stored energy for increased burst damage, but also sacrificing some Combust II duration. Portion increased if the Combust-affected enemy is the target. [Roughly the same damage in single-target, but higher dps if both it and Combust I are used per-duration, where its casts are then much more frequent and much more bursty.
3 - (in progress) Malefic II creates some sort of curse effect that can play into Astral Alignment and Celestial Opposition. At the least creative, they'd create a 10% magic resistance down for 10-15 seconds.
4 - (in progress) I want to do something with Stella, kind of like popping whatever effects are already on the target to grant buffs to the AST in addition to the slow. Will likely play into AA/CO effects.
Weird but Fun Stuff:
Ascend now beings raising the target instantly upon casting, creating an astral form of the party member that gradually gains health and mana while being free to attack, cast, and use abilities, is immune to death, stuns, snares, and knockbacks, and AoEs, and cannot be targeted by enemies (though able to gain enmity). Starts at 30% greater stat reduction than normal, reduced to normal with cast progress. During Astral Alignment, this temporary raise effect will be applied to every member.
**Certain AST effects cause players to be reduced to Astral Form upon death, regenerating 30% health to stay alive, though at 30% reduced stats, for up to 5 seconds. During this time an Astrologian can cast Raise on the player suffering from Astral Form, stalling the timer for as long as the Astrologian is casting. If the Astrologian successfully finishes casting Raise while Astral Form is still present, the player will avoid death, receiving only the Astral Trauma debuff, reducing the player's stats by 10% and preventing delay of death through Astral Form for 60 seconds. (In place of Re-Raise)