Do the card buffs (6% on a single player...assuming optimal play) even make up for the lack of personal DPS?
Do the card buffs (6% on a single player...assuming optimal play) even make up for the lack of personal DPS?
"Wherever you go, there you are." ~ Buckaroo Bonzai
AST had highest rdps of the healers in 5.x iirc
But now they are the lowest:
https://www.fflogs.com/zone/statistics/44#class=Healers
"Wherever you go, there you are." ~ Buckaroo Bonzai
Yeah that def needs fixing, sch and ast should be ahead in rdps, behind in personal
Do you think that is possibly due to act development catching up with log/ability changes at the beginning of a new expansion?
i understand what youre saying because i used to refuse to macro cards. however in shb targeting people used to be manageable. its kind of telling i caved in and made card macros in endwalker because of how busy burst windows had become with draw charges, astrodyne and minor arcana addedYeah but the targetting too, if you factor that in, can be very busy.
Personally I have macro keys that auto-target last enemy before casting dot/nuke (not ingame macros), and have 8 play macros that cast on party slots without targetting them.
IF someone were to play ast without any assistance, it can be very very busy when factoring in manual targetting, just looking at actions user has to perform.
That’s what I mean by draw/play being what is truly busy
Nuke
Draw
Look at card
Nuke
Target correct dps
Play
Target last enemy
Nuke
thats misleading. if you check healer combined damage (the metric that actually matters), you see ast being in 2 spots of the top 3 healer comps at 95th percentile and above, along with ast+sch at the top for the #1 parses.
ast is better in coordiated groups and worse in pugs where whm/sage shine more. its a fine balance.
Dude I have to. I used to do all of that shit only to play the card on myself then targetting the party member and wasting all that time.i understand what youre saying because i used to refuse to macro cards. however in shb targeting people used to be manageable. its kind of telling i caved in and made card macros in endwalker because of how busy burst windows had become with draw charges, astrodyne and minor arcana added
But if I’m honest, now I don’t even look at the cards anymore I just use act and play it on the highest dps no matter what it is.
Even in burst window I just save the extra card for the highest dps. I’ve embraced the suboptimal life~
What even does redraw do? ;P
Last edited by DanielNegreanu_Adamantoise; 04-21-2022 at 05:35 AM.
Hey Guys,
AST should get changes with patch 6.2 So here is my idea. However, I am of the opinion that we have to find a compromise between utility cards and DPS push cards. So that the players don't turn their backs on the AST!
I know that my suggested solution may not be the best. However, I hope to find a way to enable AST playing styles.
Let's start:
My Idea is that pure
Idea for the Tooltipp:
Bufficon:
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My idea of the pure DPS push is based on enabling this ALWAYS when play is used. Here, the AST should serve as a pivot point. This has the advantage regardless of melee / ranged cards (what is if you have no of this jobs like in DF), sleeve draw and the missing card for the pull. These are all problems that are now occurring in SHB.
The balance team can think about the balance of the XX% and the range of the AoE around the AST. (Maybe like the BRD with 30y?)
I think in terms of gaze to Bard its a not a bad idea to make the push to a Trait for Play. That makes the AST playstil in the early better (in my eyes) and give the push that the people want for everyone.
If Divination is a trait now delet the Lvl 50 skill that can compair in the XX% push. And if every card is in a 30s window it lines up in all buff windos well!
Now we come to the Crard that give the utility a part of the Comunity misses atm:
The Cardrules
- Draw is allowed to use out of Combat. BUT "Play" is not use anymore out of Combat. (No way to fish the Best Card [in your eyes])
- "Play" activates divination (as a trait)
The Balance
The balance is a card that has increased the damage in SB or HW. This should continue and this is where I find the idea of integrating Ninja’s 80s talent. This is easier to balance than to give a broad percentage gain. So the further you call the strength of the card as too strong. Here you can balance by maintaining the stacks and the stack power. And it might ruin the thought that balance is the only right thing in the deck of cards.
The Arrow
The strengthening of certain jobs with this card depends on the situation. However, there are jobs that shine through these cards and it is was the effect of the card from SB. Maybe a BLM or SAM will be happy if this card comes back like this.
The Spear
After the Spear became a Crit-Card, its popularity increased. I think that the card can also show its effect in this way. The 5% are just a placeholder and a task for the balance team. Taget means here the AST himself!
The Bole
In view of the fact that the AST is losing its power to use shields in a picky way. Can he use The Bole to reduce the damage Tank or himself instead. Also the same effect like in SB and HW. This is a good idea for dungeons and okay for raids because the DPS push is still there because the trait of Divination and the Healing increase from 5% - 10% (Balance Placeholder -> Task for the Balanaceteam). True to the motto, if the tank can withstand more damage and heal, the AST can do more damage.
The Ewer
The Ewer the old acquaintance of the mana addict healer. This card needs its old effect again.
The Spire
It's a shame that there is no longer a TP. No ... OMG that was a joke. The Spire needs a new effect and I think improving Direct Crit is one.
Minor Arcana
Minor Arcana should get his ability back before SHB. Only that no RNG should come in here. So the goal of Minor Arcana decides what happens either healing or DMG!
Note to the dev side if they read it. The minor arcana skill changes when you have a card to the icon of Lady of Crowns when aiming at a friendly target and to the Lord of Crowns when aiming at an opponent.
Spread for the SHB Divination
Spread strikes back. At the place of divination, Spread comes back. This skill should be able to delay divination or the card of the AST. Here the AST should decide when to play it. Important Spread also triggers divination as a trait.
Sleeve Draw
Sleeve Draw should again feel like a hand full of cards. I know it can be stressful to play as a controller. To play this, however, I think this is okay without the compulsion to have certain seals because you have the freedom to play the card consciously.
Conclusion
I think the outsourcing of the percentage gain through divination as an AoE around the AST removes the old RNG (which was rightly criticized in SB). You always have this push now as it is now in EW.
The cards have a utility factor which they had in SB and which many players liked to use. There may still be a best card, but this can be fixed quickly. The DMG push from the card itself is supposed to be a small bonus and make it easier to use the cards. We don't have that with pure melee and ranged cards!
I think that a middle ground could be struck here between DPS cards and utility. This is not perfect that should be clear to everyone. But numbers are a matter of balance and the idea should aim to keep a large number of AST players in Endwalker.
greetings
Marius in good health from the server Odin
Last edited by Heilstos; 04-21-2022 at 07:26 AM.
Unless they give me my damn cards back I don't care what they do.
I think the pvp cards are a small preview to what the major AST adjustments coming in 6.2. I think all cards will become aoe. They know allot of people left AST behind when they changed the cards. It’s the lowest played healer now.
Hopefully after 2 expansions of this current version we will finally see AST come back to where it was in HW and SB. I also hope they give us back some time related skills. I miss time dilation and old celestial opposition.
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