Leveling Rotations and Tips for Astrologian — Endwalker 6.55

Last updated on Jan 25, 2024 at 05:24 by Zyrk 2 comments

This page covers the rotation and action usage when leveling Astrologian to Level 90. This page can also be used to help when doing roulettes with level scaling by using the slider to adjust the information to your desired level.

1.

Leveling Gear

As a healer, it is important to keep your equipment reasonably up to date while leveling. While leveling, you should use the highest Item Level equipment that is available rather than worrying about secondary stats. Keep in mind that your weapon has the largest effect on your damage and healing numbers. When updating your gear, prioritize weapon upgrades and replacements for your lowest Item Level pieces.

It is especially important to update your gear at levels 50, 60, 70, and 80. There is a significant increase in scaling for the leveling dungeons after each of those level milestones. You can use Allagan Tomestone of Poetics to purchase appropriate gear at these levels.

  • Level 50: Augmented Ironworks gear (Item Level 130) can be purchased in Mor Dhona (X:23, Y:7). For equipment, speak to Auriana and select "Allagan Tomestones of Poetics (DoM)." For weapons, speak to Aelina and select "Ironworks Gear."
  • Level 60: Augmented Shire gear (Item Level 270) can be purchased in Idyllshire (X:6, Y:5). For equipment, speak to Hismena and select "Allagan Tomestones of Poetics (DoM) II." For weapons, speak to Bertana and select "Shire Gear Exchange."
  • Level 70: Augmented Scaevan gear (Item Level 400) can be purchased in Rhalgr's Reach (X:14, Y:12). For equipment, speak to Enna and select "Allagan Tomestones of Poetics (DoM) II." For weapons, speak to Eschina and select "Scaevan Gear Exchange."
  • Level 80: Augmented Cryptlurker gear (Item Level 530) can be purchased in Eulmore (X:10, Y:12). For equipment, speak to Aymark and select "Allagan Tomestones of Poetics (DoM) II." For weapons, speak to Fathard and select "Cryptlurker Gear Exchange."
2.

General Tips

Most of the advice on this page is given in the context of instanced, Light Party (four-person) content like dungeons. Astrologian starts at level 30, but you may be level synced down to 15 in the lowest level dungeon, so we will use that as our starting point.

Note: Make sure you keep up with your Job Quests. The Astrologian Job Quests at the following levels unlock new spells/abilities: 40, 45, 50, 54, 58, 60, and 70.

Move the slider below to make the guide update to your level!

Level: 15
  • As a healer, your role is to support the party and contribute to the group's success. Contributing to the group includes dealing damage when you can.
  • Always be casting. If you do not need to cast a heal, cast a damage spell.
  • Use Lucid Dreaming Icon Lucid Dreaming frequently to maintain your MP. It can be used as early as 75-80% MP without over-capping as long as you are continuously casting.
  • Lightspeed Icon Lightspeed can be used to maintain GCD uptime when you have to move. It can also speed up a hard-cast Ascend Icon Ascend if Swiftcast Icon Swiftcast is not available.
  • Watch the party list to monitor the party's HP and buffs/debuffs. It may help to move your party list closer to the center of your screen.
2.1.

Cleansing and Raising

Removing debuffs and raising fallen party members are extremely important responsibilities for any healer. Understanding how to effectively handle debuffs and deaths is vital to your success.

  • Use Esuna Icon Esuna to remove cleansable debuffs, indicated by a small, white line above the debuff icon. In particular, watch out for Doom, Slow, Paralysis, Disease, and Heavy. These are some of the most detrimental debuffs you might need to cleanse in dungeons, in order of severity. Some dungeon bosses also apply damage-over-time debuffs that may be important to cleanse.
    • Doom is a healer-specific mechanic in some encounters. If the Doom is not cleansable (indicated by a white line above the debuff icon), it is often removed by the target being healed to 100% HP. However, this is not always the case. Notably, the uncleansable Dooms in the level 35 dungeon and a certain level 50 alliance raid are not examples of this healer mechanic.
  • If a party member is defeated during combat, use Ascend Icon Ascend to revive them as soon as possible. There is no greater DPS loss for the group than a dead party member.
    • Use Swiftcast Icon Swiftcast to bypass the long cast time. If Swiftcast is unavailable, it is still almost always worth hard casting the spell to raise them as soon as you have the chance. The only time it is better to wait for Swiftcast is if its remaining cooldown is less than about 10 seconds.
    • Before you commit to raising someone, be certain that you will be able to keep them alive. Otherwise, it is just a waste of time and MP. They will be revived at the location you were standing when you completed the cast. Try not to raise them into a dangerous area. When they are revived, be ready to heal them quickly before they lose (or dispel) their brief invulnerability.
    • If someone dies near the end of a boss fight and you are going to finish the fight very soon, you may not want to raise them. If they release and take the shortcut, they can immediately rejoin the party while avoiding the lengthy and severe Weakness debuff that would last into the next pull.
3.

Cards and Gauge Management

  • Draw Icon Draw cards and Play Icon Play them on party members of the corresponding role to increase their damage.
    • Melee cards have a light blue outline and plus-shaped symbols to the left and right in the gauge.
    • Ranged cards have a purple outline and circular symbols to the left and right in the gauge.
    • Use Draw charges regularly to avoid over-capping. Using Draw consistently is vital to your MP management.
  • There are three different astrosigns—one melee and one ranged card for each sign. Playing a card (while in combat) will grant you the card's sign. You can spend any three astrosigns to use Astrodyne Icon Astrodyne, gaining up to three buffs depending on how many unique (non-duplicate) signs you had. Your goal is to have two different signs. Having all three different signs is a small bonus if it happens, but two is your primary goal.
  • You can Redraw Icon Redraw once per Draw to try to get a card for the opposite role if you need to. This can be useful if, for example, you draw a ranged card when you have two melee DPS.
  • You can Redraw Icon Redraw once per Draw to get a card with a different astrosign. This means you can always get at least two astrosigns for Astrodyne Icon Astrodyne. You do not need to go out of your way to redraw for signs unless your third card is a third duplicate sign. It is often more beneficial to redraw to get cards for the desired role instead of chasing the three-sign Astrodyne buff. The desired role may change depending on the circumstances. In 8-man content, melee cards are usually much more valuable than ranged cards because melee jobs simply have more burst damage. In dungeons, it may vary wildly based on the level of the dungeon, gear levels, and the individual skill of your party members.
  • You may safely ignore Undraw Icon Undraw. You do not even need to put it on your hotbar. It is an action that has been left over from a previous version of the card system, and it has no practical use. There is essentially no situation in which it is better to throw away a card than to play it.
4.

Rotation While Leveling Astrologian

4.1.

Single-Target Damage

  • Keep Combust Icon Combust applied if it will tick for at least 12 seconds.
  • Keep Combust II Icon Combust II applied if it will tick for at least 9 seconds.
  • Keep Combust II Icon Combust II applied if it will tick for at least 12 seconds.
  • Keep Combust II Icon Combust II applied if it will tick for at least 12 seconds.
  • Keep Combust III Icon Combust III applied if it will tick for at least 15 seconds.
  • Keep Combust III Icon Combust III applied if it will tick for at least 15 seconds.
  • Cast Malefic Icon Malefic as much as possible.
  • Cast Malefic II Icon Malefic II as much as possible.
  • Cast Malefic III Icon Malefic III as much as possible.
  • Cast Malefic IV Icon Malefic IV as much as possible.
  • Cast Fall Malefic Icon Fall Malefic as much as possible.
  • Use Divination Icon Divination whenever it is available. If possible, keep it lined up with the group's burst cooldowns, but it is not always realistic to do so in dungeons.
  • Astrodyne Icon Astrodyne should be used during Divination when possible. It should be used with at least two unique signs to get the most important effect out of it. Do not over-cap the gauge unless you have three of the same sign.
  • Place Earthly Star Icon Earthly Star as early as possible. It needs to charge for 10 seconds to reach its full potency. It is a significant source of damage and should generally be used as soon as it is available.
  • Use Minor Arcana Icon Minor Arcana as often as possible. Lord of Crowns Icon Lord of Crowns is a significant source of damage.
4.2.

Multi-Target Damage

  • While the tank is making the pull, cast Combust Icon Combust on each enemy while you follow the tank.
  • While the tank is making the pull, cast Combust II Icon Combust II on each enemy while you follow the tank.
  • While the tank is making the pull, cast Combust III Icon Combust III on each enemy while you follow the tank.
  • Keep Combust Icon Combust applied to enemies that will live for at least 12 seconds.
  • Cast Malefic Icon Malefic as much as possible.
  • Depending on the total number of enemies, Combust Icon Combust can be worth applying if it will tick for the specified amount of time:
    • Two enemies: 21 seconds;
    • Three enemies: 30 seconds;
    • Four or more enemies: Skip Combust.
  • Depending on the total number of enemies, Combust II Icon Combust II can be worth applying if it will tick for the specified amount of time:
    • Two enemies: 15 seconds;
    • Three enemies: 24 seconds;
    • Four enemies: 30 seconds;
    • Five or more enemies: Skip Combust II.
  • Depending on the total number of enemies, Combust III Icon Combust III can be worth applying if it will tick for the specified amount of time:
    • Two enemies: 15 seconds;
    • Three enemies: 21 seconds;
    • Four enemies: 27 seconds;
    • Five or more enemies: Skip Combust III.
  • Depending on the total number of enemies, Combust III Icon Combust III can be worth applying if it will tick for the specified amount of time:
    • Two enemies: 15 seconds;
    • Three enemies: 24 seconds;
    • Four enemies: 30 seconds;
    • Five or more enemies: Skip Combust III.
  • Cast Gravity Icon Gravity as much as possible.
  • Cast Gravity II Icon Gravity II as much as possible.
  • Use Divination Icon Divination once the tank has gathered the enemies if it is available. Using it then should cover most of the party's AoE burst. If it comes up halfway through a pull and many of the enemies are already below half HP, you may want to save it for the next pull to avoid wasting part of the buff time.
  • Use Astrodyne Icon Astrodyne once the tank has gathered the enemies if it is available. It should be used with at least two unique signs to get the most important effect out of it. Do not over-cap the gauge unless you have three of the same sign.
  • Place Earthly Star Icon Earthly Star as soon as you know where the tank is going to stop. You want it to charge so you can detonate it at full potency before any of the enemies die.
  • Use Minor Arcana Icon Minor Arcana as often as possible. Make sure to expend your Lady of Crowns Icon Lady of Crowns before Minor Arcana's cooldown is back up, to try for another Lord of Crowns Icon Lord of Crowns. If you have a Lord, use it early in the pull—after you have used Astrodyne and/or Divination, and before the enemies start dying.
5.

Healing Abilities (oGCDs)

oGCD heals are your first line of defense. They are some of your most powerful and efficient heals, and more importantly, they are free. They are only limited by their cooldowns, so if they are not being used, you are losing a lot of value. This breakdown lists them in a rough order of priority.

5.1.

Single-Target Healing

  • Use Exaltation Icon Exaltation on every pull to mitigate damage on the tank. Try not to use it when the tank is using their strongest cooldowns, especially their invulnerability. In dungeon boss fights, tank busters are almost never threatening, so it is fine to use it any time the tank is taking damage.
  • Treat Essential Dignity Icon Essential Dignity like your primary single-target heal. It is great as a quick emergency heal, but it is too much free healing to waste by saving it for an emergency that may never happen. If there is healing to be done, use it.
    • Essential Dignity now has two charges. It is possible to save one charge for emergencies while using the second charge freely. Try to make sure the recharge timer is always ticking. You should only have two charges if there is nothing to heal.
  • Celestial Intersection Icon Celestial Intersection is mainly used for passive tank upkeep thanks to its extremely short cooldown. Use it on the tank every time it is available unless the tank is not going to take any damage for the next 30 seconds. Most of its potency is a shield, so it is not useful on non-tanks as often. However, it is still effective at saving a non-tank from upcoming raid damage if they are missing some HP or have vulnerability debuffs.
    • Celestial Intersection now has two charges. This makes it a little easier to use it as a reactive spot heal for non-tanks. Use this ability very liberally and avoid sitting on two charges.
5.2.

AoE Healing

When AoE healing is not needed (which includes almost all dungeon trash pulls), these oGCDs should also be used to support your single-target oGCDs for tank healing.

  • Earthly Star Icon Earthly Star is used mainly for damage, especially in a dungeon. You must play around this fact to ensure that its healing is also valuable. Avoid healing people when you know you are about to detonate Earthly Star (unless they will die without immediate healing).
  • Collective Unconscious Icon Collective Unconscious is a channeled ability, but we strongly advise against channeling it. Simply flashing the ability for an instant will apply the base duration of the mitigation and healing effects to party members within the effects' respective ranges. That is the standard way to use the ability. Flash it and then continue casting. Even if you use it while moving, it will still have full effect. For dungeon trash, it should usually be available for every pull.
  • Celestial Opposition Icon Celestial Opposition is used similarly to Collective Unconscious, but it has a higher potency and a standard AoE range. It should also be available for every trash pull in dungeons.
  • Lady of Crowns Icon Lady of Crowns (from Minor Arcana Icon Minor Arcana) has the same total potency as Collective Unconscious. It is weaker than Celestial Opposition, but the healing is instant. Its primary weakness is that it is random and unreliable since you cannot control the result of Minor Arcana. In a dungeon, that weakness is mostly irrelevant.
  • Horoscope Icon Horoscope can be used by itself for a free 200-potency heal on a short cooldown. It is a small amount, but it can help bridge the gap between other oGCDs.
5.3.

Healing Buffs and Empowered GCD Heals

These actions are somewhere between GCD and oGCD. They are oGCD abilities that interact with GCD heals, giving those GCD heals exceptionally high potency values. They are still less efficient than the truly free oGCDs, but the high potency helps minimize the number of GCD heals you have to use.

  • Neutral Sect Icon Neutral Sect buffs the potency of your GCD heals by 20% and empowers your Aspected spells by adding a shielding effect to them. These shields can be useful for an immediate boost to the party's effective HP in an emergency, and it is a massive increase in the effective potency of Aspected Benefic Icon Aspected Benefic and Aspected Helios Icon Aspected Helios in general. It is such a strong buff that it actually makes these spells complete overkill. One or two casts of Aspected Benefic with Neutral Sect can single-handedly trivialize any dungeon pull in the game.
  • Synastry Icon Synastry can allow you to heal two targets at the same time, but its most common use is to place Synastry on the tank so they receive 40% more healing from Benefic II Icon Benefic II. For 20 seconds, this can keep a tank alive through almost any dungeon pull by itself. It is often used simply to minimize how many casts of Benefic II it takes to recover the tank's HP. Any time you need to resort to Benefic II, you should consider using Synastry just to reduce the number of GCDs it takes.
  • If you cast Helios Icon Helios or Aspected Helios Icon Aspected Helios while the initial Horoscope Icon Horoscope buff is in place, it upgrades to a 400-potency heal. This is mostly relevant for AoE healing, but Aspected Helios with an upgraded Horoscope on a single target is technically a little more potency than a standard Benefic II Icon Benefic II with a base Horoscope. It is generally impractical and unnecessary to use it in such a way for single-target healing, though.
    • After receiving the Enhanced Healing Magic trait at level 85, Aspected Helios + Horoscope pulls farther ahead, making it a slightly more noticeable gain for single-target healing. However, at this level, you have so many healing tools that you are unlikely to be in a situation where you would need to use it that way.
6.

Healing Spells (GCDs)

Basic GCD heals exist to support your oGCD heals. These are your safety net. These GCD heals should be used to cover any healing that is still required after your oGCD heals have been exhausted. They are listed in a rough order of priority.

  • Use Benefic Icon Benefic to fill in the gaps left by Essential Dignity. This is the backup heal that you use to keep the tank alive long enough for Essential Dignity to come back up.
  • Benefic Icon Benefic is an absolute last resort. Because it is slightly more MP-efficient than Benefic II, it can be used to save MP if a single Benefic can cover a spot heal. Otherwise, it should only be cast in an emergency where you literally do not have enough MP to cast Benefic II.
  • Benefic II Icon Benefic II is significantly more GCD-efficient than Benefic at the cost of being slightly less MP-efficient. It replaces Benefic as your backup GCD heal. Use it to keep the tank alive until Essential Dignity comes back up.
  • Aspected Benefic Icon Aspected Benefic is your first line of defense when you must use GCD heals. If you cannot keep the tank alive with oGCDs, you should keep Aspected Benefic on the tank. For most of the leveling process, you will need to keep Aspected Benefic on the tank nearly at all times. As you gain access to more oGCD heals, it will become less necessary.
  • Use Benefic II Icon Benefic II if you do not have time to wait for the regen from Aspected Benefic or if Aspected Benefic is already applied and you still need more GCD healing.
  • Aspected Helios Icon Aspected Helios is your main AoE GCD heal. The regen needs time to work, so do not cast it multiple times in a row.
    • After receiving the Enhanced Healing Magic trait at level 85, Aspected Helios actually has a higher total potency on a single target than Benefic II, and it only costs 100 more MP. Benefic II with Synastry Icon Synastry pulls ahead, and Aspected Helios with Horoscope Icon Horoscope pulls ahead of that. At this level, you have so many healing tools that this is unlikely to be relevant. Still, if you find yourself needing more tank healing in a dungeon, this can get you a little more potency.
  • Use Helios Icon Helios if you need to heal more than one party member at a time.
  • Now that you have Aspected Helios, Helios Icon Helios is a more situational spell. It is only useful if you cannot wait for the regen from Aspected Helios or if Aspected Helios is already applied and you need more GCD healing.
7.

Changelog

  • 25 Jan. 2024: Reviewed for Patch 6.55
  • 16 Oct. 2023: Reviewed for Patch 6.5
  • 24 May 2023: Updated for Patch 6.4 - Collective Unconscious mitigation range increased to 30y and given a base duration of 5 seconds.
  • 13 Jan. 2023: Reviewed for Patch 6.3
  • 29 Aug. 2022: Updated for Patch 6.2 - Crown Play no longer exists. Redraw now guarantees a new astrosign.
  • 12 Apr. 2022: Updated for Patch 6.1 - Combust duration increased from 18s to 30s.
  • 02 Apr. 2022: Guide added.
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