Functional analysis. (level 70)
Healing, damage and basic mitigation skills are pretty straightforward, and shouldn’t play much different to an Astrologian.
The signature abilities however take the AST’s stance dancing and buffing role in an entirely different direction.
Firstly, there’s the aetherprobe “rotation” if you can call it that.
With a 10s cooldown, you’ll only get your basic 10y radius out to start with, then 10s later you can place your second probe to create your corridor, then after 20s you can finally get your triangle down, with any luck as big as you can possibly make it, and with some foresight with the probes not within enemy AoE fields.
If your triangle is your priority, which it should be, then your radius and corridor will likely be in less than optimal places, so realistically you have at least 20s, plus positioning time, before you have a working field in place. Similarly you have a 20s+ downtime of HoT/Shield/Buffs should you lose your triangle to enemy destruction, or 30s+ if you detonate your triangle.
This is why the basic stances seem fairly OP for what they do (on par with WHM/SCH instead of being nerfed like AST) positioning them takes a fair deal of prep and forethought, not to mention they can draw aggro just like MCH Turrets and be destroyed, which could potentially undo all your prep.
Your stances would work similarly to AST, with you choosing one based on your co-healer.
WHM; you choose either Antithesis(shield) or Synthesis(buffs+speed)
SCH; you choose either Thesis(HoT) or Synthesis(buffs+speed)
AST; you choose either Thesis(HoT) or Antithesis(shield) (the AST will then coordinate as Diurnal or Nocturnal)
Another GEO; You coordinate with them.
Thesis: Not used when paired with WHM
Your fields generate a potent HoT, allowing you to focus on raw healing and mitigation.
When needed (a big attack in coming/has just hit/your probes are about to be destroyed) you can trigger a detonation ability.
Cosecant: Up to 960 potency damage shield. Use when paired with another GEO.
Cotangent: Up to 1200 potency raw heal. Use when paired with SCH, Noct-AST or another GEO.
Antithesis: Not used when paired with SCH or Noct-AST
Your fields grant a 20% shield, meaning you’ll want to focus on raw healing and HoTs.
Secant: Up to 720 potency raw heal plus a 80 potency HoT for 12s, total 1040 potency. Use when paired with another GEO.
Cotangent: Up to 1200 potency raw heal. Use when paired with Diurnal Ast or another GEO.
If you’re paired with a WHM, you likely won’t be needing to use a detonation, you’ll want to keep your shield up if you can.
Synthesis: Most versatile stance, works with anything, however the other two might be more suitable when paired with an AST.
Your fields will generate a buff, which you cannot control, and is only half as effective as an AST buff of a similar effect, although this can be doubled every other minute with Stratification/Aetherification. This means you’re not micromanaging buffs like Cards, but just throw it out and forget about it. However you’ll heal quicker and for more HP.
You’ll need to use all of your healing and mitigation skills to make up for a lack of constant HoT/Shield.
Secant: Up to 720 potency raw heal plus a 80 potency HoT for 12s, total 1040 potency. Use when paired with SCH, Noct-AST or another GEO.
Cosecant: Up to 960 potency damage shield. Use when paired with WHM, Diurnal-AST or another GEO.
Issues: Pros and Cons
This set up allows for a job that can be all healing philosophies at once, or focus on just one to make up for deficiencies in your co-healer. Potentially the most versatile healer job in the game.
It can have some of the highest healing potency in the game, however these are situational and come at a cost of your aetherprobe fields which provide your main background healing utility outside of your basic and fairly lacklustre basic healing skills.
It’s basic DPS is the lowest of the lot, however when utilising the Cartesian effect with all three probes out, it has the highest DPS with Axiom/II spam.
Because its big ticket skills are based on forming a right triangle, terrain can really screw you over, especially if you just can’t get into position, such as in fights like Ozma.
Utilising its big ticket abilities and highest DPS is therefore clunky and time consuming, and quite easy to screw up, especially if you’re on the move. Thus, why I described it as being similar to MCH.
When you do get everything just right, it’ll feel so rewarding, not just because you’re hitting the right skills at the right time, but by getting your positions correct, and coordinating with other healers/players.