Very helpful, ty. The number Id heard suggested was 16k+ which after reading the above tells me they probably didn't realize distance was a factor on this mechanic or was just expecting to mess up handling it correctly.
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Very helpful, ty. The number Id heard suggested was 16k+ which after reading the above tells me they probably didn't realize distance was a factor on this mechanic or was just expecting to mess up handling it correctly.
It's not too different for scholars if the Astrologians know what they're doing. All I can tell you based on the information you've provided is that the astrologian simply has to:
http://i.imgur.com/DxHKHUp.png
Heya!
I'm the AST in my group's AST/SCH healer combo. And it isn't difficult or hard on healing at all. It's the same as before AST was in the game, know the times of the damage, plan ahead, and precast. The fight is incredibly scripted and so it's easy to learn when the damage is. But proper shielding and good use of indom really helps a lot. plan your use of synastry, lightspeed, CU, disable, and remeber; you don't always need to immediately get people to full hp all the time super fast. During the double aoe's, a succor, A. helios, and a precasted helios is all you need then you can do your dots and prepare for the tank buster. I feel like some healers think they need everyone topped off 100% of the time, that's where over healing comes in and wasted gcd/mp. heal smart, not excessively.
For the add phase after Seph's limit break, make sure the ast has synastry and lightspeed ready. probably the most healing intensive part of the fight right there. but it shouldn't be too hard... (if only my group would just stop killing themselves to avoidable mechanics before this phase... it would be easier to heal through....). Anyways.... no it's not hard with AST in the group. They just need to know what they're doing, just like a whm and sch should know what they're doing
I found this fight to be super easy to heal as AST. Lightspeed and Synastry are fantastic in there.
Make sure your DPS know not to go full throttle on adds.
The LA buff in 3.2 pushed AST to have much better MP efficiency then WHM now.
I just had an M3 where I accidentally ate two bombs, died, got ressed, pop LA, managed to res three other people afterwards, and still sat on 6K MP afterwards in the last minute or two minutes of the fight.
AST MP efficiency is that good now. I actually go AST on DF Midas now because if I get derpy groups, I have more wipe recovery potential on AST than WHM.
Whether its stronger than SCH, that's a good question. I doubt it is but SCH was never a fully MP-dependent job anyway.
You really are so negative on Astro, cause that isn't true at all. LA is the best MP refresh skill in the game now, Shroud doesn't compare anymore. Plus with the Sects cutting 25% of AST's healing aggro by-default that is barely an issue now too. You'd be surprised how many raises we can handle alone. You don't even need Ewer in a bind, and even if you got the card, the latest 3.2 enhancements now is about 50 potency per tick.
This is actually one of the few fights where I think AST shines a bit more than WHM. It's a lot of aoe healing on the move, and that's something that caters really well to AST's toolkit (lightspeed). Lots of double target healing (tanks in add phase, tanks with towers, tanks with towers and adds) and great places to synastry. Lots of temporary stacking before movement (before green and pink circles, before knockbacks and yesods in the final phase) also makes CU pretty powerful in this fight. The limited range of aspected helios is not an issue since the only mechanic that really forces you to spread far away doesn't require immediate aoe healing and only requires you to top off tanks. Makes me wonder a bit if this fight was designed with AST in mind.
^^^^^^^ ALLLLLL of this. I'm sorry, but if you can't manage your MP now as an AST, there's something wrong. I never really had issues with it before (or with aggro, save for a couple of mess-ups in Savage; perhaps our tanks were just really good) 3.2, either, even after just picking up the class when people had previously warned me about how difficult MP management was. (One person told me to throw the Ewer on myself whenever I got it, because I would always need it... which I soon found was unnecessary.)
Anywho. I just got to try SephEX for the first time last night. Was a fresh learning group, so we just BARELY made it to Phase 2 once out of all the pulls we made. (Most of our screw-ups occurred with stacking circles and blowing each other up. ;;; ) My initial judgment: this fight is a massive heal check. Was healing alongside a WHM, too. But I figure once I get the flow of damage in order (which I really had down by the time we concluded our learning party last night, for Phase 1 anyway) and figure out when to pop which CDs, it'll be a lot less difficult. Reading through the replies on this thread has helped give me a few new ideas of where I can use some of my CDs, actually. ;P
I also find it a bit easier to use Diurnal Sect in this fight as an AST, regardless of whether or not you're running with a WHM: remember, unlike AST+SCH shields, AST+WHM regens stack. I haven't made it into Phase 2 or 3 yet, of course, but as far as Phase 1 goes, it seems the regens + enhanced attack speed is almost invaluable. I haven't run into any situations yet where AST's shield mitigation can mean life or death, even with the tank buster: a Disable provided enough mitigation for our tank to save one of his CDs. Sure, this may change in the later phases; but I also find it easier to learn things in Diurnal until you (and your co-healer, if they're a WHM, since you really can't/shouldn't run Noct with a SCH anyhow) have a greater handle on the flow of damage and the HPS the fight requires, and when to pop what CDs.