sounds OP on paper, now let's just wait and see


sounds OP on paper, now let's just wait and see
Larek Darkholme @ Ragnarok

the asylum/sacred soil spell was shown in duty commenced a bit ago and it seems to both be centered on the caster, and locks you. if you move it cancels the skill



Oh, I'm aware what they are. It just seems odd to have both aspected and unaspected versions...Aspected Benefic and Aspected Helios are the single-target and AOE heal that are affected by Diurnal Sect and Nocturnal Sect, respectively. Aspected Benefic will be a single-target heal with a regen or shield effect, and Aspected Helios will be the AOE equivalent of the same.

Well with helios and aspected helios it seems like that would be the diff from medica to medica2. I'm ok with the ST version too though, since for regens they don't have a ST flat regen, and for shields that's all they get

Only if you can get Eos to obey you long enough before a mechanic and it doesn't take her 3 embraces to figure out what you want her to do, even by moving her/changing her stance.
AST will get Asylum (the AoE Regen field, right?) in the form of Time Dilation (which can either be like SCH's Sacred Soil or WHM's Asylum).

The Duty Commenced stream showed us that Collective Unconscious is actually the Regen/Damage Down bubble spell. So probably Time Dilation is the one that spreads out buffs.



You really don't see the need for straight heals without the Sect auxiliary effects attached? O__o That'd be like saying SCH doesn't need Physick because they have Adloquium, or that WHM doesn't need Medica because they have Medica II.
I'm sure your FC has debated this into the ground, but keep in mind the abilities relating to the cards allow you to plan pretty far in advance. I would actually say scripted fights are where AST's cards shine. Say you know that in ~20% HP, the boss is going to switch phase and you need to burn it before the next big attack. You can Draw, if it's the card you want, you Spread it, otherwise throw it out on a party member. Next 30 seconds, you Draw, if it's the card you want, apply it, if not, Shuffle, if you still don't like it, Royal Road it. As long as you're planning ahead, you have 4 different shots at the card you want in a 30 second window. By p = 1 - k^n where k is the probability of the card not being the one you want (1/6) and n being the number of tries, you have a 52% chance of pulling the right card. If you prepare for a minute (basically adding in a second Draw, Shuffle, and Royal Road chance), that chance goes up to 72%.I am not sure about that. Remember that both SCH and WHM are getting awesome new skills as well - Fey Illumination + Dissipation + Crit Adlo + Deployment Tactics (and maybe Sacred Soil and Virus) will be the most op mitigation skill combo ever, for one.
AST will basically have what WHM and SCH have now (with the exception of Asylum), at a reduced potency (most likely). The main feature are the cards, which are very random thus might not be suited for scripted fights, at least if you are pushing for progression.
I am just saying that, in general, jobs with "random" elements are at a disadvantage, in this game - unless Alexander mechanics will differ greatly from Coil ones.
Not the best chances, but not terrible either. Given that all cards are moderately useful, even a "bust" would still be salvageable, since you now - by definition - have a charged up card in your pocket even if it isn't the one you wanted.
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