Leveling Rotations and Tips for Astrologian — Dawntrail 7.1
This page covers the rotation and action usage when leveling Astrologian to Level 100. 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.
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, 80, and 90. 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 from Auriana in Mor Dhona (X:23, Y:7) or from any of Rowena's Representatives in Ul'dah - Steps of Nald (X:9, Y:8), New Gridania (X:12, Y:12), or Limsa Lominsa Lower Decks (X:9, Y:11).
- Level 60: Augmented Shire gear (Item Level 270) can be purchased from Hismena in Idyllshire (X:6, Y:5) or from Rowena's Representative in Ishgard - Foundation (X:11, Y:12).
- Level 80: Augmented Cryptlurker gear (Item Level 530) can be purchased from Aymark in Eulmore (X:10, Y:12) or Mowen's Merchant in The Crystarium (X:10, Y:12).
- Level 90: Augmented Credendum gear (Item Level 660) can be purchased from Cihanti in Radz-at-Han (X:11, Y:10) or the Agora Merchant in Sharlayan (X:12, Y:11).
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, and 60.
- 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 frequently to maintain your MP. It can be used as early as 80-85% MP without over-capping as long as you are continuously casting.
Lightspeed can be used to maintain GCD uptime when you have to move. It can also speed up a hard-cast
Ascend if
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.
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 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 to revive them as soon as possible. There is no greater DPS loss for the group than a dead party member.
- Use
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.
- Use
Move the slider below to make the guide update to your level!
Cards and Gauge Management
- Use
Astral Draw and
Umbral Draw when they are available to acquire cards and restore your MP. Use
Play I,
Play II, and
Play III to provide your allies with damage buffs, defensive buffs, and healing/shielding, respectively.
The Balance (astral deck) increases the damage dealt by a melee DPS or tank by 6% (or a ranged DPS or healer by 3%) for 15s.
The Arrow (astral deck) increases all healing received by the target by 10% for 15s.
The Spire (astral deck) provides the target with a small shield for up to 30s.
Lord of Crowns (astral deck) deals significant AoE damage with no falloff to enemies within 20y of you.
The Spear (umbral deck) increases the damage dealt by a ranged DPS or healer by 6% (or a melee DPS or tank by 3%) for 15s.
The Bole (umbral deck) reduces the damage taken by the target by 10% for 15s.
The Ewer (umbral deck) provides a powerful regen that heals for a total of 1000 potency over 15s.
Lady of Crowns (umbral deck) instantly heals party members within 20y of you for a moderate amount.
Divination Windows
Beginning at level 50, when you gain access to
Divination, it is generally preferred to try to save
damage buffs and oGCDs for your
Divination windows. At
first, this just means saving
The Balance so that you can
play it right after
Divination, then use
Umbral Draw and play
The Spear. As
you level, you gain more abilities that are ideally used in your
Divination window. It is not strictly necessary to do
these things while leveling, but these
Divination windows
are a core part of Astrologian's gameplay, so it may be a good idea to start
familiarizing yourself with it.
Malefic +
Lightspeed
Malefic II +
Lightspeed
Malefic III +
Lightspeed
Malefic IV +
Lightspeed
Fall Malefic +
Lightspeed
Malefic +
Divination +
The Balance
Malefic II +
Divination +
The Balance
Malefic III +
Divination +
The Balance
Malefic IV +
Divination +
The Balance
Fall Malefic +
Divination +
The Balance
Malefic +
Umbral Draw
Malefic II +
Umbral Draw
Malefic III +
Umbral Draw
Malefic III +
Lord of Crowns +
Umbral Draw
Malefic IV +
Lord of Crowns +
Umbral Draw
Fall Malefic +
Lord of Crowns +
Umbral Draw
Malefic +
The Spear
Malefic II +
The Spear
Malefic III +
The Spear
Malefic III +
The Spear
Malefic IV +
The Spear
Fall Malefic +
The Spear
Fall Malefic +
The Spear +
Oracle
Rotation While Leveling Astrologian
Single-Target Damage
- Keep
Combust applied if it will tick for at least 9 seconds.
- Keep
Combust II applied if it will tick for at least 9 seconds.
- Keep
Combust II applied if it will tick for at least 12 seconds.
- Keep
Combust III applied if it will tick for at least 12 seconds.
- Cast
Malefic as much as possible.
- Cast
Malefic II as much as possible.
- Cast
Malefic III as much as possible.
- Cast
Malefic IV as much as possible.
- Cast
Fall Malefic as much as possible.
- Use
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.
- Use
Oracle during
Divination.
- Use
- Place
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.
- Hold
Lord of Crowns to use under
Divination when possible, as it is a significant source of damage. However, hitting multiple targets is worth more than having it under buffs.
Multi-Target Damage
- While the tank is making the pull, cast
Combust on each enemy while you follow the tank.
- While the tank is making the pull, cast
Combust II on each enemy while you follow the tank.
- While the tank is making the pull, cast
Combust III on each enemy while you follow the tank.
- Keep
Combust applied to enemies that will live for at least 9 seconds.
- Cast
Malefic as much as possible.
- Depending on the total number of enemies,
Combust can be worth applying if it will tick for the specified amount of time:
- 2 enemies: 15 seconds;
- 3 enemies: 24 seconds;
- 4+ enemies: Skip Combust.
- Depending on the total number of enemies,
Combust II can be worth applying if it will tick for the specified amount of time:
- 2 enemies: 12 seconds;
- 3 enemies: 18 seconds;
- 4 enemies: 24 seconds;
- 5 enemies: 30 seconds;
- 6+ enemies: Skip Combust II.
- Depending on the total number of enemies,
Combust III can be worth applying if it will tick for the specified amount of time:
- 2 enemies: 12 seconds;
- 3 enemies: 18 seconds;
- 4 enemies: 24 seconds;
- 5 enemies: 30 seconds;
- 6+ enemies: Skip Combust III.
- Depending on the total number of enemies,
Combust III can be worth applying if it will tick for the specified amount of time:
- 2 enemies: 12 seconds;
- 3 enemies: 18 seconds;
- 4 enemies: 24 seconds;
- 5 enemies: 30 seconds;
- 6+ enemies: Skip Combust III.
- Cast
Gravity as much as possible on 2+ targets.
- Cast
Gravity II as much as possible on 2+ targets.
- Cast
Gravity II as much as possible on 3+ targets. If you cannot hit at least 3 targets with
Gravity II, cast
Fall Malefic instead.
- Use
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
Oracle on as many targets as possible, preferably during
Divination.
- Use
- Place
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
Lord of Crowns, preferably under
Divination and before the enemies start dying.
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.
Single-Target Healing
- Use
The Spire,
The Bole, and/or
The Ewer on the tank when they are available and the tank is taking damage.
The Arrow is more conditional; it should be used to increase the value of subsequent healing on the tank (or any other desired target). Ideally, you can snapshot longer lasting effects like regens and shields while the buff is active. It can also be a nice bonus to increase any self-healing the tank has. However,
The Spire does not benefit from healing buffs since it is not linked to an actual heal, so do not go out of your way to use them together.
- Use
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 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.
Essential Dignity now has three charges. It is even easier to save a charge for emergencies while using the other two charges freely. Try to make sure the recharge timer is always ticking. You should only have three charges if there is nothing to heal.
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.
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 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 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 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 has the same total potency as
Helios. It is weaker than
Celestial Opposition, but the healing is instant.
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.
Macrocosmos is both a DPS gain on multiple targets and an exceptionally powerful AoE heal that can very easily be a full heal on a tank that is taking heavy damage.
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 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 and
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.
Neutral Sect buffs the potency of your GCD heals by 20% and empowers
Aspected Benefic and
Helios Conjunction 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 and
Helios Conjunction 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 can allow you to heal two targets at the same time, but its most common use is to place it on the tank so they receive 40% more healing from
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 or
Aspected Helios while the initial
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 with a base
Horoscope. It is generally impractical and unnecessary to use it in such a way for single-target healing, though.
- If you cast
Helios or
Helios Conjunction while the initial
Horoscope buff is in place, it upgrades to a 400-potency heal. This is mostly relevant for AoE healing, but
Helios Conjunction with an upgraded
Horoscope on a single target is technically a little more potency than a standard
Benefic II with a base
Horoscope. It is generally impractical and unnecessary to use it in such a way for single-target healing, though.
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 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 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 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 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 early 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 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 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 pulls ahead, and
Aspected Helios with
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.
Helios Conjunction 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
- Use
Helios if you need to heal more than one party member at a time.
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.
Helios is a more situational spell. It is only useful if you cannot wait for the regen from
Helios Conjunction or if
Aspected Helios is already applied and you need more GCD healing.
Changelog
- 12 Nov. 2024: Reviewed for Patch 7.1
- 07 Jul. 2024: Updated for Patch 7.0 - Dawntrail launch.
- 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.
Guides from Other Classes
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Zyrk is a self-described "career Healer" and long-time healer mentor (and admin) on The Balance Discord. He likes spreadsheets, words, and the Oxford comma more than he likes most people. His healing career, beginning in Patch 2.1 (December 2013), has been defined by his passion for learning and improvement — a passion he endeavors to share with others through the creation, and presentation of informative resources and his work on The Balance Discord as a whole.
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