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  1. #1
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,449
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100

    AST Suggestion Thread 5.05

    I know we have a bunch floating around, especially with discussion going on in other threads, but it might be a good idea to push suggestions here.

    For my suggestion, I would change Sleeve Draw to be better instead of the mess it is right now.

    Sleeve Draw
    Cooldown: 120s

    Draws 3 Arcana in a row, doubling the potency of each card used(up to 3 times). Regardless of seal, if the card is played correctly you fill the Divination Gauge with a Wild Card Seal(name tentative).

    This allows for you to not worry too much about Redraw and oGCD havoc since if you’re playing correctly you’ll be rewarded with less oGCDs.
    (0)

  2. #2
    Player
    Side-Eye's Avatar
    Join Date
    Jul 2018
    Posts
    187
    Character
    Braedyn Geld
    World
    Lamia
    Main Class
    Astrologian Lv 80
    As mentioned in other threads, Celestial Opposition needs its stun restored. As long as another healer has a stun (actually a better version than what AST lost), there's no reason for this to have been removed from our toolkit. Was bad enough that the ability lost its buff extender.

    So question for devs: did you NOT want healer jobs to have a stun? If you're okay with WHM having one, give us back ours please.
    (3)

  3. #3
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,239
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    I think the idea of a Wild Card is cool, one that you can use on anyone with a penalty. Maybe instead of it being from Sleeve Draw it could be from a Minor Arcana type ability. So when you’re in that double ranged party and get two Arrows in a row, instead of having to either suck up the loss or desperately spam Redraw, you could use that and get a card that can work on anyway in exchange. It could have a 60 second cooldown for balancing (wouldn’t be any point in real cards if it was 30s lol).

    For Celestial Opposition if I had to choose I’d prefer the buff extension to return than the stun. But with cards as they are now you only ever have them up on a total of 4 party members at any given time, so maybe it wouldn’t feel as good to use. The stun effect was very satisfying though, and the ‘stopping time’ concept really fit Astrologian
    (3)

  4. #4
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Sleeve Draw being 180 isn't that bad, it's designed to work with Lightspeed so that you can Dish out Lords and Ladies during the 3 min burst window and isn't supposed to be used to Fill the seal requirement after the initial opener. If you make it 120secs, Lightspeed needs to be 60secs. I think alot of AST players don't actually know how to use Sleeve draw and are misguidedly using it to fuel Divination when it's mean't to compliment it during your biggest burst windows. and making them Lords and ladies allows you to ignore the seals system anyway thus eliminating the need to redraw if you have a standard comp of 2 melee and 2 ranged.
    (2)
    Last edited by Wayfinder3; 08-27-2019 at 04:55 AM.
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

  5. #5
    Player
    Arale's Avatar
    Join Date
    Jun 2011
    Location
    Limsa Lominsa
    Posts
    298
    Character
    Aylaine Gray
    World
    Midgardsormr
    Main Class
    White Mage Lv 80
    Buff Malefic IV to 250 or 260 potency.
    Buff Combust III to 50 potency.
    Buff Divination %'s to 5/7/10.
    Draw now restores 5% of total MP (500) when drawing a card.
    Buff Collective Unconscious to 100 regen potency.
    Buff Sleeve Draw so that cards drawn from it are 4/8% damage increase instead of 3/6%, or double their duration to 30 seconds.
    Buff Horoscope to auto-detonate instead of being wasted.
    (3)

  6. #6
    Player
    MintnHoney's Avatar
    Join Date
    Sep 2015
    Posts
    903
    Character
    Aylin Bielawska
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Wayfinder3 View Post
    I think alot of AST players don't actually know how to use Sleeve draw and are misguidedly using it to fuel Divination when it's mean't to compliment it during your biggest burst windows.
    Squeen's design of how to use these skills is very widely open to interpretation.
    Because they designed Sleeve Draw to grant 3 draws of Major Arcana, the up-front idea is to use it to power Divination and use any subsequent draws for lady/lords. This is further supported by their decision to shorten the potency gaps between seal combinations, where it can be interpreted that they want us to not care about which seals we get, and just use the cards we get.

    Your idea works too, of course.

    How players treat the cards will influence how well they perform. Not that that means that the design is actually good, but Squeen was very up front about how they felt about their design choices coming into this expansion.
    (3)

  7. #7
    Player
    KanameYuuki's Avatar
    Join Date
    Jun 2017
    Posts
    153
    Character
    Yuuki Kaname
    World
    Faerie
    Main Class
    Astrologian Lv 80
    I wish they would just make CU deployable.
    (1)
    Last edited by KanameYuuki; 08-27-2019 at 06:38 AM.

  8. #8
    Player
    Vitreus's Avatar
    Join Date
    Jul 2019
    Posts
    72
    Character
    Vitreus Hyalus
    World
    Behemoth
    Main Class
    Botanist Lv 70
    Make redraw return a seal you don't already have. Burning through multiple redraws is terrible design, there should be no reason for more than one charge.

    EDIT: Also maybe add another mechanic to CU to make it interesting such as distributing the damage taken evenly to all allies inside. Would give something unique to AST and fits very well with the lore.
    (4)
    Last edited by Vitreus; 08-27-2019 at 06:14 AM.

  9. #9
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by MintnHoney View Post
    Squeen's design of how to use these skills is very widely open to interpretation.
    Because they designed Sleeve Draw to grant 3 draws of Major Arcana, the up-front idea is to use it to power Divination and use any subsequent draws for lady/lords. This is further supported by their decision to shorten the potency gaps between seal combinations, where it can be interpreted that they want us to not care about which seals we get, and just use the cards we get.

    Your idea works too, of course.

    How players treat the cards will influence how well they perform. Not that that means that the design is actually good, but Squeen was very up front about how they felt about their design choices coming into this expansion.
    The reason why that interpretation doesn't work is because you can draw and gather seals after the initial pull and the cooldowns are different. if Div is 120, and Sleeve is 180. the only time where you can use them together in the way you're thinking is the Pull, and 6mins into the fight

    Sleeve is 0, 3, 6, 9 in a 10min fight but you can also do 0, 4, 8 in a sub 9 min fight by delaying them a minute at the 3 and 7 min mark
    Div is 0, 2, 4, 6, 8, 10 consistently in every fight which very rare exceptions.

    So this means you're required to draw and fill Div manually for the 2, 4, and 8 min mark in the first example, or the and the 2, 6 mark in the 2nd example assuming you're not playing the job wrong. You can Draw 2 times a Min and thats giving you 3 Draw inbetween each Divination at the 30, 60, 90 marks between each divination.

    There is no way SE intended for you to use Sleeve Draw for Divination anytime after the opener as the 2 skills only ever line up every 6 mins and or at the 4 and 8 min mark if you're delaying them do to the expected kill time. SE wants you to fill the seals manually after the opener and sleeve draw is supposed to compliment that with Minor Arcana
    (3)
    Last edited by Wayfinder3; 08-27-2019 at 07:20 AM.
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

  10. #10
    Player
    finnegandadaeon's Avatar
    Join Date
    Sep 2015
    Posts
    34
    Character
    Finnedorn Herbjornson
    World
    Ragnarok
    Main Class
    Astrologian Lv 90
    -Card buff: duration increased to 25 secs;
    -minor arcana: potency buffed to 10% if applied on right job, 5% if applied on wrong job;
    -Divination buff: increased to 8/5/4% and duration increased to 25 secs;
    -sleeve Draw: reworked; grants u a seal u don’t have, draws a card, grants u 3 stacks of redraw;
    -New Passive “Luminiferous Aether” (the old mp refresh skills name): grants u 5% mp recover every time u use “Play”;
    -Horoscope reworked: using the skill will grant a horoscope buff using again the skill will cause a healing explosion ( healing potency 150), after 10 secs it will turn into “charged horoscope” ( healing potency 250 also applies regen if diurnal or shields if nocturnal ) once buff time expires the heal will explode authomatically (like earthly star);
    -Collective unconscious: potencies buffed, also after 5 secs u got the dome on, it will depositate on the battle field for 10 secs;
    (0)

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