Astrologian Healing Rotation, Ability Priority, and Cooldowns — Endwalker 6.2
On this page, you will learn how to best use your healing spells in single-target and multi-target situations to keep your party members alive during fights. We also cover cooldown usage, ensuring the best usage of them, as well as differing damage levels, to allow you to adapt your healing as necessary as a Astrologian Healer in Final Fantasy XIV: Endwalker (Patch 6.2).
To maximize your contribution to the party's success, you will need to balance supporting the party and dealing damage yourself. The more efficiently you heal, the more damage you and your co-healer will be able to contribute.
To heal efficiently, you select the best heal for each situation while prioritizing your most efficient heals. As a general rule, oGCD abilities are more efficient than GCD spells because you do not have to stop casting damage spells to use them.
However, identifying the best heal for the situation is about more than just the numbers. You must also consider the range, cooldown, and opportunity cost of each heal. While the priority can vary depending on the situation, this page should offer guidance on what situations each heal is suited to, as well as notes about how some of Astrologian's more unique heals work.
Area-of-Effect (AoE) Healing
- Earthly Star is a ground-targeted AoE with a very large radius of 20y. 20 seconds after being placed, or when it is manually activated, it detonates, damaging enemies and healing allies in its area. 10 seconds after being placed, it transforms into its charged version, increasing its damage potency from 205 to 310 and its healing potency from 540 to 720. It should always charge before detonating, if possible.
- Earthly Star should generally be used as often as possible because it is a significant source of damage. It will be the cornerstone of your healing, and you will plan other heals around it. You should usually default to placing it as soon as it comes off cooldown. As you become more familiar with the encounter, you can adjust the timing to get more value from the healing and damage.
- Collective Unconscious instantly applies a 10% damage mitigation buff and a 15-second, 100 potency HoT to party members within 8y of you. It can be channeled for up to 18 seconds, maintaining the mitigation and continuously refreshing the HoT back to 15 seconds. Channeling prevents you from doing anything else, so you should avoid channeling it except during downtime. Just weave it like any other oGCD, and the mitigation will still last several seconds.
- Collective Unconscious is high on the priority list simply because it is your most restrictive heal. Any time the party is grouped up and needs healing, you should use it while you can unless you know there is a more important use for it in the near future.
- Macrocosmos is a non-standard spell that has a cooldown, despite being
a GCD action. It has multiple effects:
- It damages enemies in a 20y radius around you. It has a potency of 250 on the first enemy and 40% less for all additional enemies. Because of this, it is DPS-neutral on a single target.
- It places a 15-second buff on you and all party members within 20y. When the buff expires, or when it is manually triggered by activating the skill again, each person is healed for 200 base potency, plus 50% of the damage they took while they had the buff (after shielding and mitigation).
- Macrocosmos is more situational than most of your heals. It is an incredibly powerful spell, but its effectiveness is completely dependent on when it is used. It shines most when the party takes heavy damage and needs to be healed quickly afterward, such as 1-HP mechanics or hard-hitting, back-to-back raid damage.
- Macrocosmos is extremely effective at healing a Dark Knight's (or a Warrior after , though it is usually unnecessary) because those abilities do not prevent damage; they simply prevent the tank's HP from reaching zero. Macrocosmos counts this "overkill" damage.
- Gunbreaker's unfortunately does not count toward Macrocosmos's damage counter because it does not deal damage; it simply sets their HP to one. Similarly, not all incoming 1-HP mechanics count toward Macrocosmos. Many do, but it depends on how the mechanics are implemented. It can vary between encounters.
- Macrocosmos is a non-standard spell that has a cooldown, despite being a GCD action. It has multiple effects:
- Celestial Opposition is your all-purpose AoE heal. It has no particular limitations or incentives to use it in specific situations. It will usually be used when Earthly Star is on cooldown and the conditions are not met for using Collective Unconscious or Macrocosmos.
- Horoscope places a 10-second buff on all party members within 20y. When the buff expires or is manually triggered by pressing the button again, it heals for 200 potency. If someone with the buff is hit with or , the buff upgrades to 400 potency, and its duration is extended to 30 seconds.
- Horoscope can be used in two ways. The more common way is to use it without casting Helios or Aspected Helios to upgrade it, just for the free 200 potency heal. It is a small, free heal with a short cooldown. When used this way, it helps make up for any small gaps left by the other oGCDs.
- When upgrading Horoscope by using it with Helios or Aspected Helios, it is hard to give it a clear priority ranking. If you are in a situation where you must resort to Aspected Helios because your other oGCDs are insufficient, you should prioritize using Horoscope alongside it. However, you should not cast Helios or Aspected Helios simply because you have applied Horoscope. Outside of downtime, it should only be upgraded when you already have no choice but to cast the GCD heal.
- Like Horoscope, Neutral Sect has a high priority when you already have to cast Aspected Helios. Otherwise, it is situational. You should not necessarily try to maximize the number of times you use it in an encounter. Instead, use it when additional party shields are desired, when you need a massive amount of healing, or simply to buff a single cast of Aspected Helios that you have to do because you are out of oGCDs.
- Lady of Crowns is at the bottom of the list because it is unreliable. You plan around not having it because there is no way to guarantee that you will get one at a specific time. If you planned around not having it, you likely have no real use for it.
- It can be useful as a convenient backup heal when something has already gone wrong, such as a planned heal being missed. Otherwise, the most realistic (but still unlikely) use is that it might replace a Scholar co-healer's , allowing them to use instead for a small damage gain.
Note:The AoE oGCD heals listed above should be used to supplement your single-target healing if they are not needed for anything else, which is almost always the case in dungeons trash pulls.
- Essential Dignity has a very short cooldown and can hold up to two charges. You should use it regularly to avoid holding two charges and letting the free healing go to waste. This still allows you to hold one charge in reserve for emergencies or spot healing. The only time you should be holding two charges is if there is no useful single-target healing to be done.
- It heals more depending on how much HP the target is missing, reaching maximum potency when the target is at 30% HP. Generally, you should use Essential Dignity first to take advantage of the increased scaling before using additional heals.
- Celestial Intersection is tied for first priority. Like Essential Dignity, it has a short cooldown and can store two charges. Use one charge on the tank regularly to avoid capping on charges.
- As your only oGCD shield, Celestial Intersection can be used to extend someone's maximum effective HP in an emergency. The most common cause of this situation is Vulnerability Up stacks. The shield may save them from an otherwise lethal attack.
- Exaltation is somewhat situational. It provides damage mitigation followed by a delayed heal. It should be used fairly often, but not necessarily every time it is available. You will get more overall value by using it at the most impactful points rather than by focusing on maximizing the number of uses.
- In dungeons, you can simply use it on every pull. You may want to use it after the tank's initial cooldowns have expired instead of stacking it on top of their cooldowns.
- In boss encounters, you should prioritize using it whenever the tank is taking the most damage (and is not using an invulnerability cooldown). This may mean using it on every tank buster and then seeing where you can fit additional uses between tank busters.
- In raids, tanks can often use invulnerability cooldowns for many of the tank busters. In this case, you should try to use it when a tank is taking uninterrupted auto-attacks from the boss or adds.
- It can also be highly effective when non-tanks are targeted with single-target damage, especially when it is in the form of a damage-over-time (DoT) effect. The DoT will snapshot the mitigation, which means its damage is calculated when the DoT is initially applied to the target. No matter how long the DoT lasts, the entire duration will be affected by the mitigation that was in place when the DoT was applied.
- Neutral Sect is listed again in the single-target section because it affects . It turns Aspected Benefic into an absolutely massive amount of healing at the cost of using the GCD to cast it. The GCD cost places this at a low priority, but its raw power will help minimize the number of GCD heals you need to use if you have run out of oGCD options.
- Due to its long duration, if you need a lot of healing, it is possible to cast Aspected Benefic twice on the same target without overwriting the heal-over-time (HoT) effect.
- In addition to raw healing, a "Neutral Aspected Benefic" may also be used just for the sizeable single-target shield in an emergency. This shield can help someone with Vulnerability Up stacks survive otherwise lethal damage or help make up for a tank's lack of cooldowns for a tank buster.
- Neutral Sect shields stack with all other shields in the game, including your own shield. However, Aspected Helios and Aspected Benefic both apply the same shield buff under Neutral Sect, so you cannot cast both to get stacking shields.
- Synastry marks a party member for 20 seconds. The person with the mark is healed for 40% of the healing you do with single-target healing spells (GCDs). When you heal the Synastry target, it is effectively a 40% boost.
- This unique ability has a variety of niche applications—so niche, in fact, that it is fairly common to go an entire encounter without having any reason to use it.
- Unfortunately, it only works with single-target healing spells: , , and the initial 250 potency heal of . Between those, Benefic II is the primary spell used with Synastry, which is why it has such a low priority—Benefic II is already your last resort.
- It is a significant healing boost on a single target, so the most basic use is to get more healing from Benefic II when you have run out of more efficient heals.
- The most common planned use of Synastry is to handle a Dark Knight's invulnerability cooldown, . Once triggered, the Dark Knight must receive healing equal to their max HP within the next ten seconds, or they will die. In this specific situation, you need a large burst of healing in a short period of time. Synastry + Benefic II is one way to do that, usually alongside Essential Dignity. However, is better at handling Living Dead if you do not need it for something else.
- Synastry can allow you to very effectively heal two targets at the same time, with virtually no range limitation on the secondary target once Synastry has been applied to them. This can be useful for mechanics like shared, multi-hit tank busters.
- If you are desperately low on MP, you can use Synastry to boost the healing from Benefic to keep the tank alive when you cannot afford to cast anything stronger.
- 29 Aug. 2022: Updated for Patch 6.2
- 20 Apr. 2022: Updated for Patch 6.1
- 31 Jan. 2022: Guide added.
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