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  1. #1
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    SCH Identity:
    Aetherflow - Frontloaded resource that gates the use of many powerful oGCD heals. Excess can be spent via Energy Drain.
    Fairy - free passive healing to compensate for weaker GCD heals while offering cooldowns that don’t carry a dps cost.
    Ruin II - Offensive weaving/mobility tool.
    Few GCD heals, mainly geared towards mitigation. Relatively expensive or weak compared to other options.
    Some unique cooldowns geared towards patching their weaknesses and empowering other abilities.
    Average personal dps rounded out with some raid DPS contribution.

    Problems:
    - Square thinks SCHs don’t heal often enough. Except SCH is still the most flexible oGCD healer of the three. Need to retune the DPS tax and throughput of some heals to encourage their use without directly nerfing Energy Drain.
    - Clipping sucks. The DPS tax from Ruin II relative to Broil III keeps players from using it for its intended purpose and punishes unaware players for using the fluid option.
    - Need an additional damage oGCD damage ability to consistently weave alongside heals or energy drain to make double weaving more efficient.
    - Up the rotation's complexity a bit. AST has cards and WHM has Lilies. DoTs could be our focus but I'd like another action alongside those.
    - Add some healing potential at the cost of more resources, ideally through a GCD tax.

    Skill Count (After condensing buttons):
    New/Returning: 5 Actions, 1 Trait
    Reworks/Tweaks: 9 Actions, 0 Traits
    Removal: 2 Actions, 0 Traits
    Total Additions/Alterations: 14


    Evolution:
    1. Removed Abilities: Fey Illumination, Whispering Dawn.

    2. New Spell: Miasmahelix: Deals unaspected damage over time. Potency: 60. Duration: 21s. Instant Cast. Replaces Miasma.

    3. Returning Spell - Miasma: Deals unaspected damage over time. Potency: 40. Duration 21s. Learned in ARR.

    4. Tweaked Spell - Ruin II. Deals unaspected damage with a potency of 270. Instant Cast. (Note: Assumes a Broil IV potency of 320, upgrade it with Broil Mastery)

    5. Returning Ability - Bane: Spreads target enemy’s Bio, Miasma, and Chain Stratagem effects to nearby enemies. Cooldown: 60s. Duration: Full Duration of original effects. (Note: No damage falloff, longer cooldown).

    6. Reworked Ability - Deployment Tactics: Converts self or target party member’s Uncatalyzed effect into a Catalyze shield of equal potency to target and nearby allies. Duration: 30s. Additional Effect: If targeting an enemy, instead spreads target enemy’s Bio, Miasma, and Chain Stratagem effects to nearby enemies. Duration: Full Duration of original effects. Cooldown: 60s. Replaces Bane when learned.

    7. Reworked Spell - Adloquium: Grants Galvanize to target, nullifying damage equivalent to a heal of 600 potency. Effect cannot be stacked with Barrier (Sage's Placeholder Shield effect). Additional Effect: Applies Uncatalyzed, which records the potency of the last Adloquium or Succor heal or Galvanize Effect you applied to the target for later use. Duration: 30s. Cast Time: 2.5s.

    8. Reworked Spell - Succor: Grants Galvanize to self and nearby party members, nullifying damage equivalent to a heal of 400 potency. Effect cannot be stacked with Barrier (Sage's Placeholder Shield effect). Duration 30s. Effect cannot be stacked. Additional Effect: Applies Uncatalyzed, which records the potency of the last Adloquium or Succor heal or Galvanize effect you applied to the target for later use. Duration: 30s. Cast Time: 2.5s.

    9. Reworked Ability - Emergency Tactics: Transforms the next Galvanize statuses into HP recovery equaling the amount of damage reduction intended for the barrier. Duration: 15s Cooldown: 30s Max charges: 2

    10. New Ability - Skirmish Tactics: Deals unaspected damage with a potency of 300. Additional Effect: Upon spending Aetherflow, Fey Gauge, or MP on a healing action, reduce the cooldown of Skirmish Tactics by 5 seconds. Cooldown: 30s. Maximum Charges: 3.

    11. Tweaked Ability - Fey Blessing: Orders fairy to use Fey Blessing. Fey Blessing Effect: Restores the HP of all nearby party members: Cure Potency: 500. Fey Gauge Cost: 20. Cooldown: 90s

    12. Returning Ability: Fey Covenant: Orders Faerie to execute Fey Covenant. Effect ends upon reuse. Fey Covenant Effect: Fae Gauge is depleted while a field is generated, reducing magic damage taken by all party members by 10%, increasing healing magic potency by 10%, and restoring HP. Fey Gauge Cost: 10 Cure Potency: 150. Range: 30y. Radius: 10y.

    13. New Ability - Dissolve Covenant: Dissolves current Fey Covenant. Can be executed without cancelling casts, interrupting channels, or otherwise interfering with other actions. Cannot be assigned to a hotbar.

    14. Tweaked Ability - Fey Union: Orders Fairie to execute Fey Union with target party member. Effect ends upon reuse. Fey Gauge Cost: 10 Fey Union Effect: Gradually restores HP of Party member with which faerie has a Fey Union. Cure Potency: 500. Fae Gauge is depleted while HP is restored. Fey Union effect fades upon execution of other faerie actions. Party Member must be within 15 yalms.

    15. Tweaked Ability - Dissolve Union: Dissolves current Fey Union. Can be executed without cancelling casts, interrupting channels, or otherwise interfering with other actions. Cannnot be assigned to a hotbar.

    16. Reworked Spell - Physick: Restores HP of target while granting Empowered Aetherflow to self. Cure Potency: 500. Empowered Aetherflow Effect: Increases the potency of the next Lustrate or Indomitability by 50%. Duration: 15s.

    17. Reworked Ability - Indomitability: Restores HP to self and nearby party members. Cure Potency: 300. Cooldown: 1s. Cost: 1 Aetherflow. Shares a recast timer with Lustrate.

    18. Reworked Ability - Lustrate: Restores target’s HP. Cure Potency: 500. Cooldown: 1s Cost: 1 Aetherflow. Shares a recast timer with Indomitability.

    19. Reworked Ability - Dissipation: Orders your faerie away while granting a full Aetherflow stack, increasing Spell potency by 20%, granting 10 Fey Gauge upon executing any Aetherflow action, and granting Empowered Aetherflow upon any spell cast. Duration 15s. Cooldown: 90s. Maximum Charges: 2. Summon Eos, Summon Selene, and Summon Seraph cannot be used while Dissipation is active. Grants 1 Seraph Aether.

    20. Reworked Ability - Summon Seraph: Summons Seraph to fight by your side and grants two stacks of Consolation. When set to guard, automatically casts Seraphic Veil on party members who suffer damage. Cannot summon Seraph unless a pet is already summoned. Current pet will leave the battlefield while Seraph is present, and return once gone. Duration: 22s. Replaces Dissipation when the Faerie leaves the battlefield. Cooldown: 90s. Maximum Charges: 2. Shares a recast timer with Dissipation. Cost: 1 Seraph Aether. Cannot be assigned to a Hotbar.

    21. Reworked Ability - Consolation: Orders Seraph to execute Consolation. Cooldown: 3s. Costs 1 Consolation. Consolation Effect: Restores HP to all nearby party Members. Cure Potency: 200. Additional Effect: Erects a Magicked Barrier which nullifies damage equal to 200% of the HP restored. Duration: 30s. Replaces Fey Blessing while Seraph is summoned. Does not share a cooldown with Fey Blessing. Cannot be assigned to a hotbar.

    22. Reworked Ability - Recitation: Allows the execution of Adloquium, Succor, Lustrate, Indomitability, or Excogitation without consuming resources while also ensuring critical HP is restored. Duration: 15s. Additional Effect: Grants Empowered Aetherflow. Cooldown: 90s.

    23. New Spell - Meltdown: Deals unaspected damage to target and all enemies nearby it with a potency of 500 for the first enemy, and 60% less for all remaining enemies. Additional Effect: If the target is suffering from a Chain Stratagem effect inflicted by you, guarantees a critical direct hit. This spell does not share a recast timer with any other actions. Cast Time: 1.5s Recast: 40s Maximum Charges: 3.
    (0)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  2. #2
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Astrologian Identity:
    Stances enable their GCD heals to mimic SCH or WHM’s equivalent heals.
    Weak personal dps supplemented with Cards as raid utility. DPS spells facilitate weaving cooldowns with decent mobility.
    Lack of damage reduction is made up for with strong raw shields in Nocturnal Sect.
    Solid healing and regeneration cooldowns in Diurnal Sect, generally preferred for having consistent access to stronger healing in the form of Healing over Time spells.
    Some strong oGCD cooldowns exist regardless of sect.
    Weaknesses covered by a few cooldowns that grant effects from the opposing sect, that are expected to be trimmed.

    Skill Count(After condensing buttons):
    New/Returning: 4 Actions, 2 Traits
    Reworks/Tweaks: 22 Actions, 2 Traits
    Removal: 3 Actions, 0 Traits

    Total Additions/Alterations: 23 Actions, 4 Traits

    Problems:
    - Difficult to play optimally thanks to some awkward cooldowns and the RNG/Busy nature of cards.
    - Has the general priority on healing irrespective of its cohealer as it has a lossless weaving option, the worst potency filler DPS spell, the highest rDPS contribution, and ways to make its GCD heals extremely efficient relative to either of its cohealers. Needs pairing back on efficiency, mostly to make it pay fair taxes for healing.

    Evolution:
    1. Removed Abilities: Horoscope, Synastry

    2. Reworked Ability - Earthly Star: Deploys an Earthly Star in target area and grants the effect of Earthly Dominance. Duration: 10s. Executing Stellar Detonation while under the effect of Earthly or Giant Dominance creates a Stellar Explosion within the Earthly Star radius, dealing unaspected damage with a potency of 100 to enemies. Also restores HP of all nearby party members. Cure Potency: 600. Additional Effect: During the duration of Earthly Dominance the Earthly Star will expand from its initial radius of 6y to a maximum of 12y. After 10s Earthly Dominance changes to Giant Dominance, where it will maintain 12y radius. Duration: 10s. Cooldown 90s.

    3. Reworked Ability: Essential Dignity: Restores target’s HP. Cure Potency: 400. Potency increases up to 1200 as the target’s HP decreases. Charges: 2. Cooldown: 60s.

    4. Reworked Ability - Celestial Intercession: Restores own or target party member’s HP. Cure Potency: 100. Additional Effect: Erects a Magicked barrier which nullifies damage equaling 400% of the HP restored. Additional Effect: Reduces the recast time of Celestial Intercession and Essential Dignity by 30s if the barrier is broken. Duration: 10s. Shares a cooldown with Essential Dignity. Cooldown: 60s. Charges: 2.


    5. Reworked Ability - Celestial Opposition: Stuns all nearby enemies. Duration: 4s
    Additional Effect: Restores HP with a potency of 200 and applies a regen to self and nearby party members.
    Cure potency: 100. Duration: 15s. Cooldown: 60s.

    6. Reworked Ability - Collective Unconscious: Creates a celestial ring around the caster. Reduces damage taken by 10% and applies Wheel of Fortune to those who enter. Duration: 18s Wheel of Fortune Effect: Regen Cure Potency: 100 Duration 18s Cooldown 90s.

    7. Returning Spell - Stella: Deals Unaspected Damage with a potency of 260. Additional Effect: Stellar Alignment. Cast Time: 1.5s Recast: 2.5s


    8. New Trait - Stellar Alignment: Stella and Gravity now grant Stellar Alignment, which increases the damage of the next Stella, or Gravity cast by 20%. Effect ends upon using any non-arcanum action or moving unless you are affected by Lightspeed. Duration: 15s


    9. Reworked Ability - Lightspeed: Reduces the cast time of the next three spells by 2.5s. Duration: 15s. Additional Effect: Increases the potency of the next healing spell cast by 20%. Duration: 15s Additional Effect: Stellar Alignment doesn't fade while moving or using non-arcanum actions. Duration: 15s. Cooldown: 60s. Maximum Charges: 2.

    10. Reworked Trait - Hyper Lightspeed: Reduces Lightspeed’s Cooldown to 60s.

    11. New Trait - Stellar Lightspeed: Allows the accumulation of charges for consecutive uses of Lightspeed, and adds an additional effect, where the next Healing spell cast has its potency increased by 20%.


    AST Card Rework:
    1. Removed Abilities: Undraw.

    2. Arcana Gauge: Now contains four shared slots for Cards that make up your Hand, one of which is highlighted as the Active Card, an individual highlight area beneath the Hand for the current Royal Road effect, three icons (a star, sun, and moon) that orbit the Hand, tracking the Cooldown of Play, Diurnal Sect, Nocturnal Sect, and Neutral Sect respectively, and six points above the hand that track the number of charges on Redraw and Royal Road.

    3. Reworked Arcanum Cards:
    Balance: 5% Damage Up 15s Arrow: 8% Magic Damage Up 15s
    Spear: 8% Physical Damage Up 15s. Bole: 10% Vulnerability Down 15s.
    Spire: 10% Physical Vulnerability Down 15s. Ewer: 10% Magical Vulnerability Down 15s.
    Lady: Restores HP. Cure Potency: 500. Lord: Deals unaspected damage with a potency of 250.

    4. Reworked Trait - Draw: Whenever an ability causes an Arcanum to leave your Hand and isn’t replaced, you immediately draw an Arcanum of a type not currently in your Hand from your Arcanum Deck. Upon switching to Astrologian from any other job, zone transition, or instance reset, immediately draw a Balance, Ewer, Arrow, and Bole into your Hand in that order, if able.

    5. Reworked Ability - Play: Plays the currently selected Arcanum from your Hand. Additional Effect: Draw. Additional Effect: Restores 15% of MP Cooldown: 60s Learned at level 30.

    6. Returning Ability - Royal Road: Reserves an Arcanum in your Hand for an enhancement effect for your next card. Using Play or any Sect applies the enhancement to the currently selected Card. Cooldown: 15s. Charges: 3 Additional Effect: Draw Learned at level 35.
    Balance/Bole grant Enhanced: 200% Potency.
    Spear/Ewer grant Expanded: 50% Potency. Extends effect to nearby targets within 20y.
    Arrow/Spire grant Extended: Adds 15s to effect’s Duration. Applies effect at 40% Potency over time for 15s if used with Lord/Lady.

    7. New Ability - Riffle: Selects the next Arcanum in your hand. Cooldown: 0s. Can be used at any time without cancelling casts, interrupting channels, or otherwise interfering with other actions. Learned at Level 40.

    8. New Ability - Set: Lifts the currently selected Arcanum and selects the next Arcanum in Hand. Using Set again will swap the lifted Arcanum with another selected Arcanum or put it back in place. Cooldown: 0s. Can be used at any time without cancelling casts, interrupting channels, or otherwise interfering with other actions. Learned at Level 50.

    9. Reworked Trait - Sleeve Draw I/II/III: Your Maximum Hand size is increased to 2/3/4. Learned at Levels 40/50/60 respectively.

    10. Reworked Ability - Redraw: Replaces the currently selected Arcanum in your Hand with a different Arcanum from your Deck. Charges: 3. Cooldown: 20s. Learned at Level 45.

    11. Reworked Ability - Diurnal Sect: Plays the currently selected Arcanum. Only works if the currently selected Arcanum is Diurnally Aligned. Additional Effect: Draw. Cooldown: 60s Learned at level 50. Diurnal Arcanum: Bole, Ewer, Spire, Reverse Balance, Reverse Arrow, Reverse Spear, and Lady. Learned at Level 60.

    12. Reworked Ability - Nocturnal Sect: Plays the currently selected Arcanum. Only works if the currently selected Arcanum is Nocturnally Aligned. Additional Effect: Draw. Cooldown: 90s Learned at level 60. Nocturnal Arcanum: Balance, Arrow, Spear, Reverse Bole, Reverse Ewer, Reverse Spire, and Lord.

    13. Reworked Ability - Minor Arcana: Converts the currently selected Arcanum to Lord of Crowns when Bole, Spire or Ewer, or Lady of Crowns when Balance, Arrow or Spear. Has no effect on Reversed cards. Cooldown: 1s Learned at Level 70.

    14. Reworked Ability - Neutral Sect: Plays the currently selected Arcanum. Only works if the selected Arcanum is Neutral. Additional Effect: Draw. Cooldown: 45s. Charges: 2. Neutral Arcanum: Lord, Lady. Lord Effect: Increases the Potency of the next Lady by 50%. Lady Effect: Increases the Potency of the next Lord by 50%. Learned at Level 76.

    15. Reworked Ability - Divination: Extends the duration of all Arcanum effects applied by you on self and all nearby targets by 10s. 180s Cooldown. Learned at level 80.

    16. New Ability - Reverse: Rotates the position of the currently selected Arcanum, converting it into a curse to be cast on enemies. 90s Cooldown. Learned at Level 90.
    Balance, Reversed: 10% Damage Down, 10s. Arrow, Reversed: 10% INT/MND reduction, 10s.
    Spear, Reversed: 10% STR/DEX reduction, 10s. Spire, Reversed: 8% Physical Vulnerability Up, 10s.
    Bole, Reversed: 5% Vulnerability Up 10s. Ewer, Reversed: 8% Magic Vulnerability Up 10s.


    Summary:
    All cards can be used offensively or defensively. All cards have an ideal Royal Road partner. Cards keep their variation but remain simple to understand without bordering on niche as before. Reverse, Royal Road, Redraw, and Minor Arcana give more RNG-proofing on top of Hand manipulation. Pulling cards for a specific effect has a 1 in 3 chance of working, 1 in 2 with Redraw, 2 in 3 if planning for Reverse. Maximizing AST ultimately comes down to setting up cards ahead of each Sect and Play effectively, while combining oGCDs with their co-healer efficiently, generally relying on cards before other healing options if able.

    I do feel my card changes encourage utilizing hybrid damage dealers such as Paladin and Ninja, as well as double caster compositions a bit more explicitly than before. It also serves to flesh out the healing and defensive side of their kit which enables it to replace older cooldowns in terms of efficiency. The result retains some of the complexity of Stormblood with added issues, but otherwise I’m happy with the results.
    (0)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.