So I was listening to a Mr.Happy video about astrologist, and he talked about the Draw ability being on a GCD with a 15 sec cd. So if you use draw you can't heal for 10-15 seconds. Is this true, if so I might just rethink using astrologist.
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So I was listening to a Mr.Happy video about astrologist, and he talked about the Draw ability being on a GCD with a 15 sec cd. So if you use draw you can't heal for 10-15 seconds. Is this true, if so I might just rethink using astrologist.
That's not how it works at all. Draw allows you to draw a card, whereupon you have a certain amount of time to use the card on someone, Spread it, Shuffle it, or Royal Road it for another card. If that time expires and you haven't used the card, it simply disappears and Draw goes onto cooldown. Draw has a cooldown of 30 seconds, not 15. Buffs on the card have a duration of 10-15 seconds, IIRC. So what would happen is, you Draw a card, perform an action with it (whether you actually use it, set it aside, or Shuffle/Road for a new one is up to you), then as soon as the card is actually used, Draw goes into CD, allowing you to cast other spells while you wait for it to come back up. You likely won't be able to perform any other spells while Drawing and USING the card, but once you've used it you're free to act again.
Does that make sense? Sorry if my explanation isn't that great. :/
Since it has a set cooldown (like Virus, Presense of Mind, Benediction, Eye for an Eye, spells used via Atherflow stacks, ect) and I'm assuming its cooldown isn't effected by spell speed, it's probably just a mis-translation. Otherwise Astrologian would be more like a really bad support than a healer if all they could do is draw cards every half minute or so, lol.
https://m.youtube.com/watch?v=NtIJ2uFnFYw
Here's the video. He talks about it at 11:50.
I've seen the video, but take everything said with a grain of salt. None of this stuff is actually released yet so there is no way to verify that the information is 100% accurate. Until everything is officially released and we can actually see for ourselves, most of this stuff is at the mercy of translation.
The way I understood is that you use the skill [draw] to draw a card, the skill immediately enters on cooldown and you have some seconds to [use], [shuffle], [Royal road] and such. The [draw] skill would then be instant and you should be able to use your other skills until you [use] the card, although it's not recommended, cause the card will disappear soon.
The skill [use] - that should be on GCD - wasn't revealed, but I can't imagine another intuitive way to make it work...
EDIT: Now I'm thinking differently: When you [draw], the [draw] icon turns into your card icon, then you can use it. After you use it, it will enter on cooldown for 30 seconds. But I don't see a way where it locks your other abilities, I think they will be available...
The way drawing works as far as the press coverage and skill translations.
Keep in mind all of the other skills are tied to draw and not each other so you don't shuffle a spread or royal road
draw: you draw a card, then the draw skill will change into the card itself. Until the card is used up in some way the cooldown for draw itself won't start again. The cooldown is 30s and supposedly the cards only stick around for 15s before vanishing on their own
shuffle: just changes the card on your draw button to a different one, stated to have a 60s cooldown
spread: moves the card on your draw button to your spread button, apparently it will hang on to the card indefinitely, and then resets the cooldown on your draw skill.
royal road: discards the card on your draw button and draws a random empowered card on your royal road button
outside of draw itself having a global cooldown, the rest off the stuff should be off global cooldown just because the logistics of invoking 2-3 global cooldowns to drop a single buff would make it very hard to justify
the way i see the bigger card skills working is spread you could use it before a fight so you can drop 2 buffs right away and then every cooldown it could just be treated as an extra card or save a particular card you know will be very useful within a minute or so. Like if you draw the damage reduction and know a tank buster skill is coming up can spread it and just hang on until it's needed
and then royal road is kind of like a double down, It costs you a drawn card and it's own cooldown then you might get something great or you might get something powerful but unneeded
Astrologian reportedly also has another skill that extends buff durations. Considering how ridiculously over the top that would be with some things like hallowed ground, chances are it is also a card skill designed specifically for the card buffs
Not to be the typical hater, but MrHappy is renowned for his "approximate" guides. Everything he says is to take with a grain of salt.
I think your misinterpreting it.
I've seen multiple sources say yes it is on GCD, with a 30 CD, so it would work as follows.
- Hit the draw command.
- Draw command becomes the card you've just drawn for 15s and your GCD resets meaning you can't cast for the GCD amount (around 2.5 seconds)
- Carry on healing as you would.
- Use your drawn card on a player
- Draw then goes into a 30 second CD.
Basically draw will mean you can't spam draw and heal at the same time but you will still adhere to your normal GCD after using draw.
tl;dr it'll trigger your normal GCD, but have its own seperate cooldown timer.
Are the actual healing spells weaker than WHM? Because the draw system sounds really complicated and I could see a lot of people hardly using it and instead just healing, or using it periodically when they think of it, like when you hit a boss with Virus or something.
the word is less potent but
what i'm thinking is the actual spells will be in line with cure, cure II, medica. It's just the regen/shield portion from stance that will be less potent
If you don't plan on using the cards though, no point in playing astrologian since that is their big thing that they have over the other healers
looks like possibly 5+ of there skills will be all about drawing and manipulating cards to get those buffs out
The way I interpreted it is that because the standard healing spells will have a have a regen or shield component added to them the base amount healed will likely be lower when compared to a White Mage, specifically next to Cure II. However, next to a Scholar I feel the base potency should be higher when you consider Astrologian won't have a fairy companion to assist with healing. I don't really trust the report on the potency of their healing spells being weaker than a Scholar unless specifically in reference to their shield potency. (450 heal/200 shield for example, or 450 heal/100 regen for 12 seconds in Diurnal Sect.)
Also I don't think the Draw system sounds that complicated. It's more about quick thinking than anything. It's less "which card do I need for this situation" and more "well I drew this card, now what do I do with it?" It mostly just takes awareness of what the card does and who it will benefit.
It's not that it's complicated, it's more I mean just like when casting a DoT it's easy to forget because you don't see the direct benefit of it. Like if the whole party just took major damage and you do Medica or Medica II, you see that immediate result in the party HP going up, same with Cure, Regen etc. Doing Virus, Aero II and so on it's easy to forget or not do it non stop since there's no immediate benefit. So my thing I mean is say one of the cards increases physical damage by 10% or something, if the tank is taking damage, am I going to pause from healing him, to do the draw and use that card on a DPS, then go back to healing the tank, not really seeing the direct result of that card, chancing that the tank takes major damage while drawing and potentially wipes? Or am I going to just make sure he stays alive? I feel like it's sort of like cleric stance, always thinking do I have time to quickly pop into it to hit Aero II or something and then get back to healing, or should I chance it? My hope (without having read anything about it so far) is that the cards are more measurable, like haste or I don't know, something where IF the tank or someone dies while you're drawing a card, people at least see the benefit of it, vs thinking you just let the healer die.
I look at it like this, how many times do you honestly see a Bard casting Foe Requiem when there's a BLM in the party where it would increase their damage? Not very often on my end that's for sure. Bard is my DPS class that I play, and I almost never do it as I just don't think of it, but mainly because you don't see any actual measurable benefit of doing it, so usually unless there's multiple BLMs I never think of it. Even Ballad, it's so hard to always pay attention to the party list and bring that up if the healers MP is getting low. I'm good at MP management but on the times that the other healer dies and I actually am really low, 9 times out of 10 I always have to be like "BALLAD PLEASE!" That's more my concern with the card system, if they are all things like increase damage of 1 person or whatever, I think people would be more focused on healing instead, since their job is to heal and keep the party alive. People judge you on keeping the party alive, they won't be like "Wow thanks for that extra damage buff card, that really solidified our win that time!"
In context of bard: If you have a window where you can't deal damage, is there a particular reason not to use that time to prepare up Foe Requiem? For example: Titan (any version). When Titan jumps up, that gives you the best opportunity to "cast" Foe Requiem. As you can't damage Titan, you can at least increase the damage for the casters when it comes down. Even if there's only one of them.
So this brings us to the context of healers: There's never an occasion where you need to be healing full time at all times. No party member has to be floating at 90-100% HP unless there's a lot of incoming damage within a short time frame. This applies to tank busters in particular. There's plenty of time to use your cards. In particular before tank busters and after the tank's in good condition. Same applies to raid wide AoEs.
There's always time, that's not my point. My point was just that any of those abilities have no measurable benefit that's obvious. If you take the time to cast foe Requiem, you don't see anything different happen, like a DoT, it's easy to get lazy and not bother doing them, since it's not like using a limit break or something, you do requiem or any DoT and it's not like suddenly the boss drops 20% HP or something, so it's really more mental.
All mr happy do is speculate and get views.
it almost reads like your saying your just lazy and don't care unless you see scrolling numbers
foe requiem for example is like a 15% damage boost to all magic damage from your party and doesn't have a personal negative
Even with only one black mage or summoner it's freaking huge
and astrologian is the same deal, every single card effect is something really really good
if you can't be motivated to use them because you don't get to see how much damage it's adding, do everyone a favor and stick to WHM
Sounded most recently like their cure/cure2/medica type spells are baseline potency and they have a specific aspect spell and ground aoe that get affected by the sect, so like an adlo or single target medica2, but weaker, and for the ground aoe a weaker sacred soil/asylum.