Final Fantasy XIV Proposal Redesign Job: Astrologian
Hello everyone, I have decided to post this thread in an effort to get the developers attention in redesigning the Astrologian into the healer it should have been. Currently the Astrologian is a hybrid that uses elements from both the White Mage and the Scholar and while in theory a hybrid healer seems like a great idea it’s actually not that great because a hybrid healer will never be as good as the specialist, plus there is really no reason why they are considered the “hybrid” healer sure they have enhancements with the card system, but they have no control over which card they receive making their niche on par with the scholar which is considered a main healer. Now I know many will say that all the job needs is improvements to the cards but I feel like the developers missed a great opportunity because there are many people that do not like the playstyle of the White Mage or the Scholar, and as such they are waiting for the right healer to claim as their main so instead of just outright buffing the cards I decided to inspire the developers with a redesign in order to give the Astrologian their deserved unique healing style. Give this thread a like if you agree with the proposed adjustments; let’s make Astrologian into the time/healing overtime healer it should have been. And developers I urge you to really take these adjustments into consideration because the game could really use a third healing style; similar to how the dark knight introduced a new tanking style. In addition this is probably the only opportunity to introduce a time/fate related healer because it fits perfectly with the job and it’s unlikely that another time/fate related job is going to be made since the Astrologian pretty much fills that niche.
1. Malefic (Level 1)
-Unchanged
-Info: Basic Starting Damage Spell since the potency is slightly higher than stone no additional effect is added.
2. Benefic (Level 2)
-Restores target’s HP. Cure Potency 400.
-Info: Basic Starting Healing Spell.
3. Combust (Level 4)
-Potency Increased to 45 and duration Increased to 30s.
-Info: General Damage Overtime spells no additional effect added.
4. Lightspeed (Level 6)
-Reduces the MP cost for spells by 25%, and cast times for spells lowered by 2.5 seconds. Additional Effect: Allows the caster to move while casting any spell.
-Info: This change will allow us to cast spells like ascend while moving which would give it even better usage.
5. Luminiferous Aether (Level 8)
-Removes the MP cost of all spells. Additional Effect: Gradually creates a storage of MP based on the amount of healing you output while under the effect of Luminiferous Aether. The stored MP is transferred to your MP pool when the “sublimation” ability is used.
-Info: This change is to give them something different comparable to the white mage and scholar recovery tools.
6. Sublimation (Level 8)
-Transfers the MP stored from the status effect “Sublimation” This ability can only be used if you are in possession of the Sublimation status effect the storage remains on your status bar until used, K.O., or if level sync is used.
-Info: This ability is the trigger for Luminiferous Aether it uses the MP stored. (Animation: New)
7. Helios (Level 10)
-Grants yourself and all nearby party member a healing over time effect with a cure potency of 200 to targets for 30s.
-Info: Similar to Medica II but without the burst healing potency, and the HOT potency is higher.
8. Ascend (Level 12)
-Unchanged
-Info: Basic Revival Spell.
9. Stop (Level 15)
-Freezes the enemy in place. Additional Effect: Time Compression (Prevents the reapplication of Stop for 60s)
-Info: Similar to stun/virus, however it doesn’t reset the skill/spell being used instead what it does is freeze the casting bar, and attacks/movement of the enemy for 4s. (Animation: Disable)
10. Exalted Detriment (Level 18)
-Unchanged
-Info: Basic Esuna Spell.
11. Stella (Level 22)
-Deals unaspected damage with a potency of 100. Additional Effect: Bind / Slow + 20%
-Info: Additional Effect has been changed to slow/bind to give more usage to the spell; the heavy has been moved to gravity.
12. Radiance (Level 26)
-Restores target’s HP. Cure Potency: 300. Additional Effect: Grants a healing over time effect with a cure potency of 150 to target for 12s.
-Info: Job Identity Cure No. 1 (Animation: Benefic II)
13. Draw (Level 30)
-Card Change (Ewer): Refreshes target MP & TP
-Card Change (Spire): Increases target HP recovery via healing effects by 10%.
-Info: Gives the Ewer usage in any party composition, and makes the spire a great recovery tool.
14. Swiftly Forward (Level 30)
-Transforms the “Regen” status effect on the target into an instant HP recovery cure equaling the amount of HP intended for the healing overtime effect. (Maximum Healing Potency: 800)
-Info: Emergency Cure No.1 (Animation: Essential Dignity)
15. Synastry (Level 34)
-Generates an aetheric bond with target party member. Each time you cast a healing spell on a party member not under the effect of synastry, the party member with whom you have the synastry bond will also recover HP equaling the same amount healed.
-Info: The ability has been buffed from 50% healing to the tethered target to 100% healing.
16. Royal Road (Level 35)
- Unchanged
-Info: Balanced
17. Combust II (Level 38)
-Applies the “Combustion” effect to the target causing the enemy to explode over time for the next 18s. Dealing unaspected damaged with a potency of 35. (Explosion Animation: Similar to Bane but blue)
-Info: Something different that's currently not ingame.
18. Spread (Level 40)
-Unchanged
-Info: Balanced
19. Rewind (Level 42)
-Grants the effect of “Time Lag” Preventing the target from receiving damage for the next 6 seconds or being K.O. after the effect expires you receive the effect of “Time Displacement” converting the damage avoided into a damage overtime effect received over the next 6 seconds. (Recast 3 Minute)
-Info: Unique skill. (Animation: Aspected Benefic)
20. Shuffle (Level 45)
-Unchanged
-Info: Balanced
21. Gravity (Level 46)
-Deals unaspected damage to a target and enemies near it with a potency of 200. Additional Effect: Heavy +40%
-Info: An additional effect has been added in order to give it more usage
22. Diurnal Benefic (Level 50)
-Grants the target “Energize” for 15s when the effect expires it provides a healing effect with a potency of 500. Shares timer with Nocturnal Benefic. (Recast: 1m)
-Info: Job Identity Cure No. 2 (Animation: Diurnal Sect)
23. Nocturnal Benefic (Level 50)
-Grants the target “Fortification” for 15s which creates a barrier that builds up overtime with a potency of 50 per tick. Share timer with Diurnal Benefic. (Recast: 1m)
-Info: Job Identity Cure No. 3 (Animation: Diurnal Sect)
24. Celestial Opposition (Level 52)
-Spreads the target Diurnal Benefic or Nocturnal Benefic to all nearby party members. Does not reset the duration.
-Info: Works like a positive bane (Animation: Aspected Helios)
25. Malefic II (Level 54)
-Unchanged
-Info: Balanced
26. Time Dilation (Level 56)-
-Extends the duration of nearby party members beneficial effects by 10 seconds.
-Info: Allow it to work on all the enhancements except for a select few that would be overpowered. (AOE animation)
27. Tractor (Level 58)
-Teleports the party member towards you
-Info: Pulls the friendly target towards you, to save them from impending death. (Animation: New)
28. Collective Unconscious (Level 60)
-Creates a beacon of light Instantly Transforming any “Regen” status effect on the party into an instant HP recovery cure equaling the amount of HP intended for the healing overtime effect. (Maximum Healing Potency: 500)
-Info: Allow it to work on all the enhancements except for a select few that would be overpowered. (Animation: Celestial Opposition)