You're right that was a gross generalization on my part. Since the job is so popular now I've been stuck with some mediocre double ast heals sometimes and it gets frustrating to see at the end of the match my team having raked up so many deaths, with no one having gotten healed for more than 50k hp cause the astros couldnt keep up (which forces me to switch to whm to help midway way through the match). Its why I would still much rather have a whm or sch healing alongside the ast as opposed to double astro in 72 man (24 man of course no issue with double ast). That being said it is pretty insane what can be done with the job in the hands of skilled players (though of course there's only a handful of players like that on primal maelstrom just as there's only a few for the other GCs and other data center GCs). Its godly at babysitting a player as well, I have been left absolutely speechless at times at the situations the ast from primal mael's excal premade group has gotten me out of alive when I have no business surviving the ordeal lol (though the heals from that server premade are generally insane to begin with so its not really fair to compare them with pug versions).
I'm a little surprised actually at the low dmg on this screenshot for these summoners for a 72 man match. I wonder if the JP play the job differently than we do in NA/EU.
Last edited by Dimitrii; 01-25-2016 at 10:36 AM.
JP servers are less about the zerg that's why lol, they play Seal Rock a whole lot differently than us.
Actually no. JP is much more about the zerg than NA servers. NA is very, very tame compared to a JP match. I was surprised when I first transferred at how crazy and active it was by comparison. I'm pretty sure adrenalin was replaced with Adderall.
Hmm, I haven't been there that long, but this far, in about every 72 match it's harder for dps to break through the plethora of tanks and smn pets (in those huge skirmishes that is) to actually do some useful damage. And if they happen to break through they will be bursted down in like 0.000001 secs. On chaos it's common to mark the heals. On mana they mark the tanks lmao.
I wouldn't say they are "all about the zerg", but they seem to be much more "meta". Which may or may not include zerging. What I appreciate most is the lack of retard/dgaf/yolo. I seen quite smart anti-sandwich moves where we actually move about to sandwich the sandwichers lmao. On chaos that would never happen with random pugs.
I feel ya. Remind yourself though that it'll always depend on the individual player's skill. Of course, any great player can do wonders on any of the healers. It just so happens AST is a nublet magnet because it's so easy to perform well with it because of Aspected Benefic. So easy in fact that they get full of themselves thinking they can survive anything. Here's a little feel-good video:You're right that was a gross generalization on my part. Since the job is so popular now I've been stuck with some mediocre double ast heals sometimes and it gets frustrating to see at the end of the match my team having raked up so many deaths, with no one having gotten healed for more than 50k hp cause the astros couldnt keep up (which forces me to switch to whm to help midway way through the match).
https://youtu.be/K77XEcXavOg?t=7s
The trash Mael AST that Knives was probably talking about to begin with lol
He had The Bole up, popped Esential Dignity after 1st fell cleve, actually he was just unlucky, the WAR critted twice in a row and usually astros dont' pop any other CC to face a solo-WAR as astro x)
The only "mistake" was understimate the damage at the start when he just dont' filled all his HP pool but just jumping around.
I lol'd. I think what's especially telling is premade composition these days. Most of the good ones are rocking 4-6 SMNs and powering through everything. What I dislike about SMN is the risk vs reward balance. For a good melee, we could call it a high risk, high reward job. Good damage sure, but massed range can and will melt your face instantly if you get cocky or focus fired. SMN? All reward, zero risk. Massive burst and dot damage while standing at absolute max range, safe in a pack of other ranged DPS and while popping sprint freely without having to worry about enliven or invigorate. Or cast times for their burst. Honestly, if I was a BRD, I'd be even more disgruntled with summoners. SMNs are the mobile ranged DPS job that Bards were supposed to be, but then weren't after being hit with 'sweet spot' ranged dps nerfs that kill your damage if you put too much distance between you and your target. Or if the enemy gets too close. SMNs have no such concerns.
Last edited by Darwyn_Ulondarr; 01-26-2016 at 07:53 AM.
You forgot the 1-2 blms per party spamming sleep on everyone so they can stack their lbs and then boast about their (premade) kill count.
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