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  1. #1
    Player
    LachleinStratos's Avatar
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    Jan 2018
    Posts
    57
    Character
    Asuran Zala
    World
    Atomos
    Main Class
    Paladin Lv 70

    What I think AST identity as a healer should've been

    I've spent considerable amount of time writing what I think AST identity as a healer should've been. Feedbacks are most welcomed.

    AST in Endwalker is considered a pure healing job.
    AST's identity as a healer focuses on time based strong regen healing while providing various useful buffs to party from their card system. Therefore, any spells that apply barriers should be removed or reworked.


    Collective Unconscious (reworked)
    Creates a celestial ring around the caster
    Additional effect: Delay a portion of all damage received, converting them into debuffs which instead taking it over 10 second. Cannot be dispelled
    Applies Wheel of Fortune to self and any party members who enter
    Wheel of Fortune regen potency and duration remain unchanged
    90 second cooldown
    Instead of mitigating 10% damage like all other healing classes, AST's uniqueness is to delay all damage received in a short period of time inside Collective Unconscious


    Celestial Intersection (reworked)
    For the next 8 seconds, you can apply Aspected Benefict and Aspected Helios regen effect twice on the same target
    30 second cooldown
    Double regen effect on same target


    Time Dilation (replaces Neutral Sect)
    Extends the duration of all your regen time effects on party members within 15y by 10 seconds
    Additional effect: Increases regen healing potency by 30% and increase their critical chance by 50%
    120 second cooldown
    Pairs well with reworked Celestial Intersection to extend double regen effect and increase regen healing potency by 30%


    Exaltation (reworked)
    Target self or a party member, all your healing over time effects heal 50% faster for 8 second
    Additional effect: Restores HP at the end of the effect's duration
    Cure potency: 500
    60 30 second cooldown
    Get 2 charges at lvl 88 from Enchanced Celestial Intersection Enhanced Exaltation
    Speeds up regen effect for faster regen


    Draw (reworked)
    Draw only has 1 charge
    30 second cooldown
    Reverts back to ShB version, which I find being much smoother to use followed by having 3 * Redraw attempts


    Redraw (reworked)
    Has 3 charges
    30 second cooldown for each charge
    Reverts back to ShB version, higher chance to achieve 3 different signs for Astrodyne


    Minor Arcana (reworked)
    Is now a passive ability and no longer has a cooldown
    Each time you cast Draw, you also draw a random Minor Arcana (Lord or Lady)
    Each time you cast Redraw, you also redraw a random Minor Arcana (can still get the same card)


    Play (reworked)
    The first cast always triggers the effect of your drawn arcanum from Draw
    Pressing Play the second time triggers the effect of your drawn arcanum from Minor Arcana
    Play will always prioritize casting cards drawn from Draw, so u can still save Lady or Crown for 30 seconds until the next Draw
    (1)
    Last edited by LachleinStratos; 12-12-2021 at 01:13 AM.

  2. #2
    Player
    LachleinStratos's Avatar
    Join Date
    Jan 2018
    Posts
    57
    Character
    Asuran Zala
    World
    Atomos
    Main Class
    Paladin Lv 70
    The Balance (SB version)
    Increase damage dealt by a party member or self by 6% if target is melee DPS or tank, or 3% for all other roles.
    Duration: 15s
    Melee DPS buff


    The Arrow (SB version)
    Increases damage dealt by a party member or self by 6% if target is melee range DPS or tank, or 3% for all other roles.
    Duration: 15s
    Range DPS buff


    The Spear (SB version)
    Increases critical chance to a party member or self by 6%.
    Duration: 15s
    Increase critical chance


    The Bole (SB version)
    Increases healing potency by a party member or self by 6% if target is healer, or 3% for all other roles.
    Duration: 15s
    Increase healing potency


    The Ewer (SB version)
    Gradually restores own MP or the MP of a target party member.
    Potency: 50
    Duration: 15s
    Mana regen


    The Spire (reworked)
    Increases skill & spell speed to a party member or self by 6%.
    Duration: 15s
    Reduces the default Global Cool Down (GCD) based on the amount of Skill Speed you have


    Crown Play (removed)


    Neutral Sect (removed and replaced by Time Dilation)
    We are not barrier healers


    Horoscope (removed)
    Removed as AST moved towards stronger regen healing and also due button clogging


    AST new DPS mechanic:
    Carte Blanche (Passive): Summon aetherial cards that deal unaspected damage to your target each time you cast Draw, Redraw or Play.
    Potency: 80
    Additional effect: Gain a Carte Blanche buff that can stack up to 5 times
    Possible sequencing:
    Draw, Play (Arcanum) & Play (Minor Arcana) gives you 3 stacks and dealt 240 potency damage
    Draw, Redraw, Play (Arcanum) & Play (Minor Arcana) gives you 4 stacks and dealt 320 potency damage
    Draw, Redraw, Redraw, Play (Arcanum) & Play (Minor Arcana) gives you 5 stacks and dealt 400 potency damage
    Draw, Redraw, Redraw, Redraw, Play (Arcanum) gives you 5 stacks and dealt 400 potency damage


    Carte Finale (OGCD)
    Instant cast
    Can only be executed with 5 stacks off Carte Blanche buff
    Deal unaspected damage to a target and grant you a unique Arcanum to your missing astrosigns
    Potency: 250
    Gives you your missing sign especially for Astrodyne
    (2)
    Last edited by LachleinStratos; 12-12-2021 at 01:15 AM.

  3. #3
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    I don't see why you would start from the premise that "AST is considered a pure healing job that Therefore, any spells that apply barriers should be removed or reworked." so first, fundamentally disagree with you there. Just as there is no need to completely remove any regen skills where there exist on shield healers, do you want to remove regen skills like the fairy regen or sacred soli regen, for example?

    Secondly, you're re-introducing card changes into the bole, etc that I imagine that you miss. personally i don't want to introduce fishing for that just the right combination out of all those permutations, which is what you introduce when 6 variables are thrown into selection. I do realize that you're re-working redraw and trying to improve Astrodyne but I don't think that Astrodyne is so significant and the current change to divination works out better and is more significant overall in EW.
    (2)

  4. #4
    Player
    LachleinStratos's Avatar
    Join Date
    Jan 2018
    Posts
    57
    Character
    Asuran Zala
    World
    Atomos
    Main Class
    Paladin Lv 70
    Quote Originally Posted by IDontPetLalas View Post
    I don't see why you would start from the premise that "AST is considered a pure healing job that Therefore, any spells that apply barriers should be removed or reworked." so first, fundamentally disagree with you there. Just as there is no need to completely remove any regen skills where there exist on shield healers, do you want to remove regen skills like the fairy regen or sacred soli regen, for example?

    Secondly, you're re-introducing card changes into the bole, etc that I imagine that you miss. personally i don't want to introduce fishing for that just the right combination out of all those permutations, which is what you introduce when 6 variables are thrown into selection. I do realize that you're re-working redraw and trying to improve Astrodyne but I don't think that Astrodyne is so significant and the current change to divination works out better and is more significant overall in EW.

    AST is considered pure healing class in EW after SE removed nocturnal sect. Before they are flexible and can switch stance between being a regen and barrier healers. The barrier removal / changes i mentioned here only apply to AST, which the reworked spells mentioned below helps to compensate for the loss of barrier with stronger regen.

    Also, I did not mention anything relating to remove regen skills from fairy or SCH or other jobs other than AST. So if you were to that, you have to think about what you are going to do to compensate for that.

    Those were the SB versions card effects I find what makes AST so unique in the first place. Now they all do the same buffs (except you gotta look out for red or blue borders) which I dont understand why they decide to make the change.

    I agree about Astrodyne and the rework is just to smooth out the process to access 3 signs Astrodyne which I truly hope they rework it so it feels more significant that what is now.
    (0)
    Last edited by LachleinStratos; 12-12-2021 at 01:35 AM.

  5. #5
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by LachleinStratos View Post
    AST is considered pure healing class in EW after SE removed nocturnal sect. Before they are flexible and can switch stance between being a regen and barrier healers. The barrier removal / changes i mentioned here only apply to AST, which the reworked spells mentioned below helps to compensate for the loss of barrier with stronger regen.

    Also, I did not mention anything relating to remove regen skills from fairy or SCH or other jobs other than AST. So if you were to that, you have to think about what you are going to do to compensate for that.

    Those were the SB versions card effects I find what makes AST so unique in the first place. Now they all do the same buffs (except you gotta look out for red or blue borders) which I dont understand why they decide to make the change.

    I agree about Astrodyne and the rework is just to smooth out the process to access 3 signs Astrodyne which I truly hope they rework it so it feels more significant that what is now.
    Perhaps you misunderstood my comment. i'll rephrase it. Being a "pure" healer in no way, shape or form means that an AST needs or should lose ALL shielding capability, we have only been moved to losing on -demand shieds i.e. nocturnal sect. Therefore so I completely disagree with your proposed changes to remove them via various skills (e.g. Celestial Opposition) unless or until you demonstrate that they override shield healer's shields.

    My point related to shield healers is that why should AST lose the now very limited shield capabilities when you aren't proposing to remove regen abilities from shield healers? if they are shield healers based upon your philosophy then they do not deserve pure healer skills.
    (1)
    Last edited by IDontPetLalas; 12-12-2021 at 01:51 AM.

  6. #6
    Player
    Liam_Harper's Avatar
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    Feb 2018
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    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Honestly, looks absolutely horrible. Clunky long duration HoTs, lots of overheal potential, half the cards are rubbish, access to shields and mitigation gone. Once you've used up Collective (now a longer CD) and CeOpp, you're reduced to GCD healing.

    I see what you're trying to think of, but I wouldn't touch a healer like that with a 10 foot pole.
    (5)

  7. #7
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Liam_Harper View Post
    Honestly, looks absolutely horrible. Clunky long duration HoTs, lots of overheal potential, half the cards are rubbish, access to shields and mitigation gone. Once you've used up Collective (now a longer CD) and CeOpp, you're reduced to GCD healing.

    I see what you're trying to think of, but I wouldn't touch a healer like that with a 10 foot pole.
    Still better than WHM.
    (5)

  8. #8
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    978
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    While I am in favor of AST being a regen healer quite frankly to achieve that you only need to do 3 things, debate on whether you want to change 2 more, and then fix 1 thing:

    First the 3 things: Remove Benefic 1 + 2 and Helios and readjust A. Benefic and A. Helios in terms of leveling.

    Next figure out if you want to keep Celestial Intersection and Neutral Sect. I personally would not mind if Exaltation replaced CI. And I personally never wanted Neutral even back in Shb. So that's up for debate.

    Last, make Synastry work with more single target abilities: Exaltation, CI if it remains, A. Benefic, ED and if you want Astrodyne.


    After that, we can adjust the cards and Astrodyne's buff if we want, but there's the barebones of making AST a regen/time based healer.

    The current effects of the skills you want to change (not the cards) to me is fine. And still works under the theme of regen healer.
    (0)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  9. #9
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    quite frankly if we're going to have a proper heal/shield split, then removing barriers is entirely the right way to go

    that being said, I'm afraid i do got agree on potencies. The cards are too weak to feel or see without a parser, the hot potencies are absurd
    (0)