Yes here's the Reddit post. They'll be posting the video soon.
https://www.reddit.com/r/ffxiv/comme...r_astsch_comp/

Yes here's the Reddit post. They'll be posting the video soon.
https://www.reddit.com/r/ffxiv/comme...r_astsch_comp/



Yea I saw these post and would love to hear some of the feedback. What cards do they like, which do they hate, what stance did they use and what changes they would like to see made to make the job better?Yes here's the Reddit post. They'll be posting the video soon.
https://www.reddit.com/r/ffxiv/comme...r_astsch_comp/



I imagine it would due to reducing the level of over healing.
i.e. Tank is topped off, swap to shields, swap back to pre-cast for tank killer.
It would be a killer for MP I bet.



That was essentially my point. Even Vlady agrees AST needs some changes, but he keeps harping on stance dancing without really thinking on the fact that it pretty much wouldn't change anything moment to moment. At best, it would have marginal utility prior to tank busters in a WHM/AST setup--the AST could shield prior to the attack and go back to the superior Diurnal afterwards. But in the long run the difference is going to be incredibly minimal.

More importantly, they also provided a parse, and the results are pretty telling (props to them for making it work, though). AST was in Diurnal Sect judging by his amount of overhealing - not that it would make much sense to go Nocturnal with a SCH anyway.Yes here's the Reddit post. They'll be posting the video soon.
https://www.reddit.com/r/ffxiv/comme...r_astsch_comp/


The gambling aspect is a very poor design choice imo. You can't base skills on rng when you have such scripted fights in a game, so that learning the fight basically means that you learn when to use your skills to keep the party alive, at least for healers. Timing is everything, so when something is random it basically means it's next to useless (which is the reason why most tanks despise parry so much)...unless you make rng based skills grossly overpowered so that when you actually draw something that you need it really makes a difference. Before the expansion I thought that cards could be picked freely. RNG makes cards like spear, ewer, spire and bole totally useless or good only for RR. Arrow and balance are ok simply because they can help with your dps which is always good when bosses enrage after a fixed amount of time...however they are completely useless for short dps checks, unlike fey wind that the sch can save for some precise phases. Right now AST is broken exactly because a weak healer / rng buffer cannot work with how raid bosses are designed in the game. Of course this is just my personal opinion.



Totally agree to a point that giving it to healer instead of dps was a bad choice, but it is what it is. The glaring issue with the cards though isn't RNG but the over all usefulness of the cards. We have 3 good; Bole, Balance, Arrow and 3 bad; Spire, Ewer, Spear. SE needs to fix the bad ones to actually make them useful in raiding be it either offense or defensive boost. It would be also nice to use Royal Road effect for when you need it, not on the next card used.
Stance dancing wouldn't change our big problem which is the card system that has nothing to do with our heals.

Yea I saw the parse but the picture was pretty bad quality (and extremely tiny) so it was hard for me to see the actual numbers. Anyone have a better link?

Last edited by Kerrigen; 08-11-2015 at 08:02 AM.
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