Astrologian PvP Guide for FFXIV
This page contains an overview to Astrologian in the PvP mode 'Crystalline Conflict' for FFXIV. Below you will find information on the strengths and weaknesses of Dark Knight as well as how their rotation interacts in this 5v5 game mode.
Crystalline Conflict Astrologian Overview
Astrologian is a healer that creates advantages for its party with its buffs. It also provides good burst healing, decent crowd control, and a surprising amount of burst damage. It especially excels in groups that will play around its buffs (or pay attention to party chat signals) to truly leverage them into advantages.
This guide is focused on Crystalline Conflict. Much of it may apply to other PvP modes, but it is written with only Crystalline Conflict in mind.
Crystalline Conflict Astrologian Strengths and Weaknesses
- Powerful, instant single-target burst healing
- Strong AoE heal that can counter a lot of burst damage
- Can crowd control two targets at once with Heavy and Bind
- Passively creates advantages for your team with cards, especially charging Limit Breaks faster
- Surprisingly strong burst damage for a healer, most of which is AoE damage
- Relies on the party to make good use of advantages created by buffs
- Wants the party to stay together to receive buffs, sometimes making you vulnerable to AoE attacks
- Limit Break has a short range and can be useless if the party does not take advantage of the buff
- Some maps, such as The Volcanic Heart, make it difficult to hit the whole party with buffs due to terrain blocking your line of sight
- Must choose between using Double Cast for healing or damage/crowd control
This section introduces the core mechanics that define Astrologian in PvP and interact with the rest of the kit:and .
produces one of three cards at random. Once drawn, you have 15 seconds to play the card before it is lost. Playing the card will provide its buff to party members within 20y of the target. If you do not target a party member, you will be the point of origin. If you target a party member, they will be the point of origin.
Be mindful of the line of sight from the point of origin to the rest of the party. If someone is on the other side of a wall from the point of origin, they will not receive the buff. This is especially troublesome on the fire map, The Volcanic Heart. However, you can also target someone else as the origin of the card to buff party members that you do not have a line of sight to without putting yourself in a dangerous position.
Card buffs last 15 seconds, and Draw's cooldown is 20 seconds, so you may often draw your next card while the previous card buff is still active. Playing the new card will overwrite any existing card buff, so you should carefully consider whether it is worth cutting the previous card short.
: 10% damage boost for 15 seconds.
- This buff allows your party to secure kills more reliably. It can push your party's damage over the edge so the enemy dies before crowd control wears off, before their team can respond, or simply faster than they can spam .
: Restores 2500 MP over 15 seconds,
which is enough for one additional .
- The Ewer can stretch your party's MP, allowing them to stay in the fight longer before being forced to retreat. Surviving longer with that extra Recuperate also means more time for your natural MP regeneration to tick, compounding the MP advantage over the enemy. If you are already low on MP, it can get you to your next Recuperate a few seconds sooner, but this is more of a fringe benefit.
- Between The Ewer and natural MP regeneration, you regain 50% of your maximum MP in 15 seconds. After an encounter, you might be able to keep the party's MP in a comfortable place without needing to use . This can allow you to press an advantage after winning an engagement, preventing the enemy from using their own Elixirs while you push the crystal. It can also help you recover from a losing engagement by helping the party recover MP while the enemy is preventing you from using your Elixirs.
: Doubles Limit Break charge rate
for 15 seconds.
- This effectively means that the next Limit Break will become available 15 seconds sooner. However, it does not provide any Limit Break charge while you are not in combat.
- This extra Limit Break charge can allow your party to use more Limit Breaks throughout the match, ensure you get your Limit Breaks back before the enemy has Limit Breaks to retaliate with, and even help you and your allies catch up on Limit Break charge after dying.
- The Spire can often create a window of opportunity with your party's first round of Limit Breaks. If you play any Spires, your allies should get their first Limit Breaks before the enemies. You can use this window to your advantage to engage the enemy with multiple Limit Breaks when you know they have none.
is an oGCD ability that repeats the previously cast spell. The Double Cast version of each spell has slightly different effects.
- Double Cast provides a 4000 potency shield instead of the regen.
- Double Cast reduces the cooldown of Double Cast by 50%, meaning it effectively only incurs half the normal cooldown of Double Cast.
- Double Cast binds the primary target for three seconds instead of applying heavy for five seconds. Because of this, it is often better to use the initial Gravity II and the Double Cast version on different targets, especially if your primary goal is the crowd control.
Double Cast can only be used if the previous action was one of the above spells. Using any other action after the spell, includingor , will prevent you from using Double Cast.
The limited nature of all healing resources in PvP means that you must approach healing with a very different mindset from what you may be used to. You must consider whether healing someone will actually save them or if it would be a waste of a limited resource that could be put to better use. For example, if someone is crowd controlled (stun, silence, etc.) withoutand is taking heavy damage, it is extremely difficult to keep them alive with external healing. If they have no MP to use even if you keep them alive for a few more seconds, there is almost no hope of them making it out alive.
In a case like that, it may be better to devote your healing resources to people you can reasonably save. Otherwise, the enemy gets the kill and drains your resources at the same time, leaving you even more vulnerable. In a perfect world, you want to barely save someone's life with your heals. This means that your healing was the deciding factor in preventing the enemy from getting the kill. They used many resources to attempt to get a kill, and you used a handful of resources to negate everything they invested in it.
is an instant-cast healing spell that gets stronger depending on how much HP the target is missing, reaching max potency if the target is at 50% HP or less. Your charges are limited, so you should try to take advantage of that scaling as much as possible.
allows you to instantly cast a second Aspected Benefic right after the first. The Double Cast version provides a small shield, giving it more instant potency. It is especially effective on someone who is being focused down, but keep the missing HP scaling in mind. If you are using both casts on the same target, the second cast may be weaker if the target has been healed to over 50% HP.
deals significant AoE damage to enemies and applies a buff to party members within 20y of you. When the buff expires after 10 seconds or you manually reactivate the ability, each person is healed for 4,000 potency plus 25% of the damage they took while they had the buff.
Macrocosmos can undo a lot of burst damage, but it does nothing to keep people alive in the immediate sense. Pay close attention to your party; you will still have to keep them alive long enough for Macrocosmos to compile the damage. You may get more healing out of it by letting it expire naturally, but do not hesitate to activate it early if it means saving someone's life.
is your Limit Break. Its base charge time is two minutes. It increases your allies' damage and decreases the enemies' damage by a huge amount, but the buff's strength decays quickly. The buff/debuff begins at 30% and is reduced by 10% every 5 seconds.
The 15y range around you is extremely limiting, so it can be difficult to hit all your allies with it without putting yourself in a dangerous position, and it can be even more difficult to hit the enemies in addition to your allies. It is usually a good idea to spread out a little afterward to avoid being grouped up for enemy area-of-effect abilities, especially if there is an enemy White Mage.
Celestial River can be used both offensively and defensively. If your team is using a burst countdown, you can use your Limit Break as the countdown reaches 1, providing your team with a huge damage boost to secure the initial kill and making it difficult for the enemies to force your team to retreat with their own damage.
When used offensively, it is a good idea to follow it up withand , optionally on different targets to make use of both the Heavy and the Bind. This way, you can keep enemies locked down so your team can easily make good use of the remaining buff time from Celestial River.
Celestial River is somewhat more difficult to use defensively because it is rarely possible to hit both the melee and ranged enemies with it. However, if you watch the enemy Limit Break gauges on the enemy list, you may be able to use Celestial River to prevent them from getting kills with their Limit Breaks. The damage buff on your party will also make it harder for them to stay in the fight to follow up on their initial burst. Again, try to quickly reposition yourself after using it. Do not stay grouped up for enemy AoE attacks.
Any time your party is together and you can hit multiple enemies with it, Celestial River can quickly turn a fight in your favor. This is especially useful when you are defending the crystal or making a push onto the crystal as a group. If you hit everyone with it, it creates a massive power difference between your teams for a short time.
Astrologian has surprisingly high burst potential for a healer. Using some or all of this combo on a burst target can help your team quickly secure a kill. If you are timing the burst combo with a stun, silence, charm, hysteria, or, the full combo can deal over half an enemy's HP in the short duration of the crowd control effect.
The first Double Cast (used with Fall Malefic) contributes the least damage to the combo, and using both charges of Double Cast at once purely for damage is often unwise. However, if you are able to secure a high-impact kill and win the engagement off of that kill, it can be worth it.
The full combo deals 38,000 damage in under 3 seconds (33,000 if you omit the first Double Cast on Fall Malefic). Under the effects ofand/or , the total damage can be as high as 54,340 (47,190 without the first Double Cast), though this is rarely practical.
- 10 Jul. 2022: Guide added.
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