I mean a healing burst in DIURNAL and a mp refresh aoe in NOCTURNAL or maybe more seconds
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I mean a healing burst in DIURNAL and a mp refresh aoe in NOCTURNAL or maybe more seconds
I don't think it was ever intended to be anything more than a minor boost and stun.
It's free to cast and isn't on that long of a cooldown, and extends your lightspeed, aether, and any card buffs or regens you've placed, pretty sure it extends food buff and potions as well funnily enough, and is a decent to use stun in the rare occassion you need to stun something. I think it's fine, honestly.
If it isn't going to increase buff duration by 6 seconds like it should, then I'd be happy with what you suggested. It looks great but the actual impact is just not where it should be.
This spells needs something more played with the Noct stance.
The only thing you can actually increase is the time of a card buff when in Diurnal you increase the card buff and the HoT.
Don't misunderstand me, not complaining of the HoT (which is the point of the Diurnal one), but when you're playing in the nocturnal one this spell ain't that good...
Maybe give a little extra-shield or something ? Let's discuss
What i would see
Since sch got CritAdlo
Let us have CO Noct
If CO used in nocturnal have all shield double in potency (the remaining shield x2 i mean)
Plus the usual +5sec and stun
Sch still have advantage to have anytime rng based double shield
While noct got one with cooldown
Hmm, let's compare the primary use of it, CO'd Aspected Helios, with a deployed Adlo..
I'll assume a 15% crit chance (and a x1.55 crit potency modifier, I hope that is correct), and a 1% heal advantage for the AST over SCH (due to passive traits giving MND to AST and INT to SCH).
CO Aspected Helios' shield would be 382 base potency.
This means a range of 382 - 592 potency, with an average of 414.
Deployed Adlo's shield is 300 base potency, but 930 potency if it crits, with an average of 395.
With conva and defiance (if WAR), it's still more powerful, even in base potency.
The advantage of CO Aspected Helios would however be range and ease of use (no need to spread from a certain target in limited range, and can be used a lot quicker, allowing for reactive use).
I like it.. might be the thing N.AST needs to be really competitive.
This sounds phenomenal and would help bridge the gap a little between sch and ast, doesnt sound too op and can totally see it working
I absolutelly love this.
Or maybe when you use CO it will give you a "buff" similar to SCH's DT/ET that for the next cast of Aspected Helios/Benefic your shields will have double potency (shields only, not heals) then the buff wears off.
But if Nocturnal CO is buffed then Diurnal CO would fall off a bit....
I think they need to rework the ability for both sects
Maybe For Nocturnal CO it would double the shields (instantly or for the next cast only)
And for Diurnal it would turn the remaining ticks of Aspected Helios/Benefic HoT into healing.(Similar to BLM's thunder proc but for the remaining duration only)...idk something.
To be really honest though.... i wish AST had more card related stuff, it's the only thing that differentiates them from the other healers but it feels so....meh...
Every new AST or non main ast are all "omfg it's so hard to remember all the card"
When all current trained ast are like "Meeeeh i'm bored.... Gimme more card to play with... 24 combi is too easy"
I don't want more to play with D: I want less RNG screwing me over and making me feel like I shouldn't have even wasted an oGCD
No, ast shouldn't be dps boost or tank CD on demand
It should be the fun crazy bonus that come out of nowhere
Like crit
More fun card could be cool !
If they add more cards and they're all 100% situational like 4 of the cards right now, I'll probably drop Ast.
Crit is a fun stat though, I wouldn't mind getting a Crit card added. ...Or we could change Spear's effect to a Crit bonus.
Crit bonus on Spear would be vile. All they need to do to spear (if anything, as far as I know or care it's working as intended) is have it speed up all cooldown timers and not just the ones used while it's active so it doesn't goof over any class that's very buff-reliant (MCH mains I'm looking at you).
I love the idea mentioned in this thread about a CO change though. Having it double Noct shields sounds like exactly what we need to balance us out with SCH and make us a viable choice for learning content as well as farming it!
Situation
That's exactly what card are for
If it doesn't fit the current moment save it for later that's the whole concept
So yes more card and thing to plan for us because it is the fun part of the job !
Beside card doesn't affect your healing power so you can do your healer job without them
.....
Crit card that Would be too op
Just imagine a Monk helped by a dragoon and with enhanced crit card
That would be sick XD
Reduced cooldown is cool
First i hated it but then i used it with LA and CO and it's marvelous
The problem with adding newer cards without removing or merging older cards is that would make getting a specific card less likely. Even if only 6 new cards came out, the chances of drawing a specific card would drop from 16.6% to 8.3%. Astrologians already get screwed on RNG with just 6 cards and Shuffle being reworked into Redraw, I don't want to imagine that with twice the RNG. Adding cards for the sake of just having more cards is a bad idea anyway you look at it. This isn't considering the fact that only Balance and Arrow are worth using Hold for 90% of the time.
With the exception of Spear, all card effects are very basic buffs. Adding *insert arbitrary number* cards would just be bloat as-is without changing the fundamentals of cards being player buffs. Besides the idea of a Critical Chance/Damage card, there wouldn't be much left besides niche things like "buff x resistance by y%" which is pointless as more and more attacks use darkness damage, ignoring a majority of resistances.
How is that different from an Enhanced Balance while Ninja uses Trick Attack?
Draw II would solve the whole probability drop problem. Personally, I'd like to see AST take some moves from the old Gambler classes. We still can't use that last constellation they went over in the plot anyway ;_;.
It would be nice to apply some kind of regen on party while you're on Nocturnal just to let them compete better with SCH's Whispering Dawn on heavy damage situations in low gear. But I know that ain't happening. And Celestial Opposition is nice as it is its quite powerful already letting you extend strong buffs like Collective Unconscious regen, Synastry, Lightspeed and even Mind Potions mind you! :p
It's impossible to open the last gate and live.
Jannequinard's exact words about the final gate (Source: FFXIV: Atrologian Job Quests (part 6) by Ethys Asher)
"Lady Leveva tells me that you are nearly ready to open the sixth and final gate. Yes, I said final. We all know there are seven heavens, but opening the seventh is impossible...well except upon death, of course. An attempt to attune with the pole star would be sheer madness and most certainly spell your doom."
Honestly I'd prefer if we never open the seventh gate to keep its aura of unknown power. Besides, in 4.0 we could use other types of celestial bodies to power us up, like comets or quasars or nebulae.
Its completly possible that this becomes a thing on storyline for 4.0 skills. Not only that but we are overpowered as Hydaelyn envoys so it would be possible.
It had been mentioned the devs wanted the power to trade sects in combat but that idea was discarted on early design because it would make AST too powerfull for 3.x content. So who knows for 4.x.