Quote Originally Posted by Hash_Browns View Post
In most games when I can, I play healers that focus on giving the party lots of buffs rather then damage, that's why I picked up AST. It seemed like the best class currently available for that kind of thing. I started out as a WHM, but quickly found it to be boring in late game dungeons, when I was more then comfortable healing.

The RNG was never a good thing, it was just somethign I had no choice but to have in the class I played.

Since then I have branched out into other classes. I play all 3 healers, Warrior, and Bard. AST will most likely still be my main in ShB though, although am drifting towards tank now, and plan on picking up all of the tanks (PLD before ShB, and DRK & Gunbreaker afterwards.)
What do you think those buffs do though?

They either increase damage directly or enable damage indirectly.

Balance, Arrow, Spear: Damage up, Balance is just better at it
Bole: Tank damage taken down, healer damage up
Spire: Physical AoE damage up, or more likely royal road
Ewer: Legitimately the only use for this beyond royal road is to refresh a healer that just got picked up off the floor.... enabling the rest of the party to keep doing damage

No kidding, I can count the number of times I've actually cast bole, spire, or ewer on a person over the last 4 years on like one hand. Has it come up? Sure. Are these cards more likely to get redrawn or burned for a royal road effect? Absolutely.

Am I thrilled with the changes they've made here? Not really, feels kinda boring and I'd have preferred they'd gone a different way for this. But acting like you had actual choices to make before is blind.