skills and nocturnal sect
Neutral Sect's continued existence singlehandedly puts the lie to the 'pure/barrier split'. It should affect OGCDs as Nocturnal used to. It doesn't, because the job would be 'the best healer for everything full stop' even more so than it arguably is right now. WHM would be in the grave forever if it happened. I don't know if sect-swapping is the solution, it might be just too much APM for the devs to consider it, with the cards included still. If they were to add sectswapping I'd assume that another lobotomization for the cards is in the works.
Horoscope is like Plenary, more than some might realize. It's like OLD Plenary from SB, but worse in some regards, because at least that applied the buff automatically. This requires you to press a button, then use a healing GCD (and only healing GCDs work, pls let COpp/CU/Star healing trigger the empowering) within 10 SECONDS, then you can detonate it within 30s for... 400p. Or, worded differently, a 200p gain over it's base form. It's just a weird skill. You'll trigger it with Asp.Helios every time, because if you're burning a GCD to trigger it, you might as well choose the one with more total healing attached. Asp.Helios heals for a total of 1000 over it's duration, so by the time it's finished ticking up, that extra 400 is often going to end up as overheal. It'd be an interesting skill if either A: OGCD healing powered it up (so you'd want to line up Star's empowerment window with using Horoscope), or it was useable more often. I end up just throwing it out alongside CU for the 200p most of the time. Bland skill
Exaltation is interesting because of it's auto-heal effect. Celestial Intersection is the boring one. It was less boring when it could be a regen in Noct Sect but they got rid of that. It and Benison are just out of place, being barriers on a 'pure healer'. Combine it with Exaltation or Essential Dignity or do something with it
Oh and while we're on about it, Celestial Opposition is boring now that it's basically just 'Aspected Helios, but weaker, but OGCD'. At one point, the balance lined up such that it was literally 'OGCD A.Helios'. The skill was interesting when Noct Sect was a thing, because 'OGCD A.Helios' meant that AST could apply shields OGCD on a 60s CD, where SCH had to wait 2min to use Seraph for it. Stance dance gameplay would absolutely make AST interesting, choosing from moment to moment if the Diurnal or Nocturnal version of each skill would be more useful at that moment. But again, the APM and mental load required for that plus the cards would be too high, and the devs would counteract it by making the cards even more braindead (somehow). Maybe they'd remove all the melee/ranged split effects and the seals, and every card would be literally identical, idk
cards and APM
I stand with everyone saying that AST's APM should not be lowered, but instead just redistributed. The issue isn't that it takes higher APM than other healers. It's that all of it's APM is crammed into one tiny 15s window. Look back to Stormblood, we had to play a card every 30s, be that actually 'Play' or 'Royal Road', and that includes Redrawing it to try and get the fabled Balance. Because it was every 30s we did this, the APM complaints were not as high. There were some issues at the time of course, Sleeve Draw functioned as our 2min and should have been reworked to be less janky (sure love getting Spire in my Spread thanks Yoshi). But the general idea, of playing a card every 30s instead of pooling everything for the 2min window, feels like the obvious solution. Additionally, I'd like to see Minor Arcana be, ironically, a more major part of the rotation instead of just being a coinflip of 'OGCD Malefic' or 'OGCD Helios'. It feels bad when you get the heal and don't need it, it feels bad when you get the damage and you're struggling for your life in a HPS check. We always go on about how the most important aspect of healer tools is 'reliability', that they'll be there at the same time every time, that they'll have the same effect every time. And this 'tool' fails that.
Add some more potency to other healing tools to compensate, then remove the current form of Minor Arcana, and make it more interesting. I want to see it use the full deck of Sixty, with something akin to the Darkmoon Decks. You'd only need 6 effects, one for each suit. Then you can make those effects have a base potency slightly above Malefic (to make you actually use the cards), and a bonus based on the Face Value of the card to preserve the RNG aspects of the class. For example if Malefic 6 does 270p, have the Minor Arcana's effect total to 275, plus (Y x the Face Value), so there's some RNG involved in the class still, but not enough for it to have an impact on whether you clear or not. I don't know if the engine can handle potency values that are not a multiple of 5, but if it can, you can have Y be something as low as like, 2, so the difference between drawing a 1 and a 9 (or Lady) would be 16 total potency
Personally I used to play AST quite exclusively, back in HW, with the occasional SCH run. Now I play WHM, not because I like WHM more than AST, but because AST's APM required for it's 2min window is too much strain for my old wrists. To avoid this I play the old way, playing a card every 30s instead of pooling them for the 2min window. This is hilariously suboptimal in the current 2min meta, but I do not particularly care about what is 'optimal' when playing in the 'optimal manner' puts physical strain on the body. If SE reworked the cards such that the 2min window wasn't the be all end all, and made it so that cards were more spread out over each 2min block akin to older incarnations, I'd probably go back to AST more