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  1. #1
    Player
    BahamutxD's Avatar
    Join Date
    Feb 2014
    Location
    Limsa Lominsa
    Posts
    59
    Character
    Bah Lizi
    World
    Ragnarok
    Main Class
    Astrologian Lv 90

    Make Astrologian fun again

    Straight to the point.

    1/ Celestial Oposition/Intersection are the pinnacle of boring spells. They need to have some kind of utility other than healing. Just anything, Earthly Star is a good example of interesting spell.

    2/ Why Sects are even ingame still other than for Lore reasons? After the removal of Protect, those seem to fall into the same bag. Spells you want to cast everytime you enter a dungeon.

    Here is a wild idea, just an example of how they could add more interesting synergies to Astrologian.

    Remove the ability to select Sect and let us get a Sect depending on how we play our cards. Instead of having Divination give a damage buff, make it give us a Sect for X time empowering our spells and actually forcing Astrologians to make use of cards.

    Again, just an idea. Not supposed to be balanced or anything.

    3/ Tune down mana cost from spells and increase CD on Lucid Dreaming. Not sure whats the philosophy behind this change they made. Feels like they are trying to force us into using Lucid Dreaming all the time. Its like they wanted to add a hard cap into how many spells we can cast per minute.

    4/ Cards and abilities related to cards really need to be totally out of GCD and queue like they did before.

    5/ With the addition of charges to spells why does Play even exists? We could save 1 spell slot having Draw keep the card while it still recharges and the same goes for Minor Arcana.

    6/ Collective Unconscious. Its weak and miss utility. Compared to other healer spells (Asylum / Sacred Soil) its the higher level one and still the weakest. Its area might be the smallest aswell (not tested)


    7/ Last but not least. AST damaging spells are the weakest compared to other healers. We got Lord of Crows damage removed and Earthly Star is not a reliable way of dealing damage + it has very low damage. Sure we can use cards on us but the amount of time we spend Drawing/playing them doesn't add in solo content where enemies dies within 10 seconds.

    Also is worth noting that Astrologians don't get damage spells after level 45 (you start at 50 this job) You just get upgraded versions of what you already have.


    Thats all for now. Not saying they should change everything I mentioned. Just feel like those things could use some rework to make Astrologian fun to play.
    (6)

  2. #2
    Player
    Andevom's Avatar
    Join Date
    Aug 2013
    Posts
    711
    Character
    Andevom Vonskivaux
    World
    Diabolos
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by BahamutxD View Post
    Also is worth noting that Astrologians don't get damage spells after level 45 (you start at 50 this job) You just get upgraded versions of what you already have.
    Just a correction here, AST starts at Lv. 30, and Earthly Star/Stellar Detonation technically still deals damage after Lv. 45 even if, as you say, it's been weakened.

    I'm interested to play the job post 70 to see what all the issues are. I only toyed with it a little on a striking dummy yesterday, and I do see that Divination is largely more trouble than it's worth with its duration and cooldown, to say nothing of the RNG luck you need. Just testing on myself, it took over 6 minutes for me to draw a Spire to get my three seals. Granted, in parties I'll have more avenues of getting them, but that's still a lot of luck for something that has a fleeting effect in battle.
    (0)

  3. #3
    Player
    Yakugami's Avatar
    Join Date
    May 2017
    Posts
    29
    Character
    Ivaldi Rose
    World
    Exodus
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by BahamutxD View Post
    1/ Celestial Oposition/Intersection
    i feel like they're fine, opposition coodown is a bit long, though i also wish it was the same as intersection
    so a 60 or 90s cooldown of the opposite sect
    i'd be fine with it

    Quote Originally Posted by BahamutxD View Post
    2/ Why Sects are even ingame still other than for Lore reasons?
    i mean this one is a big thing
    it's what lets you choose regen vs shields
    that's basically fine


    Quote Originally Posted by BahamutxD View Post
    Remove the ability to select Sect
    it wouldn't even be "unbalanced", it would just be... eh
    having the sects to choose between being a SCH and a WHM is fine on paper, if they're really going to go with this whole concept of just having 3 healers, where 2 are definitely different, and the third is kind of a mix of both

    Quote Originally Posted by BahamutxD View Post
    3/ Tune down mana cost from spells and increase CD on Lucid Dreaming.
    yea... i don't agree with the Lucid Dreaming spam thing, it's really kind of annoying more than anything, to be honest

    Quote Originally Posted by BahamutxD View Post
    4/ Cards and abilities related to cards really need to be totally out of GCD and queue like they did before.
    oh?
    is this why it's not queueing right?
    wasn't sure if it was just me
    yea... that's strange and shouldn't be a thing

    Quote Originally Posted by BahamutxD View Post
    5/ With the addition of charges to spells why does Play even exists? We could save 1 spell slot having Draw keep the card while it still recharges and the same goes for Minor Arcana.
    agreed again, here
    someone else tried to say it was for the recharge, but yea... just... let it recharge while a card is drawn...??? like, why is this a thing

    Quote Originally Posted by BahamutxD View Post
    6/ Collective Unconscious.
    "higher level" shouldn't have any effect on output when everyone is at the same level, so that shouldn't be a problem
    it being weak can be debated, i'm not actually sure how it stacks up, i know it's weaker... but like, it has a longer duration "if you wanted" to actually sit there and hold it, and plus, it also does both the effects
    so that's... "iffy"


    Quote Originally Posted by BahamutxD View Post
    7/ Last but not least.
    irrelevant
    healer dps shouldn't be directly compared, especially not when we have the ability to improve our allies output
    giving someone with huge damage, a damage boost, off of our own global cooldown, is basically us dealing that much damage while we're in the middle of healing, or even still dpsing, and that's just how the class works, just like a SCH being able to dps while the fairy heals, or WHM having more panic buttons so they can dps and weave more damage in between their bigger heals

    it's completely fair to have "weaker spells", when our "form of damage" comes from our buffs
    the way it works (7 friggin buttons on our bar for sub 10% damage boost on a 50% uptime on one pereson) and how much we actually add, is up for debate but also a separate part of the balancing aspect
    (1)
    Last edited by Yakugami; 07-04-2019 at 06:41 AM.