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  1. #31
    Player
    Vlady's Avatar
    Join Date
    Sep 2013
    Posts
    635
    Character
    Fomortis Vulen
    World
    Balmung
    Main Class
    Astrologian Lv 60
    Stance dancing is honestly part of the core of the job.get use to it outer have a new main because it was designed with two stances in mind and eventually we will be able to somehow swap stances in combat again don't is the only thing holding us back from competing on the level of white mages in an emergency. So many people I could save if I was able to change to nocturnal stance during oh shit moments.

    I hope we get one of our cooldown reworked to let us stance change in combat while the cooldown is up.
    (0)

  2. #32
    Player
    Muahbec's Avatar
    Join Date
    Jul 2014
    Posts
    254
    Character
    Veigas Shiffer
    World
    Omega
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Ahlah View Post
    Yhisa and Vlady - do you guys play any other healer job? Try doing content with the same party composition using AST then switch to either SCH or WHM. Record the fights and watch them again, see if you still believe AST is on the same page as SCH/WHM.
    She has AST at 60 , arcanist(sch or smn idk) at 50 and cnj(whm) at 48.
    she obviously have no idea of what she's talking about.
    You can just ignore Vlady, he has absolutelly no idea either (only AST at 60 no other healing job at 60, both SCH and WHM at 50), he keeps spitting nonsense on these forums.
    (2)

  3. #33
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    I have some suggestions:
    - For Draw, what about if we don't use or Royal Road the card we draw, Draw's cooldown time is cut in half? This could help for when you get bad draws.
    - Make it so Shuffle doesn't draw the same card. Obvious suggestion.
    - Have Spear effect the Global Cooldown. As it is now, Spear is a very situational card that requires you to know what skills the target has available, which isn't very good for PUG groups or people who don't have some form of voice chat (like those playing on consoles). Lower the potency to compensate.
    - Either make Collective Unconscious a placeable AoE like Asylum and Sacred Soil or increase its potency to 300. As it is, it can be very situational, waiting for a time were you can stand still and don't need to spam heal. A placeable AoE would make it much more easier to use, while a Potency of 300 would at least make it on par with Medica with one tick.
    - Give Synastry a cooldown time of 60 seconds, instead of 120. While comparing AST to the other two jobs, WHM and SCH, neither really have a skill that compares with Synastry. However, WHM does get Tetragrammatron (a cost free, instant cure with a potency of 700), which has a cooldown of 60 seconds, while SCH has Lustrate (another instant cure, with a potency of 600), which gives them up to 3 instant cures every 60 seconds, and their fairies' Embrace, which gives them a cost free, instant cast heal, with 300 potency they can weave with Physick and Aldo.
    - Fix Combust and Combust II's DoT timers so they work better together. Combust II is at 30 seconds, while Combust is at 18, that's a 12 second gap. To make that effective, the player would have to cast Combust again when Combust II was at 11-13 seconds, which would make a 6-8 second gap when reapplying Combust II.
    - Put Heavy on Malefic and make Stella useful in PvE somehow. In PvE's endgame, there is almost no reason to use Stella other then running away from mobs.
    - Make it so Disable only effects skills. Even if you time Disable correctly, there is still a chance that the enemy will auto-attack during a cast (including those in PvP). This would help put Disable on par with Virus.
    - Make so Royal Road's Expanded effect effects all party members, not just those in range of the target. Or at the every least, extend Royal Road's Expanded effect to 20 yalms, like Eos and Selene. Just a personal preference. It would also be nice if Royal Road's Expanded effect didn't lower the cards' potency. As it is now, Expand is kind of the worst out of the three effects.
    - Another personal preference, please find a way to make it so that we can't draw Spire when we are soloing. It is literally a dead draw and Shuffle loves giving it to me.
    - To add to Spire, please show other party member's TP. This should have been implemented a long time ago, seeing as both Bards and Ninjas have skill that recover TP.
    - Maybe instead of Nocturnal Sect boost Healing Potency, it could boost Critical Hit Rate and they could boost all of AST's healing potency to compensate? I think Crit Rate goes with shielding way more.
    - Make it so Time Dilation and Celestial Opposition effect Nocturnal Sect's shields in some way. Noct has zero synergy with these skills versus Diurnal, which loves these.
    - Also, does Celestial Opposition really need to stun? Those stuns could easily ruin your tanks' stuns. I say it should focus on buffing buffs, regens, and shields.
    (0)

  4. #34
    Player
    Vlady's Avatar
    Join Date
    Sep 2013
    Posts
    635
    Character
    Fomortis Vulen
    World
    Balmung
    Main Class
    Astrologian Lv 60
    Opposition should be turned into a cooldown that lets you change noc/duirnal stance at all times while the buff is up and turn Collective Conscious into a buff that turbo charges your aspected spell while the buff is up. Maybe a stronger hot that ticks every second for duration or a shield that keeps regenerating while the cooldown is up letting us temporarily bypass our counterparts in the hot and shield department for a brief few seconds.
    (0)

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