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Last edited by IceBlueNinja; 01-27-2021 at 06:45 AM.
AST is the highest rDPS healer and it has the best MP economy of the role. There's absolutely no reason to buff its damage or lower the MP cost of certain spells. Its healing kit is also top notch already, probably the best of the role. Cards are fine, you always have someone in your party that can use them and even if you give the wrong card to someone, the difference is very small regarless. Ideally you want a full party with 2 melee DPS, 1 ranged and 1 caster, most content is designed around this setup and it's what the devs want to promote. Nobody cares about light-party content.
Heavy on gravity? Sure, why not, though I don't see why you'd want that, it's pretty pointless. Slow would be better.
I removed rescue and repose from my hotbars a long time ago.
AST does not need any buffs right now.
Collective Unconscious was never 200 potency in SB. It’s potency is also fine as is right now.
Surecast is a knock back immunity for a single instance or mechanic. If you are missing the timing with a 6 second window, studying the animation and cast bar of the mechanic will help you better time and weave Surecast.
Overhauling the card system is theory crafting into a new expansion and pretty unlikely.
Scholar is still in the worst spot of the 3 right now and needs a bit more attention. Astro is arguably in the lead.
AST does not need more MP, the MP changes of patch 5.3 already resolved any underlying MP issues as long as you play correctly. This is especially the case with Draw giving 800 MP on a 30 second cooldown. They get 1600 MP every minute and majority of the skills have their MP reduced across the board so piety is no longer a required stat to function. Their healing kit is also one of the strongest to use out of the three healers since they can freely use them in every Malefic weave window or with Lightspeed window, can stack regens or use a big AoE Heal with Earthly Star.
In contrast, Scholars only get 1000 MP every 60 seconds and their alternative MP resource that gives them 500 MP (Energy Drain) shares an associated cost with their oGCD healing skills. This is in addition to scholar's MP expensive healing spells.
In terms of MP efficiency, AST's Benefic, Benefic II, and Aspected Benefic Nocturnal Sect has a 1:1 MP to potency ratio. Aspected Benefic Diurnal Sect goes one step further and gives you a 1200 potency heal for 400 MP, a 3:1 ratio of efficiency.
In contrast, WHM's Cure II takes 1000 MP for 700 potency and Scholar's Adloquium takes 1000 MP for a 675 potency effective heal.
And no, Rescue should not go away just because there are generalizations of bad experiences with the skill. Other players use rescue very well and can save people as was its intended use.
I don't remember the last time I saw people use Rescue to troll, but I and many others have used it plenty to save people from AoEs or pull them to where they're actually supposed to be. There's no reason to remove it. If that actually happens to you, report it and move on. Don't ruin it for the rest of us that actually know how to use it correctly.
Melafic IV can be cast faster than Glare, so it evens out. Glare has that animation, while Melafic IV is basically thrown out.
The only trait I can think of at the moment that may be needed is something like this for each healer:
Cure Mastery:
Upgrades Cure (I) to Cure IV and grants a 15% chance that after casting your next Cure II, the MP cost of your next Cure IV will be instant.
Something like this will make the Freecure trait useful again, as well as make useful that old Cure I button without any further button bloat.
The same design for AST’s critical trait can be used on a new Benefic III spell derived from the previous Benefic I. And maybe SCH can finally get an upgrade to Physick II which will proc crit on Adlo, or increased potency on Embrace for a short duration, or something.
And why not tbh? The traits menu is pretty naked and empty on all classes. Give us more traits!
maleficIV=potency increase because the dry 250 just aint holding up where whm has 300 pot on glare/ sch increased from 280 pot to 290 on broil 3.
AST brings an rDPS increase literally every 30 seconds, and this DPS interval is coupled with Divination. They should be causing the least amount of pDPS out of the healers.
Rescue= Remove this, instead of this being a emergency save a friend tool, way too many immature healers using this more of a troll/joke death spree.
I want to tell you that this claim is entirely hyperbole, but it cannot be invalidated by any means. Everyone has different experiences in this game. Does that warrant deleting the skill? No it does not. While I have never witnessed a deliberate misuse of Rescue, I have met a tank who made the boss cleave the whole group before abandoning the duty because we were "unworthy". You have to realize that the problem is not the skill.
esuna= either remove the mp use to 0(like protect) or seriously change it up to be aoe and cure multiple things. Only ff I know to see esuna so useless on 90% of content.
Needing multiple esunas is normally the result of a failed mechanic. AoE Esuna would indeed be useful to erase some stupid, but players just have to play better.
repose= I dont think I need to explain why this should be gone either.
Sure you do. I have a better idea though. Say something along the lines of how it can be updated/improved. It is currently a role skill, which gives it the flexibility to be designed for all healers to use. Keep in mind that an update/improvement can involve reworking the skill entirely. It doesn't have to sleep mobs anymore.
aspected benefic(noct stance mode) remove mp use increase
Why? Shields generally come with a greater expense to MP because they both heal and shield. AB is also not a reliable sustain tool on its own and you should be using your oGCDs in junction with this skill.
cards= totally need reworks half of it becomes half useful, say a party of 2 melee dps and tank being melee, half the cards are half useless.
You understand that AST has the most interactive job gauge out of all the healers? From the view of an optimization lens at your average joe-schmoe AST, they are a complete mess playing this job. It is very common for me to see the general AST use Divination only once the entire fight. Same with Earthly stars, they are late with CUs, or too far out of melee range in lala land. As a co-healer I get lords tossed on me; all kinds of nonsense. You can actually expect for the card system to either: be simplified further, or placed on the GCD far before they bring complexity back to it. Half the cards not being useful isn't true at all when all the cards do the same thing. There is always at least one melee (the tank) in a party, and always one ranged (you).
play =restores 2% mana
<Insert Jonah Jameson meme here>
sleeve draw=remove the mana restore and just put it back to the way the way it was hence why I suggest play to restore mana this is pretty much 10% back with draw and play used similar to sch aether flow, while the 8% on sleeve is nice its horrible cd is just nope, or least reduce sleeve draw cd to 90/60 seconds then and forget whatever was said before.
Sleeve is actually pretty friggin cool right now. My gripe is the 180s CD.
sure cast=some duration increase or the cool down reduction be nice.
You are kind of defeating yourself. You want more interactive gameplay, but want to cheese mechanics more often?
collective uncon =potency increase back to 200 like it was in stormblood days 90% of the time regardless of sect I use, I pop it then move out the way to retain it wheel of fortune effect only where the other ability is gone when you move.
Nah. CU changed to actions still canceling the effect, but movement does not. Sect added effect is: portion of damage is converted to HP, and the remainder is reflected back as damage. This would make AST levitate around the arena like friggin Magneto, and it would be seriously awesome. I am actually not kidding about this at all.
gravity=add heavy status on mobs when inflicted similar to urianger.
heavy isn't really all that useful when you're trying to kill things asap. However, I am not opposed to giving AST some kind of AoE detriment to the enemy. The stun from CO was nice and fit with the lore surrounding the skill. ASTs need that back, but I would deliberately call it Stop. If they did that, there wouldn't be much need to add a detriment to Gravity.
Last edited by Gemina; 01-25-2021 at 03:46 PM.
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