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.