

Well it's only 10%, but yes it's somewhat noticeable but it could be a lot better, like most of AST cards.
Peach Parfait/Khulan Angura on Gilgamesh


you say it like astro can just throw out any of their buffs on a whim
happening to draw an arrow right as an aoe phase starts while also having an enhanced royal road on deck and ready to go is something around a 5% chance of falling in line

if you don't have that you got something else that will be usefull for someone else. Like balance on one melee who can stay in contact with the boss. Or one mp regen card that will allow yourself to help a little more with dps skill for exemple.
It's pretty sad how quickly AST runs out of mana in comparison to SCH when dps:ing xD.
After not even a minute, I kinda have to stop to have mana left for healing, lol.



Or a Spear when no one has meaningful CDs ready to burn, or a Spire when no one needs TP, or a Bole when the extra mitigation makes no effective difference for your healing requirement...



This comment makes me curious. Every card can't be a dps increase so giving this restraint, you can have 3 attack and 3 support cards, what would you like to see the buffs be? Best I can come with attack, speed, critical hit and def, healing potency, tp/mp restore.



Some effects are bound to be situational no matter what. It's not that the effects I listed are always useless, but that some players seem to think that you always have a useful card action, which is sadly not the case.
I think that the only way they could make more of the buffs relevant more of the time while preserving the RNG would be to package secondary effects with each card. E.g. Balance and Arrow are almost always useful, so they get situational (read: close to useless) secondaries such as Arrow granting a small Evasion boost. A card like Bole, on the other hand, might grant a small crit buff, and Ewer might also grant a 5% healing potency buff, etc.
I gotta say I don't like your secondaries at all. The obvious route to go with arrow would be tp reduction. A crit bonus doesn't help the tank at all. Honestly there should just be a healing % increase tacked onto every one of them.


The ideal would be trying to get a set of cards that can be considered generically useful.
Even if they are not equally useful at all times
like
damage+
damage reduction/healing output
critical hit
attack speed, could have the spear effect bundled on since it's so minimal to begin with
tp/mp regen and maybe include the old conservation mechanic too (definitely do not need 2 cards for basically same effect on various classes)
those seem like the obvious choices, there aren't really any other base attributes to buff though after that so the last one would have to be something a bit more special like
-an instant heal or shield based on aspect
-buff that builds limit break faster
-all base stats+x%
-all secondary stats +x%
hard to come up with something that's not super basic
Last edited by Nihility; 08-16-2015 at 12:35 PM.



You're missing the point a little. The idea here is to give secondary benefits to make cards a little useful even when their primary function is unnecessary.
E.g. If you have no need to Bole your tank, you can throw it on a DPS or the SCH for a tiny crit boost. As for Arrow, it's already plenty useful in most situations and doesn't need a mini-Spire as a consolation prize.
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