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  1. #1
    Player
    yay4indigo's Avatar
    Join Date
    Aug 2015
    Posts
    15
    Character
    Sazh Estheim
    World
    Faerie
    Main Class
    Astrologian Lv 64

    Just AST banter concerning 3.1

    I read an interview recently that stated they're aware that AST needs some balancing, but they don't want to overpower us. For example, if our heals had more potency AND the buffs from the cards, a group with two ASTs would be too powerful.

    When AST first came out, and no details were really released, I inferred that the cards weren't going to be buffs but actual healing spells.
    In regards to "potency," maybe they should add two cards. A single-target burst-y heal and an aoe heal. That we could Spread if we know we may need it soon. Because getting it would be random (but would definitely happen at least once on a boss), I don't think it would make us too op.. Of course, that means there's diminished chances of getting one of the other cards. But I hate Spire and Spear anyways. Just throw those right out. :P
    I just wanted to chime in and meet other Astrologians who enjoy the class. I can't wait to see what the future holds for us..

    ... get it?
    (3)

  2. #2
    Player
    DiscordiaEris's Avatar
    Join Date
    Jan 2015
    Posts
    46
    Character
    Discordia Eris
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by yay4indigo View Post
    …In regards to "potency," maybe they should add two cards. A single-target burst-y heal and an aoe heal. That we could Spread if we know we may need it soon. Because getting it would be random (but would definitely happen at least once on a boss), I don't think it would make us too op.. Of course, that means there's diminished chances of getting one of the other cards. But I hate Spire and Spear anyways. Just throw those right out. :P
    I just wanted to chime in and meet other Astrologians who enjoy the class. I can't wait to see what the future holds for us..

    ... get it?
    I would imagine that they will be adjusting potencies, cool downs and skill durations. I doubt that the base skills, spells or cards will be radically changed.
    (0)
    What part of "ph'nglui mglw'nafh Cthulhu
    R'lyeh wgah'nagl fhtagn" don't you understand?

  3. #3
    Player
    BlueMageQuina's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    96
    Character
    Daddy Curaga
    World
    Coeurl
    Main Class
    Astrologian Lv 100
    I like this idea. It'll even it out with the WHM who already has 2 high potency oGCD instant heals and SCH who can Lustrate three to six times in a row.

    It should be a single card that is effected by Royal Road just like all other cards. The potency would have to be more than Benefic but less than Benefic II because of the 150% RR effect. Given that, it should still be a lower potency heal than WHM's TG to keep a balance due to its buffs. Example:

    440 potency
    RR 150% effect > 660 potency
    RR wide range effect > 220 on all nearby party members
    RR 2xDur effect > regens HP with a potency of 110 over 18 secs (770 combined potency)

    This also helps to manage some of those MP problems people were having through allowing an additional heal (whenever it comes up) at no MP cost.
    (0)

  4. #4
    Player
    Assirra's Avatar
    Join Date
    Feb 2014
    Posts
    775
    Character
    M'irau Rhya
    World
    Odin
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by DiscordiaEris View Post
    I would imagine that they will be adjusting potencies, cool downs and skill durations. I doubt that the base skills, spells or cards will be radically changed.
    If they don't change the cards this job is doomed.
    This is supposed to be our "thing" and its super underwhelming, not mention rng based...for a healer.
    (4)

  5. #5
    Player
    basketofseals's Avatar
    Join Date
    Jul 2015
    Posts
    815
    Character
    Verrine Mercer
    World
    Balmung
    Main Class
    Samurai Lv 86
    Quote Originally Posted by DiscordiaEris View Post
    I would imagine that they will be adjusting potencies, cool downs and skill durations. I doubt that the base skills, spells or cards will be radically changed.
    Outside of crazy extremes, adjustments to numbers will not fix anything that's wrong with AST. AST needs pretty drastic changes.
    (4)

  6. #6
    Player
    Vlady's Avatar
    Join Date
    Sep 2013
    Posts
    635
    Character
    Fomortis Vulen
    World
    Balmung
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by basketofseals View Post
    Outside of crazy extremes, adjustments to numbers will not fix anything that's wrong with AST. AST needs pretty drastic changes.
    Not really. Only real issue its the cooldown.overall the job plays well. It doesn't need anything drastic.
    (1)

  7. #7
    Player
    RichardButte's Avatar
    Join Date
    Mar 2011
    Posts
    1,107
    Character
    Richard Butte
    World
    Hyperion
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Vlady View Post
    Not really. Only real issue its the cooldown.overall the job plays well. It doesn't need anything drastic.
    Eh, yes and no...

    It's a weird situation with the AST: it's a healer, therefore we should be able to heal as well as any other healer when we queue in the DF (including pulling through when the party sucks and takes extra, avoidable damage).

    But then the cards either need to be next to useless (which they mostly are) or be a part of that healing kit.

    And the biggest problem is that we need one more "OH SHI-" button.
    (6)

  8. #8
    Player
    DkDerek's Avatar
    Join Date
    Nov 2013
    Posts
    159
    Character
    Derek Skyshadow
    World
    Leviathan
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Assirra View Post
    If they don't change the cards this job is doomed.
    This is supposed to be our "thing" and its super underwhelming, not mention rng based...for a healer.
    If a healing class can't heal competitively, the class is doomed. Support classes don't work in MMO's...especially when there is only two slots in a raid for healing classes.

    First and foremost AST is a healer. The cards are an after thought. If the cards make a noticeable difference, AND they heal competitively, the class will be considered OP, and groups will bring 2 ASTS.
    (1)

  9. #9
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Here's an idea to remedy that.

    Remove Royal Road.
    Extend the range of card effects to healing aggro range.
    Make all cards AoE and last 30s.
    Give Shuffle a 30s CD.

    Now you have no reason to bring 2 ASTs to a group, as they would simply override eachother's effects.
    (2)

  10. #10
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Kenji1134 View Post
    Here's an idea to remedy that.

    Remove Royal Road.
    Extend the range of card effects to healing aggro range.
    Make all cards AoE and last 30s.
    Give Shuffle a 30s CD.

    Now you have no reason to bring 2 ASTs to a group, as they would simply override eachother's effects.
    This is the most broken suggestion I've ever seen and would make AST even more required in a serious party than a bard/machinist.
    (0)

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