It's now a MUCH better emergency button as it can be used while moving, doesn't nerf the piss out of your healing, and is now a good option JUST for saving mana.Lightspeed ・Now reduces MP cost of spells by 25%
・Reduction to magic potency now only affects attack magic.
・Duration has been reduced from 15 to 10 seconds.
THIS!!!!!The Ewer ・Effect has been changed from MP cost reduction to MP refresh.
・Duration has been reduced from 20 to 15 seconds.
The Spire ・Effect has been changed from TP cost reduction to TP refresh.
・Duration has been reduced from 20 to 15 seconds.
This right here is the BIG one. These cards went from being bizarrely situational to restoring 15% of your T/MP. These will nearly ALWAYS be useful, no matter the circumstance. No more will I have to hear the cries of a tank begging for TP in vent only to be able to do nothing to help them (cost reduction does very little when they've already run out).
In fact, these cards now help you recover from bad situations in general. Did the tank just have to dump a LOT of TP to regain aggro? You can help them recover. Did you or another healer just have to dump a LOT of mana to prevent a wipe? You can help recover.
See, the 20% reduction wasn't going to be helpful unless you just happened to cast it on the target when the bad shit STARTED (we may read the stars but we ain't friggin' Jedi who can see that the tank is about to lose aggro ahead of time...). Now, you can fix the problem AFTER the bad shit has already gone down.
And if a healer or tank dies and gets ressed, you can spend all of your time extenders to help them recover a LOT of T/MP.
I was just saying in another thread that even a 10% refresh would be an improvement. Finally, these cards are worth it.
This is actually a buff.Royal Road ・Arrow and Spear:
Now doubles the duration of the next card drawn.
・Ewer and Spire:
Now reduces the potency of the next card drawn by 50%, and extends the effect to nearby targets.
If Spire/Ewer come up and no one happens to need them at the time since they're emergency recovery tools now, these will be easier to RR than Arrow (which can increase DPS).
Spear is still getting RRed every damn time until they do something else with it, though (or I just so happen to be about to pop a CD).
Yup.Spread ・Can now be used outside of combat.
MUCH better!Shuffle ・Recast time reduced from 90 to 60 seconds.
I'm...not sure this needed a buff but I'll take it? I was already using this to heal both tanks in the liquid fight when he turned into both hands (18 seconds of 150 cure per tick is pretty damn good).Collective Unconscious ・Potency of the regen effect from Diurnal Sect has been increased from 150 to 200.
The real buff I'd like to have seen here is being able to move while casting it, as randomness can still screw you over if an AoE gets tossed up shortly after you use it.
The other change I REALLY want to see is Spear reducing cooldowns that are already ticking.
At this point, they should probably do something else with RRing Bole and Balance. For one, it's a net loss of benefit, as you're trading 200% worth of cards for 150% worth of return. Secondly, when will that net loss ever be worth frontloading a buff THAT badly?
Considering you're condensing two cards into the time span of ONE card, this should be closer to a 250% buff in potency, seeing as how you've got a smaller window in which your target can be using the buff than if you extended it instead.
Either that or figure out something else to do with it entirely, maybe making the next card heal for a % of HP over the duration of the card or something along those lines.
Also, Noct stance still needs HELP...
All in all, this is a step in the right direction for AST. I've mentioned in the past that I suspected SE shipped all three new classes a bit nerfed so they weren't over rolled to DEATH and would buff them over time.
AST is almost perfect and could just use a few more tweaks, but this alone makes it MUCH better than the position it was in before.![]()