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404 lines
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Markdown
404 lines
15 KiB
Markdown
---
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category: en
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type: paper
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hastr: false
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layout: paper
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tags: ffxiv, astrologian
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title: FFXIV Astrologian guide
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short: ffxiv-astrologian
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---
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Astrologian is stance based healer, which can play-main healer role as well as
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off-healer one. This guide aims mostly to help new users which just got job
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crystal and have no idea how to play as astrologian. In other hand I hope some
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experienced users may find useful some tips as well. Please note I'm not going
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to describe each skill, so for descriptions and so on please follow
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[the link](http://na.finalfantasyxiv.com/jobguide/astrologian/).
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<!--more-->
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# Disclamer
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As I said this guide does not explain _each_ skill, just does some core skills
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and their basic usage, so please read skills descriptions first. Also it is not
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the best guide, but it is just one of point-of-views by raiding healer. This guide
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does not teach you how to play in casual content (like usual 4-ppl dunges), it
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aims mostly how to play in end-game content. No pictures (yet?).
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Guide is actual for 4.05.
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Special thanks to Nan Talion (Odin) for reading this template and pointing out
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some shortcomings and vaguenesses.
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**NOTE** this guide is currently under development.
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# Stances
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Astrologian has two stances:
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* Diurnal Sect
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Your stance when you are going to play as HoT-based healer, boosts your healing
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potency by 10% and adds HoT effects to Aspected skills.
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* Nocturnal Sect
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Your stance when you are going to play as shielding healer. boosts your healing
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potency by 15% and adds shielding effect to Aspected skills.
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# Healing efficiency
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* `HPS = (Potency * Targets) / max(cast, recast)`
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* `Efficiency = HPS / MP`
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## Main skills
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* Benefic
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* potency: 400
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* base HPS (for all targets): 160
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* efficiency: 0.33
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* comment: main healing skill if targets HP is above 50-60%
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* Benefic II
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* potency: 650
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* base HPS (for all targets): 260
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* efficiency: 0.24
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* comment: main skill if targets HP is below 60-70%
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* Helios
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* potency: 300
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* base HPS (for all targets): 960
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* efficiency: 0.67
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* comment: main AoE healing skill
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You can see than Benefic - Benefic II window is 50-70%, it depends on several
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factors: for example, if you need to heal target as soon as possible you would
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prefer Benefic II. Just try to use Benefic II on as low HP as you (and tank)
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comfortable - for example, I found that during dancing on Susano Extreme Benefic
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is more than enough despite the fact that lightning deals damage which is more
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than 50% of DPS' HP.
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## oGCD skills
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* Essential Dignity
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* potency: from 400
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* comment: main oGCD healing skill; as soon as it is scales on target's HP
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should be never used if HP is above 50%. Obviously it should be never used
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_after_ Benefics (exceptions are healing WAR/DRK after their Holmgang/Living
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Dead in which I prefer Benefic->Essential Dignity->Benefic II combination).
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* Collective Unconscious
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* potency: 150 * (15 / 3) = 750
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* comment: see notes below
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* Earthly Star
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* potency: 720 (fully charged)
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* comment: see notes below
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* Lady of Crowns
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* potency: 50
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* comment: see notes below
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General rule - use them by CD.
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## Stance based skills
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* Aspected Benefic/Nocturnal
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* potency: 200 (200 + 200 * 2.5 = 700 with shields)
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* base HPS (for all targets): 80 (280)
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* efficiency: 0.06 (0.19)
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* comment: should be used when you need to shield single target or when you
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need to heal someone as soon as possible
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* Aspected Benefic/Diurnal
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* potency: 200 + 140 * (18 / 3) = 1040
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* base HPS (for all targets): 416
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* efficiency: 0.29
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* comment: should be used when you need to heal someone as soon as possible,
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you might wanna keep it up on tanks
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* Aspected Helios/Nocturnal
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* potency: 150 (150 + 150 * 1.5 = 375 with shields)
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* base HPS (for all targets): 400 (1000)
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* efficiency: 0.22 (0.56)
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* comment: should be only used to mitigate incoming party damage
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* Aspected Helios/Diurnal
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* potency: 200 + 40 * (30 / 3) = 600
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* base HPS (for all targets): 1600
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* efficiency: 0.89
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* comment: in general you wanna keep it up for party members after incoming
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AoE damage leaving about 80% on each party member, for example it was my main
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skill during first phase of A10S and A11S. Avoid use it if party's HP is about
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full and no incoming AoE damage expected in 10-15 sec
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General rule - never spam any of it.
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## Short notes
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* As far as you can see Diurnal sect is more powerfull for healing abilities than
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Nocturnal (but I'm not taking into account difference in healing power though).
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* Benefic is more efficient than Benefic II, but requires additional GCD, which
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can be used to pew-pew.
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* Helios is not such good as Aspected Helios/Diurnal is (unlike WHM, Cure III of
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which is the best).
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* Aspected Benefic/Diurnal is even better than Benefic II.
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# Core mechanics
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Actually astrologian is not only healer (I think it is even _not_ healer), but
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it is party buffer. Each buff can be improved by Royal Road. The following table
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represents basic card usage in my opinion.
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* Arrow
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* good choice in case if you don't have balance. Basically the best card
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for BLM, not bad for other casters (including healers). Please note that
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frequent usage on resource limited jobs (like physical DPS) may cause issues
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with these resources (TP for physical jobs, MP for casters). _Does not_
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increase DoTs potency. May has some other usages, for example, my co-healer
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found it is useful if you need to ressurect several people in limited time with
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no Lightspeed and Swiftcast cooldown (To be honest in my opinion it is trash
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uses anyway: Enhanced Arrow gives you 20% of 8 sec base cooldown which is
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still too low.)
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* enhanced: not the best combination, in my opinion the best usage is to buff
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BLM
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* expanded: alternative to AoE Balance
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* extended: same as non-improved version
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* Balance
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* your main buff, any DPS likes it, but better use it to the best one, because
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it scales on current DPS value. To be honest in my practice it may cause some
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agro issues as well
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* enhanced: the best choice for this improvement, should be always followed by
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Time Dilation if possible
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* expanded: the one of the best Astrologian buffs. Prefer to use it on pull.
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Should be extended by Celestial Opposition it if possible
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* extended: same as non-improved version
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* Bole
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* good for tanks especially when no CDs left
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* enhanced: good for incoming tank buster, you might wanna Time Dilation it as
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well
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* expanded: situational buff, I found it useful on savages tries in minimal
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item level to mitigate incoming large AoE damage, you might wanna extend MT
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buff as well, more likely should be never stacked with Celestial Opposition
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* extended: same as non-improved version
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* Ewer
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* can be used for SMN after ressurection or to healer, but better Royal Road it
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* enhanced: never use it
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* expanded: never use it. This one is really never
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* extended: never use it
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* Spear
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* any DPS is OK with this buff currently, but better use it to jobs which have
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crit-based traits - for example, BRD or MNK. Note that it still has less time
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than Balance or Arrow.
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* enhanced: mostly jobs with crit-based traits, not such good choice for Time
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Dilation as Enhanced Balance is.
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* expanded: alternative to AoE Balance
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* extended: same as non-improved version
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* Spire
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* can be used for physical DPS after ressurection or on TP issues, but better
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Royal Road it
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* enhanced: never use it
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* expanded: never use it. This one is really never
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* extended: never use it
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Short notes:
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* None of these rules (expect for Expanded Ewer/Spire) are mandatory.
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* Never use macros for cards.
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* Be sure that card is in CD or you have drawn a card and it is more than 15-20
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sec left. If you have drawn one and you see no usages in more than 15 sec - try
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to convert or hold it (or withdrawal it if no choices).
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* Additional note to previous one: never let drawn card fade out.
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* In general Balance is still better than Arrow, because Arrow does not boost
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DoTs and oGCD skills. In other hand priority of Balance and Spear is questionable.
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## Minor Arcana
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* Never hold it. Lady of Crowns is a good oGCD alternative to Benefic II.
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* If you don't see usage for current card in 10-15 sec, and can't or don't want
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to hold it or Royal Road it - convert to Minor Arcana.
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## Lightspeed
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* Very useful when you need to heal and move in one time.
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* Very useful when you need to spam healing and want to safe some MP.
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* Should be _never_ used when you are DPSing.
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## Synastry
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Situational skill which should be used when you need to heal several targets,
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usually the best target is tanking player (during add in A11S, while dancing on
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Susano EX and so on). Almost useless when you want to increase potency of healing
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to single target.
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## Time Dilation
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Should be only used to prolong card buffs, but it would be cool if you will prolong
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other buffs (like Aspected spells) as well. Better usage is to prolong Enhanced
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card versions, but please note that prolonged buff will not be stacked with your
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Draw CD anymore.
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## Collective Unconscious
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Should be used to mitigate incoming AoE damage basically by CD. The one of the
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best usages is on rephases (if there is incoming damage of course), because it
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can be extended by Celestial Opposition with damage buffs after (in this case be
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sure that you have already drawn card and ready to buff party). Please note that
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you need some time to buff being applied, so you need to stay for several seconds.
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## Celestial Opposition
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The one of questionable astrologian skills. In my opinion the only one usage for
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it is to extend party Expanded buff (like Balance or Arrow). Never use it to
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extend your own buffs (e.g. Lucid Dreaming). Also I should note that it can be
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used to stun multiple enemies if it is required by fight mechanics (like A6S
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adds).
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## Earthly Star
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In short - know fight. Teach your party to stay in circle (it is easy, trust me,
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just don't heal outsiders). Despite the fact that you basically want to use it by
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CD, it is better to hold it a bit to heal party during incoming AoE damage. The
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best usage should be in about 15 sec before incoming damage - so you can detonate
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sphere in any time and will get maximal healing and damaging effect.
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## Sleeve Draw
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* Should be used by CD.
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* Should be never used if you have drawn card.
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* Should be never used if you have Minor Arcana.
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You _can_ use it if you have holded card or you already have additional effect.
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# Role skills
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## Mandatory
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* Lucid Dreaming - should be used to restore MP and/or to reduce generated agro.
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Basically you want to use it by CD.
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* Swiftcast - must be used for target ressurection. In general it is used to cast
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skills with cast time more than GCD (Aspected Helios for example). In theory it
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can be used to cast damaging skills while moving.
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* Largesse - healing CD.
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## Optional
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* Cleric Stance - damaging CD, should be used by CD mostly, but should be never
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used if you are going to spam heal.
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* Eye for an Eye - actually I never used it, but someone may find it useful.
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## Situational
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* Break - the only one usage if you need to Heavy targets, for example, orbs in
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A6S. Mostly useless for DPS.
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* Protect - by the way, you can cast Protect and replace it by another skill.
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Usually one healer in party is enough to have it.
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* Esuna - has no application in savages and extremes, but sometimes may be useful
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in casual content. You should have it if there is Doom debuff (like Omega V4).
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Usually one healer in party is enough to have it.
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* Rescue - just move knockbacked target to you. The one of usage examples is
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Susano Extreme.
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## Trash
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* Surecast
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# The best opener deck
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* Hold Balance
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* Royal Road Ewer or Spire
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* Lord of Crowns
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* Balance is drawn
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Never use Sleeve Draw for your opener, let party wait for your deck, trust me,
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they wanna have good numbers during opener. Expanded Balance should be followed
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by Celestial Opposition. Balance can be replaced by Arrow or Spear, but they are
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not so good as Balance is.
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# Gearing and melding
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In general you might want to prioritize stats in the following order:
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Mind >> Crit Hit >> Determination ~ Spell Speed > Piety
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* Some people [say](http://dtguilds.enjin.com/davidsastguide) that until you get
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Crit Hit more than 2700, Determination is better. I cannot verify or deny it
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because have no ability to do precise metering. In general Crit Hit is better
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than Determination at least because of Lightspeed procs.
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* Another question is Determination vs Spell Speed. Before 4.0 usually Spell Speed
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and Determination had close values of stat weights. I would recommend you to
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prioritize Spell Speed over Determination as soon as it allows you to be more
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mobile.
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* You should get Piety as much as you are comfortable. But it should has the
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lowest priority. Try to use some Ethers.
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* You _can_ meld Direct Hit (healers gear does not have it itself), but it does
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not affect your healing potency, so I would prefer Crit Hit.
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# Potions and food
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Get some good HQ Ether potions and Mind ones. Ether can be used to restore your
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MP (it is probably not so actual with 4.0, but still useful sometimes, for example
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right after ressurection). Mind potions is a good alternative to Largesse.
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In other hand you can choose any food you like and comfortable. I would prefer
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to up crit and spell speed.
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# Healing and damaging
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Being a healer you must maximize your DPS and minimize your HPS. It also should
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be accompanied by 99% uptime (when you cast anything). General tips are:
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* Never heal to 100%. The only one possible exception is healing tanks before
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tank buster (I'm not talking about doing mechanics here - like Doom, or Living
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Dead). Good choice is Aspected Helios with HoT effect. You are good if your
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overheal is below 20-30% (some overheal is allowed because of HoT effects or if
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you are going to shield members with full HP).
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* The previous mean that in general you don't need to keep tank's HP full. 50%
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and no tank buster expected? Okay, no heal for you then. Good example is Susano
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Extreme first phase - the only one skill I used to heal MT is Essential Dignity
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and Aspected Benefic sometimes.
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* Know fight and your cast time, try to heal tank right after tank buster. It
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means that you need to start casting Benefic (II) during tank buster cast, not
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after. Same for AoE healing.
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* Use Benefic for spamming. It is more efficient and has Benefic II proc.
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* Check if you have Benefic II proc, critical healing with Benefic II is cool.
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(but don't use it if you can heal just by Benefic).
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* If you are main healier - your goal is to heal party, don't hope and don't
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trust your co-healer, if someone died because of lack of healing - it is your
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fault. In other hand if someone got additional damage because of mechanics -
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teach them to heal themselves.
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* In other hand if you are off healer - healing is not your issue. Ask when your
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co-healer needs help, and cast some Helios. But shielding tank on tank buster is
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usually mandatory in this case. If someone dies you are responsible for ressurection.
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* As I said - know the fight. You don't need to heal party right after they got
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damage, usually you can wait several GCD (or use Aspected Helios/Diurnal). If
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they don't do mechanics they will die in this case of course, but it is not your
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issue ("dead DPS has zero DPS" ©).
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* Combust II should be always up. Good time to use it - while you are moving -
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you can't cast anything with castbar, whereas Combust II has insta-cast.
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* If you have more than 1.5 sec free - cast Malefic III. You probably don't wanna
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cast it too much having Lightspeed.
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* For adds in savage content (like A12S) you can use Gravity, it can be
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accompanied by Swiftcast by the way.
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