It is? Whoa... Here comes rant of SCH :p
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These DRK fixes may address the TP issues but still fail to address the inconsistency of Blood Weapon (and by extension, notable MP problems in situations).
Honestly I have to agree with a previous poster, I'd rather have seen a reduced MP cost for Dark Arts, it's an integral skill to maximise DRK. Besides, it's doesn't dramatically boost DRK up anyway.
So, I guess we eyeball the 540 point now?Quote:
"To reduce system load, the values for your TP bar have been removed."
Sad that no changes have been made to improve DA-DD and BP/Reprise synergy.
Favours 10 mins less duration 300% more chance of popping. this looks terrible. 5 mins I nothing in which to collect favours. will this be worse or better than original system in the amount we collect
I guess that 2 second increase to GL is to encourage people to start pumping Meditation during the standard rotation. Nice Buffs to MNK though and I'm glad I chose to make it my dps off-spec in 3.0 after using drg in 2.0.
While true, noct sect is still terrible. Ast has the tools to be a ghetto whm. It does not have the tools to be a ghetto scholar.
I want to say this doesn't matter, and right now it doesn't. But it will when the next 24 man raid comes around. 8 man you just tell the ast to stop being bad and go diurnal. The shields shouldn't stack of course, but the stronger one should persist.Quote:
Okay so when SCH's Galvanize and AST's Nocturnal get fix? I kinda hate this pair because each mitigate skill overwrite each other even one gets critical
Hmm. Blood weapon buff is nice, I won't bottom of anymore at least when I stance dance.
Wish they improved our skills post 50. Though. 3 of them are lackluster.
not sure these are good changes, i mean if u look at favors its exactly the same, there is no bonus. sure its faster but, the rate u get back from the amout u spend is the same, so the costs in mb will be the same, it just takes less time to gather, so i am sad about that. mnk changes are welcome, but now with these changes AST is going to roll over whm and SCH, its now too powerfull so the only accepted healer compositions would be WHM+AST or AST+SCH, and this is exactly what i was afraid of, when people were asking to buff the AST. too bad, no usefull changes except for mnk, at least if u look at the long term, this is not good.
Should have changed Nocturnal Sect to work like Phalanx in Final Fantasy XI.
For those who didn't play XI/Red Mage, Phalanx was a spell which lasted a fixed time (like Regen) and had a formula which would reduce the damage you take. Depending on your Enhancing Magic skill (and other things) it could knock off 10 damage per hit, for example. So for the duration of Phalanx, every piece of damage you'd take would have 10 damage knocked off of it. Again, just an example, I've long since forgotten the proper workings of it and what numbers it actually could knock off, it was pretty awesome though.
Given skills like Time Dilation, I really think that would have been a much better choice for Nocturnal Sect. It's still a shield, it's just different/weaker one that doesn't wear off when you take a certain amount of damage. It would be something which stacks nicely with Adloquium and Stoneskin as well. Lets say your Adloquium lasts for 1,000 damage, and the mob hits you for 100 damage, but Nocturnal Sect provides a -50 damage taken buff; Without Nocturnal Sect, Adloquium lasts for 10 hits, with it it lasts for 20, since instead of taking 100 damage a hit, you're only taking 50. You're not taking half damage particularly, lets say the mob scores a critical hit that lands for 200, you'd take 150 damage, if it hits for 1,000, you'd take 950.
Not really trying to balance anything there, but it could easily be worked such that the duration and amount of damage a Phalanx-style Nocturnal Sect removes would be equal to the amount it currently shields. Really, my biggest issue with Nocturnal Sect is that Astrologian has skills to extend the duration of buffs, which is perfect for Regen from Diurnal Sect, but utterly worthless on a shield which wears off after a hit or two... I'll pick Diurnal Sect every time based off that alone, never mind the fact that increased attack speed is also beneficial for nuking (Nocturnal Sect could do with a +5% potency boost, rather than solely healing potency boost?) and the fact that Regen heals more than the Shield does anyway (although I guess they may have just addressed that, didn't check).
I'm surprised that they buffed the AST potencies to pretty much match WHM/SCH potencies...
I wish SE would stop persisting with the silly RNG on card draws, though. 30 second Balance is nice, but with a 17% Draw rate it's still kinda ehhhhh. Note that I'm not advocating for complete freedom on Draw, but not even buffing Shuffle to eliminate your chance if drawing the same card you shuffled is kind of annoying.
I actually think it'll be a nice raid QoL for Bole, though. It's basically a 30-second Virus on a mob, which will stack with a tank's other mitigation. Spear not receiving the duration buff is frankly bizarre to me. Considering it's niche use, would buffing the duration really have been seen as OP?
Noct Sect changes are good but still kinda disappounting. SCH's shields integrate so much better with their toolkit; it's pretty obvious more thought went into designing AST around Diurnal. Celestial Opposition is still very flashy, pretty crap. Unconscious buff is good but would rather they changed it to a ground target lol. Still, it'll be a nice prep for raid busters assuming you can get in position in time.
Synastry buff is sexy. No complaints there.
I think these were good fixes to AST's throughput issues, though on a personal level I'm sad the cards are just fun flavor without any meaningful impact. I wish the buffing system had been implemented better, and thought that this patch might be SE's chance to fix it, but they seemed more concerned about bringing healing in line (note that I'm not saying this is a BAD thing, just that my preference would have been more powerful buffs that offset their lower healing).
This has been discussed to death in the healer subforums already, though. Time to log in and test for myself in-game!
Seriously SE?
I can see it now getting paired up with a nocturnal AST on my SCH through the DF and asking them politely to swap to Diurnal so we don't overlap only to receive the response "Why should I? My shields are stronger"
I know that people will say that in the DF it doesn't matter but it does negatively impact my ability to do my job and is really annoying when an AST uses Aspected Helios immediately after Ive gotten a crit Adlo on the MT
Please think these things through better SE, if anything the heal shields should be equal to each other
For Cards, I kind of wish they had a fixed random order.
For example. We have six cards in our deck, when I switch to Astrologian lets say those are ordered randomly, as; Bole, Spear, Spire, Balance, Arrow, Ewer. When I draw Bole first, and use it, it's now gone and wont be drawn again until I either go through all six, at which point the deck it automatically reset, or I hit Shuffle. This would allow Astrologians to actually have a go at predicting the future, rather than it being purely RNG. Lets say I put Bole on the tank, nobody really benefits from Spear, so I Royal Road it, then I draw Spire. Again, nobody really benefits from that right now, so what do I do? Well, I know that I only have Balance, Arrow and Ewer left to draw, I could either let Spire wear off, or Royal Road it (wasting Spear) and give everyone one of those three. Or I could Shuffle, if I do that however, the deck resets and a new random order is created. I might get Spire again, but then I know Spire is out of the picture for a bit.
I think that would be more interesting, and thematically appropriate for Astrologian, than; Draw > Spire > Draw > Spire > Draw > Spire "OH COME THE F*CK ON".
TP issues when OTing were massive though. You never really notice in 4 mans because the fights are so short, but in Alexander Arm 1 I'd run out of TP before the first jump if OTing because of how much blood weapon drained. Heck, I almost run out even as MT, but this goes a long way in making it possible to OT sometimes.
They could make it keep the same mp cost but instead make it a cd that gives us stacks like smn/sch. And what's this adjustment to Unleash I don't really understand its importance. And still the Darkside effect is still awfull just put black flames on our body like the npc in the first lvl 50 job quest. I still I don't under stand how people ran out of tp in DRK its got no spamable action that drains tp like war. And I wished they'd made blood weapon usable in grit not for mp but to let our attacks regain hp while in grit.
Finally, Monks aren't forced to lose GL3 / waste PB if we have to use LB3.
Boo, no pld adjustments.
YES THANK YOU SE. I was really depressed for a bit. this should spice things up a bit :3
MNK 4 Lyfe.
"Looks Dark Knight details-> sees pointless TP fixes and unnecessary skill tweak" Oh well back to warrior again.
PS: Jokes aside, I wish they really fixed dark arts and the mana issues: I think one of the best methods would be to allow DRK to use those skills that require Darkside without actually using Darkside: sure the damage would be lower but unless I really want to rush I could always turn it on and off whenever I really needed: I shouldn't be worried of my mana problems all the time, even when out of combat!
Thankyou SE for not only giving the hallmark skill of my class to Astrologians, but also making it better 85-90% of the time.
In my opinion:
This is one of the most terrible reviews comparing 2 classes I have ever seen; first of all you listed only pros of one class and only the "cons" of another, with one of them being a visual thing (the aura) which is completely subjective and doesn't affect a class actualy gameplay.
And let's not forget the hyperboles here "70% mp for one drk combo" lol stick to cheesemode pld please
I gave up on leveling AST past 50 due to how bad they were perceived (and very bad experiences in DF as a PLD, but DF is DF I guess), but those buffs rekindled the flame !
I wish I was a good MNK too now but... even on a dummy I lose sight of my buff/debuff/DoT, and the cooldowns are so fast I can't adjust properly and forget to weave in my off-GCDs. I'll have to train some more after I'm done with WAR and AST.
I am completely ecstatic about the AST changes. Looks like I made a great decision in buying AST Eso gear first.
The TP buff is a fairly big thing. You shouldn't be in grit as OT if you aren't talking damage as you are just outwardly nerfing your dps output. Any intermittent damage can be mitigated with cool downs and there is no fight that "forces" you to be in tank stance as OT.
Secondly I have never once ran out of tp as MT and I've done every fight in this game as drk outside of A3S and A4S. After the initial aggro gain you only need unleash to maintain aggro in most cases and using unleash every once in a while provides a means to conserve tp.
Astrologian is love. Our static ast wrecked shit without the buffs, I'm excited to see what they can do now.
Almost 2k in mp needed to put grit up and you never know when moogle crap will hit the fan and you'll need to grab hate fast also its on gcd so you can't swap faster in bad situations and in stuff like A4 where the ot needs to get the Discord energy balls being in tank stance helps taking less damage.
In regards to DRK TP issues; I'm going to safely assume this is the only change we'll see. The reason is simple; looking at the trait for Unleash. SE's intent for us to regen TP outside of BRD, MCH, or NIN, is to use unmend, and if we proc unleash for free, that too. I've had to resort to it several times, and while it's a DPS loss, it's still a hell of a lot better than what PLD has. We at least have an option to still do damage and regain TP. At best PLD can shield swipe for a small tp regen while doing damage.
I wish MCH had gotten more adjustments.