I made this guide for my FC-mates and wanedt to share it with others to help them and to also get feedback. :-D
Pros and Cons of AST
Pros
+ Cards give them the most group/raid utility of the three healers
+ Nocturnal has the strongest vanilla shield multiplier at x1.3 (versus SCH's x2, when they crit).
+ With Nocturnal, your core healing spells (Benefic, Benefic II) are the strongest of the three's core healing spells (Cure, Cure II, and Physick)
+ With Diurnal, your gcd spells are the fastest of the three
+ Synastry provides the unique ability to heal two targets at once, with no additional MP cost
+ Lightspeed, Aspected Benefic, and Benefic II's healing proc allow you to be the more mobile and faster Healers of the three
Cons
- Cards are RNG to the max and are NOT dependable (even with Shuffle)
- Only has ONE oGCD heal, Essential Dignity
- Nocturnal can be extremely lackluster compared Diurnal, lacking the synergy Diurnal has with Time Dilation and Celestial Opposition, AND it is completely unusable with a SCH in the party.
- Only has one DEPENDABLE means of MP recovery, Luminiferous Aether.
- Their only means of increasing their heal potency are Nocturnal Sect (at only 5%) and Synastry (which requires a party member to use)
And the Mehs *shrugs*
~ Again, cards. You could draw something that is nice but isn't needed or get a bunch of dead draws.
~ You're stuck with only one sect when in a fight.
~ Their DPS is about middle ground. They don't do as much DoT as SCH or as much Burst as WHM.
~ While Sects allow them to do WHM and SCH's jobs okay, WHM's HoTs are stronger then Diurnal's, and SCH's shields are stronger then Nocturnal's.
~ Disable can be harder to use due to only lasting 6s, versus Virus and Super-Virus's 10s.
~ Collective Unconscious can be harder to use then Asylum and Sacred Soil due to you not being allowed to move or act while it is up. However, you can increase the amount of time the buffs are up with Time Dilation and Celestial Opposition.
~ Learning curve due to Sect management, cards management, and only one oGCD heal.
Cards
Buffing is AST's bread and butter and learning how to use the cards is a must!
Basics
~ Draw and use cards whenever possible! Even if you don't have a Royal Road up or Spread/Shuffle are on cooldown. Cards are always a bonus.
~ Having said that, there are times when you might want to wait to use a card. Like when there are gaps during phases/mechanics.
~ Spread and Shuffle are both on 60s cooldowns, so you can use them every-other Draw. Royal Road (RR) can be used and replaced every draw.
~ Generally, try to weave your card skills in between heals. Keeping people alive is priority over buffs. They are all oGCD, so this shouldn't be an issue.
~ Never use Time Dilation on an AoE card's effect. It is just too weak. Save them for single target cards.
~ Drawn cards that aren't used, Shuffled, or Spread will stay with you for 15 sec. You can click on the card to get rid of it quicker so Draw's cooldown can start sooner. This can also be done with Spread cards.
The Actual Cards
~ Balance: Increases a target's damage dealt by 10% for 30s.
This is generally the holy grail card and every DPS will love you for it. You should always try to hold it with Spread whenever you draw it, so you can use Royal Road's effect to amp it up.
Who likes this card:
(In no particular order)
- EVERYONE
- SMN, BRD, and MCH: These three love Balance the most when they are starting their rotations or their rotations restart. SMN also loves it during Dreadwyrm stance, so watch out.
- Single-Targeting an Enemy: When dealing with only one enemy, give it to the DPS that is going to do the most damage to it. MNKs, DRGs, and NINs are generally good choices.
- AoEs: When dealing with multiple enemies, give it to the DPS that is going to deal the most damage to them. BLMs, Dreadwyrm SMN, BRDs, and MCHs are good choices.
~ Arrow: Increases a target's attack speed by 10% for 30s.
This is the next best but it can be a little tricky. With the increased attack speed, people can burn through MP/TP quicker, so be sure to look before using this. This card does NOT effect DoTs or HoTs.
Who likes this card:
(In no particular order)
- Everyone, just not as much as Balance
- Remember, this can make someone drain their MP/TP faster, so always be on the look out for low bars before using.
- Also, Arrow can mess up timing on people's rotations, particularly those with strict cast-time based rotations.
- Anyone about to use their opener
- Melee in general love this card because it helps speed their combos along.
- BLM love this card. It helps with their cast times and they don't have to worry about loosing MP. Be a little wary while they are doing AoEs, because this can mess up Flare and Conversion's timing.
- MCH during Wildfire
~ Bole: Decrease the damage a target receives by 10% for 30s.
Some ASTs like Bole because less damage means they'll have to heal less, while others think it's not strong enough and doesn't make a difference. Regardless of which party you're in, if you draw it during a tankbuster or a group-wide AoE, it could be helpful.
Who Likes this card:
(In no particular order)
- TANKS
- The party during an AoE
- Anyone who is going to get majorly hurt during a fight mechanic
~ Ewer/Spire: Refreshes a target's MP/TP for 15s. Ewer has a potency of 30.
Who likes Ewer:
(In no particular order)
- You
- WHM
- SCH and SMN without Aetherflow
- BRDs & MCHs
- DRKs who are outside of Darkside and need MP
- Not BLMs or Melee DPS
Who likes Spire:
(In no particular order)
- Melee (particularly NINs and MNKs)
- BRDs & MCHs (particularly MCHs)
- Tanks
- Not You or other casters
~ Spear: Reduce a target's oGCD spells/skills' recast time by 20% for 20s.
Spear is the most criticized card. It can be really hard to use as it only effects oGCDs that were used while under its effect.
Who likes this card:
(In no particular order)
- Similar to Arrow, this card can mess up rotation timing, so be mindful when using it.
- You (especially before using Luminiferous Aether. Essential Dignity, Lightspeed, and Synastry are also acceptable oGCDs to use this before).
- Anyone about to use their Opener or restarting their rotation
- NINs, BRDs, & MCHs because their rotations are oGCD heavy
- DRGs right before they use Blood of the Dragon
- SCH & SMN before using Aetherflow (and Dreadwyrm Stance for SMN)
- Tanks before using their defensive cooldowns
- Anyone, IF you have great communication
Royal Road
Bole + Balance: Enhance: Increases the potency of the next card used by x1.5. Shown as a plus on your buffs.
Arrow + Spear: Extend: Doubles the duration of the next card used. Shown as a clock on your buffs.
Ewer + Spire: Expand: Decrease the potency of the next card used by half but spreads it out to all party members with in 15 yalms of a target. Shown as a circle with bull's eye on your buffs.
Royal Road Priorities
- Balance & Arrow: Expand > Extend >= Enhance
- Bole (General Single-Targetl): Enhance = Extend
- Bole (Tankbuster/High damage Single-Target) : Enhance > Extend
- Ewer: Extend > Enhance >>> Expand (rarely will you ever want to Expand an Ewer)
- Spire: Extend >= Expand (If party has more TP users) > Enhance > Expand (If party has more MP users)
- Spear: Extend = Enhance > Expand
Spread Priorities
1. Balance
2. Arrow
3. Bole for High Damage situation
4. Ewer for yourself or other Healer
5. Spire for the melee (looking at you MNKs and NINs)
6. Spear for yourself
The Sects
The other most important part of playing as an AST knowing how to use your two Sects, Diurnal and Nocturnal.
General Rules
- You cannot stack the same buff from the same sect, so if you are in a party with another AST, decide who will be in what sect.
- You NEED to learn how to use both sects. I don't care, LEARN 'EM! D:<
- Diurnal's regens can stack with WHM's.
- Nocturnal's shields do NOT stack with SCH's and can even overwrite them! D-:
- Out of the two, Diurnal is going to generate the most aggro.
- You can switch Sects before a fight. A common method is to go into Nocturnal, place shields on everyone, then switch to Diurnal before the Tanks pulls the enemy.
Diurnal Sect
Increases attack speed by 5% while adding a Regen effect to certain skills.
Out of the two sects, Diurnal is the Garuda to Nocturnal's Ifrit: While Nocturnal has its places where it is better and shines more, Diurnal is just overall more use-able. That 5% is great for DPSing and you can feel the difference in casting if you are in Nocturnal. This does NOT effect your DoTs (that is Spell Speed). Another important note, Diurnal's Regens can be lengthened by Time Dilation and Celestial Opposition.
Aspected Benefic: Healing potency of 190, HoT potency of 140, last for 18s.
You'll pretty much want this on the MT at all times ONCE THEY HAVE AGGRO. It functions exactly like Regen but with the added bonus of having a burst heal effect. There are times I will use this as a mini-oGCD heal on someone who needs to be capped, after I use a normal Benefic/Benefic II on someone who really needs it.
Aspected Helios: Healing potency of 200, HoT potency of 40, last for 30s.
Functions exactly like Medica II, it just has a shorter range (15 yalms to Medica II's 20 yalms). Throw it on the party after they take damage, then use the regular Helios to heal anymore group-wide damage until the HoT wears off. NEVER SPAM ASPECTED HELIOS. I will get you if you do.
You can pull a WHM and place both Aspected spells on the MT so you can switch to Cleric-Stance and DPS BUT you lack Divine Seal and Asylum AND I would recommend you don't waste Synastry, due to its long recast.
Nocturnal Sect
Increases healing potency by 5% while adding damage nullifying shields to certain skills.
Don't let what people say about Nocturnal Sect scare you, it is far from useless, it just has a few things that limit its usefulness:the shields lack any synergy with your other skills, like Time Dilation and Celestial Opposition and they are by no means going to replace SCH's. However, that doesn't mean Nocturnal Sect doesn't have it's uses. With a WHM or another AST (who is in Diurnal), it can act like a psuedo-SCH. It also boost all of your heals by 5%, which can be good in certain fights. Like SCHs, knowing a fight is going to bring the most out of Nocturnal Sect.
An important note about Nocturnal Sect is about its shield multiplier: While SCH's shields are always x2 the amount healed when they are a crit, Nocturnal Sect's shields will always be x1.3 the amount healed, regardless of if they crit or not.
Aspected Benefic: Healing Potency of 250.
This functions like Adloquium, only it's instant cast. Use it to cap the tank or a person who is about to take a lot of damage to mitigate the damage, never spam it. You can use it like an oGCD heal to help cap someone if you have to use your main heals on someone else.
Aspected Helios: Healing Potency of 150.
Exactly like Succor. Use it before group-wide AoEs to mitigate damage, then use Helios as your main AoE heal. DO NOT SPAM THIS.
Healing
Core Healing Spells
Single-Target
Benefic: 400 Healing Potency
Benefic II: 600 Healing Potency
Proc: 15% chance when Benefic is used, your next Benefic II will be instant cast. Last for 15 seconds.
These are your main healing tools. If a target is at 60% or higher, use Benefic. If they are lower, use Benefic II.
While the proc might seem similar to CNJ/WHM's, using it too often for no reason will suck your MP dry. Only use the Benefic II's proc if a target needs a big heal.
Group Heal
Helios: 300 Healing Potency, 15 yalms
If you need to spam an AoE heal, please spam this...Please... ;A;
As opposed to Medica, it does not have a proc.
oGCD Heal
Essential Dignity: 400 Base Healing Potency but scales the lower the target's HP is. 60 second cooldown.
Here is how the scaling works:
100% HP = 400 Healing Potency
75% HO = about 550 Healing Potency
50% HP = about 700 Healing Potency
25% HP = about 850 Healing Potency
1% HP = about 1000 Healing Potency
Use this when you need a heal a target that is below 50% in a hurry.
Other Skills and Notes
MP Management
As stated above, you're only dependable way of restoring MP is Luminiferous Aether (LA). In terms of MP-recovery, it is exactly like CNJ/WHM's Shroud of Saints, having a Refresh Potency of 80, last from 15s, and has a cooldown of 120s. I would recommend that you use this whenever your MP hits 70-80%. I would also suggest Drawing and Shuffling your cards before using, just in case you get a Spear, so you can lower that cooldown.
Enmity Control
The only difference LA has to Shroud is how they deal with the user's aggro.
Shroud just flat out reduces the user's aggro by half.
LA acts more like ARC's Quelling Strike, reducing the amount of aggro your skills net you while under its effect.
Ewer Card's Priorities
1. Yourself, IF your MP is around 70-80% or lower AND LA's cooldown is at 60s or higher.
2 WHM, IF their MP is around 75% or lower
or
2. SCH, IF their MP is around 75% or lower and don't have Aetherflow
3. Royal Road
4. Yourself, IF you're MP is at 70-80%, regardless of LA's cooldown.
5. BRD/MCH who are using a buff OR used a buff and ran out of MP.
6. SMN IF their MP is around 75% or lower and don't have Aetherflow
7. DRK who's Darkside turned off due to lack of MP. Be nice. >w>
Lightspeed
Removes 2.5 seconds from all spell cast times and reduces MP cost by 25% for 10s. Also reduces the user's damage dealt by 25%.
While the MP cost reduction is nice, Lightspeed should first-and-foremost be used as a speed and mobility tool.
Boss going to use a party-wide AoE, multiple times? Use Lightspeed to Aspected Helios, IF you are in Nocturnal, use before the first hit, IF you are in Diurnal, use it after. Then regular Helios on the remaining hits.
Need to move out of an AoE but also need to heal the MT before a tankbuster? Slap Lightspeed on. It will make Benefic/Benefic II instant cast.
However, Lightspeed should NEVER be used as a replacement for Swiftcast when resurrecting someone. GET SWIFTCAST!
An important note about Lightspeed, it does NOT effect recast times.
Synastry
Places an effect on a selected party member (excluding yourself) that heals them every time a single-targeting healing spell is used on an party member (including the targeted party member and yourself) up to 40% of the amount healed. Additionally, increases the Healing Potency of spells cast by the AST who used this skill by 20%. Lasts for 20s. 90s recast.
Synastry can be a very useful tool that should be used:
A) During a time you need to increase your heals.
and/or
B) During a time when two party member are receiving damage. This could be two members dealing with a mechanic, one dealing with the mechanic and the other is tanking, or the main tank and off tank both have to tank something.
An important note about Synastry and its potency boost is that it only effects Spells, not abilities. So Essential Dignity and Collective Unconscious are not effected by it.
Usually, you will use Synastry for the first reason simple because if two party members are getting hurt, the rest usually are too. :B
An interesting note about this skill is that it includes single-target heals that are used on the one under Synastry's effect, so they will receive two heals, the main heal and a second one that is only 40% of that amount.
Both of Synastry's effects can be lengthened by Celestial Opposition, while only the healing effect on another party member can be lengthened by Time Dilation.
Disable
Reduces the amount of Damage a selected enemy can do by 10% for 6s. 60s recast.
In my opinion, this is much stronger then Virus and Super-Virus, in terms of lowering damage and can be re-applied whenever. However, it requires good timing to use because using too soon will result in it disappearing before the attack goes off. I pretty much only use this during party-wide AoEs that will do massive damage, like Primals' signature attacks and so on. Watch the cast bar (I recommend always focus targeting a boss) and use it when it is about 60-75% full, then throw up Collective Unconscious.
Collective Unconscious
Places a 6 yalm shield around the user that places a regen on all party members with in and reduces damage they receive by 10% for 15s. 150 HoT Potency. This will end if the user moves or acts (uses a skill/spell, interacts with something, etc). Auto-attack is disabled. 90s cooldown
The buffs do last after the shield fades. Generally, you use this during party-wide AoEs that do massive damage, just like Disable. If the fight permits it, you can also use it before the fight.
Lengthening your Buffs
ASTs have two abilities that lengthen their buffs durations: Time Dilation (TD) and Celestial Opposition (CO)
Time Dilation increases all buffs the AST placed on a target party member duration by 15s. This cannot be used on the AST themselves though. Generally, I use Time Dilation on whoever I place a single-target Balance, Arrow, or Bole on a party member. If I'm places Bole on a tank, I always try to place both Aspected Helios, then Benefic on the them first.
Celestial Opposition increases all buffs the AST places on party members withing 10 yalms of them duration by 5s. This one DOES effect the AST. You'll generally use this after an AoE Balance/Arrow, but I might suggest places Aspected Helios on the whole party and Aspected Benefic on the MT first. Using this after Collective Unconscious is also great. :-D
DPSing
As a Healer, you're DPS should NEVER be required, just appreciated and valued (SE even states the DON'T factor in healer DPS while making fights). I do recommend that you learn how to DPS correctly as a healer though.
Single-Target Burst Damage
Malefic: 150 potency. You'll never use it once you get Malefic II.
Malefic II: 200 potency Your go to burst, DPS spell.
Stella: 100 potency, places a 40% heavy on the target for 20s. Looks cool but you don't need it outside of PvP.
AoE Burst Damage
Gravity: 200 potency to all enemies with in 5 yalms of a targeted enemy. Scales like Holy and Flare.
Blizzard II (Cross-Class): 50 potency to all enemies with in 5 yalms of you. Also binds them for 8 s. Good for FATE-grinding before you get Gravity. Once you get Gravity, replace this for Aero.
DoTs
Combust: 40 potency for 18s (240 potency total). Instant cast.
Combust II: 45 potency for 30s (450 potency total).
Aero (Cross-Class): 50 burst potency, 25 DoT potency for 18s (150 potency total).
You don't have any AoE DoTs. D;
Your standard rotation
Cleric Stance > Combust II > Combust > Malefic II > Aero > Spam Malefic II while re-applying your DoTs when they end. Be sure to slip out of Cleric Stance when you need to heal.
When DPSing with a group, you can usually place CombustII > Combust (and maybe Aero) on a target before you have to switch out of Cleric Stance to heal someone (usually the tank).
Stat Weight
This is how I view the weight of Stats:
Weapon Attack (Weapon Only) > Mind > Piety > Spell Speed > Determination >= Critical Hit
Weapon Attack and Mind both effect your healing and DPS the most. However, you won't have to worry about these stats as much because the higher ileveled gear should give you ample amounts of it.
With Piety you want enough so that you don't have to worry about MP but you also don't want too much, otherwise the other stats will suffer.
Spell Speed will help make your GCD spells quicker, which for AST is big because we only have one oGCD spell. It also helps with Diurnal's Regens and your DoTs.
Determination acts like a mini-version of the Mind stat, it will boost your heals and DPS but not as much as Mind does (or Intellect for DPS).
Critical Hit will increase the likelihood of getting a crit from healing and DPS and increase the amount a crit does but it is an RNG stat. And like I said a few times already, Nocturnal's shields does not get the x2 multiplier SCH's does when crit. I would say we handle this stat better then WHM does but not as good as SCH.
For those looking into raiding, Accuracy is another important Stat that I would put in between Mind and Piety. None of HW's healer gear give Accuracy, which can be bad for those who want to add DPS. Combust, Combust II, and your heals are NOT effected by Accuracy, with the two DoTs always landing on their target. Malefic II, Gravity, and Aero ARE effected by Accuracy and can miss an enemy. For casual content, don't worry about this stat.
Cross- Class
Must-Haves
- Cleric Stance (CNJ level 6)
- Swiftcast (THM level 26)
- Protect (CNJ level 8 )
- Stoneskin (CNJ level 34)
Recommended
- Aero (CNJ level 4)
Useful While Leveling
- Blizzard II (THM level 12)
General Healer stuff
- Always place yourself in the middle of the melee and ranged/casters. If the ranged/casters are too far away from your AoEs, tell them to get closer. If they don't listen, let them die a few times, that will learn them. :d
- Always tell the BRD/MCH when you need MP. This is their main reason for living and don't let them tell you otherwise, you know better. :d
- Prioritize your heals! Generally, the Main tank takes first priority, then the off tank (if they have something important to do. IF not, they can die with the DPS. :d ), then you and the other healer, then DPS that is needed/useful (BRD/MCHs using their buffs, BLM/SMN for AoE LB3s, MNK/DRG/NIN for LB3), then everyone else (including off tank).
- Don't be scared of learning how to DPS as a healer. Also, don't be scared about NOT DPSing as a healer.