| Action | Purpose |
|---|---|
| The Arrow | Increases the target's healing received by 10% for 10 seconds. |
| The Spire | Grants the target a barrier equivalent to 400 potency of healing, lasting 30 seconds. |
Astrologian Guide
Astrologian (AST) is a
pure healer, who shares this role with
white mage.
Astrologians specialize in ability healing, being able to cast numerous heals in between casting spells, in contrast with white mage's healing style being powerful, but spell-based. Astrologians also possess more proactive healing and mitigation tools compared to white mages, allowing them to pre-emptively mitigate for, or recover from damage.
Arcanum, also known as "cards", are astrologian's unique main mechanic. Each and every card has completely different effects, which can be placed on any party member or oneself. Astrologians may prepare a deck of arcanum with Astral Draw and Umbral Draw, which grants three fixed cards, or four at level 70, unique to the deck and available for play. Each cards' effects can range from granting a barrier, reducing damage taken, or even increasing damage dealt. The latter-most effect, along with astrologian's raid buff, Divination which increases damage dealt by every party member, greatly helps off-set the low personal damage output of the job, being the lowest amongst every job.
Offense
Despite having the lowest personal damage of every job, astrologians should still contribute to doing damage, as should every other healer.
- Malefic and its upgraded variants are astrologian's single-target damage spell. When no healing is needed, astrologians should always be casting this spell to deal damage.
- Combust and its upgraded variants are astrologian's damage over-time spell. It is also instantly casted. Whenever on the move following the tank in dungeons, apply Combust to every enemy, since you will not be able to stop and cast Malefic. Refresh the duration of Combust by casting it again on the same enemy if its duration is about to expire. If an enemy is about to be defeated, continue using Malefic instead.
- Gravity and its upgraded variant are astrologian's AoE damage spell. Whenever there are a group of two or more enemies, cast Gravity instead of casting Malefic; it will deal its full potency to every enemy hit!
Damage Boosting
To offset how weak astrologians are, they depend on buffing the amount of damage their teammates deal. This is done through two methods:
At level 50, astrologians learn Divination. It boosts everyone's damage dealt by 6%. Make sure to use it while fighting trash mobs in dungeons!
Damage Cards
When drawing cards from Astral Draw and Umbral Draw, one of the three cards received will always be The Balance and The Spear, respective for both decks.
- The Balance will increase a
melee DPS's or
tank's damage by 6%. Similarly, The Spear will increase a
physical ranged DPS,
magical ranged DPS, or
healer's damage dealt by 6%.
- If you place a card on the wrong role, the strength of the damage boosting effect will be reduced to 3%.
- Unless there are no
melee DPS or if they have all died recently, you almost never want to give The Balance to
tanks. See its respective page on card priority here. - Unless there are no
, you almost never want to give The Spear to
healers, especially yourself. See its respective page on card priority here.
- At level 70, you will additionally gain Lord of Crowns from Astral Draw. You want to pair this card with Divination, or at any time in trash pulls in dungeons, because it does 400 potency worth of damage to all nearby enemies.
Healing
For information on how to heal, read the Healer Guide! It is highly advised that you read that page after reading this section.
Basic Healing Spells
- Benefic is astrologian's basic heal. When Benefic II is unlocked, stop using Benefic and entirely replace it with Benefic II. See the reason why here.
- Helios is astrologian's basic AoE heal. When numerous players, or even everyone in your party has taken damage, cast this spell once instead of healing everyone individually with Benefic.
- Aspected Benefic is astrologian's single-target regeneration spell, healing allies overtime. This spell will heal more than Benefic in total, but it may only be applied once (subsequent applications refresh the duration), and needs its full duration to heal overtime. Consider casting this spell on the tank to supplement your uses of Benefic II! If player needs healing immediately however, cast Benefic II instead, as they may be KO'd by the time you begin casting this spell after Aspected Benefic!
- Aspected Helios is astrologian's basic AoE heal supplemented with a regeneration, similar to Aspected Benefic. If multiple players, or even everyone has taken a lot of damage, use this spell instead of Helios, as its total healing potency will equate to one use of Benefic II on every player. If more healing is needed, cast Helios in conjunction with this spell, as it heals more immediately. Do not cast this spell again if the regeneration duration has not expired yet! As stated before, this spell will heal an equivalent amount to Benefic II; it is not worth casting this spell on only the tank, consider casting Benefic II, instead.
Healing Abilities
A good healer is one that maximizes the use of all of their healing abilities: actions that are typically free of cost, but have a cooldown instead, and can be casted in between spells. As stated earlier, astrologians specialize in using their wide array of healing abilities; do not be afraid to use your abilities liberally; saving your abilities only for "emergencies" will only harm your learning progress as a healer!
Despite some spells having AoE utility, they may be used as forms of single-target healing for the tank, in contrast with healing spells!
Essential Dignity has incredible potency on targets at lower HP levels. Before even casting Benefic at all, use this action instead, as its short cooldown means you can use it at least once every mob pull in dungeons. It also works as an instant recovery tool when someone, even yourself, takes a significant amount of damage due to failing mechanics.
Utility Cards
Almost all of your arcanum possess a healing or mitigation effect. Make sure to always use these cards whenever you can and keep both Astral Draw and Umbral Draw on cooldown; one of the cards even allows you to buff a party member's damage done! Refer to the cards that have utility, below:
| Action | Purpose |
|---|---|
| The Bole | Reduces the target's damage taken by 10% for 10 seconds. |
| The Ewer | Grants the target an HP regeneration equal to 200 potency of healing for 15 seconds. |
| Lady of Crowns | Instantly heals everyone in range of you equal to a heal of 400 potency. Only available at level 70. |
Astrologians learn Synastry at level 50. You can only apply it to party members.
- Whenever you cast a healing spell (meaning abilities such as Essential Dignity do not benefit from Synastry), an additional 40% of the healing spell's power is further applied to the target who has this effect. You do not have to heal the target who you placed Synastry on, meaning you are able to to heal two people at once.
- You may still heal the target who you placed Synastry on, allowing for your healing spells to be 40% stronger on them. This is a very strong effect for if you run out of healing abilities, but the tank is still taking a ton of damage quickly.
At level 58, astrologians learn Collective Unconscious. Its effects are twofold:
- You generate a bubble around yourself for up to 18 seconds. Party members who enter this bubble receive a small regeneration effect for 10 seconds. Performing any action at all while you are channeling the bubble will cancel its effect; it is almost never recommended to channel the bubble because the regeneration effect is small, and you could be casting other attack or healing spells, instead.
- When you generate the bubble, you also create a "pulse". This has a greater range than the bubble, and reduces the damage all party members and yourself take by 10%. Unlike the bubble you create, this pulse only happens once. This acts as another reason to never channel this ability.
- All effects from this ability are applied immediately when you use it, even if the bubble is not visible, allowing you to simply use it and resume casting spells. This is known as "blinking", and is a common tactic everyone does.
At level 60, astrologians learn Celestial Opposition. It is an ability-version of Aspected Helios, and unlike Aspected Helios, can be executed liberally for healing on one target.
- Whenever you need to cast Aspected Helios to heal everyone, cast Celestial Opposition, first.
- Its HP regeneration stacks with any other HP regeneration effect; if it is needed, both Helios and Aspected Helios may be casted to supplement this action.
At level 62, astrologians learn Earthly Star. You place the earthly star anywhere on the ground, which creates a bubble, similar to Collective Unconscious, and is outlined by stars. It has an excellent radius.
- When you place it, the star will be small. You may still choose to detonate the star, which will heal all party members and deal damage to enemies within the radius.
- However, if you wait 10 seconds after placing the star, it will grow into a giant star, and its healing and damage effect will be much greater. If you wait an additional 10 seconds after the star has grown, it will automatically detonate.
- Unlike other healing abilities or spells you possess, it is best to simply place one down whenever you can so it can begin growing as soon as possible, while also getting its cooldown active. The best-case scenario would be to hold it for a heal if possible. Try to only ever detonate the star whenever it is large, even if it means waiting a little longer for the star to grow after taking damage.