

lol wut?
AST/SCH still isn't the preferred raid comp and AST\AST will never be. The healing potency of AST is fine at this point. A few nocturnal adjustments and they should be fine. Chances are the tweaks will be very small.

Never happen. Same reason you won't get sch + sch, because by design the class steps on it's own toes to encourage versatility. Hots don't stack so one has to go noct and noct sucks. And if they FIX noct so it doesn't...cards still don't stack.



Considering even speed run groups are using WHM + SCH right now, and that WHM is safer than AST ... I'm not sure I follow.
Only A1S is where AST truly shines and that's because getting a top 1m25s DPS race is king, which AoE Balance helps the most with.
This guy literally goes into every thread on this forum saying AST needs a potency nerf, or every healing team is going to become AST/AST. I don't think he is interested in your logical responses.



Honestly, don't waste your time with him. He's been spreading BS about AST ever since the job first came out. First, it was perfect and didn't need any changes. Then, the story changed, and they needed buffs. Now, supposedly they need to be nerfed back down to their original level.

The DPS penalty on LS should stay...
But i would love a rework of celestial opposition
Who did use it for the stun effect ?
This could be remove and replace by something else more useful
And god yes... Never the same card...
I'm des up with those 7 same card in a row !!!
When you draw 7 spear one after an other (counting 2 shuffle) you just want to die... Because everyone in the raid is staring at you and judging you !!!

Another fun thought would be to make it so Celestial Opposition gives a 10% weakness and reduction of healing to all mobs hit with it. Again you can't cast it very often, so at least giving it some kind of party function would be great. And let's be honest "Stuns" are the most useless thing in this game, sure you might need to use it like once or twice, but resistance builds up fast and is barely noticeable how long it takes effect to be worth the trouble. Also +5 sec duration is a complete joke.
And on a side note, why are so many people complaining about MP? I rarely if ever run into an issue with it so long as I'm using my MP ability efficiently, and throwing on a Ewer card here and there. But frankly if it's an issue I think it might be more your static or players you're playing with being trash, I mean sure we want to be a great healer, but sometimes ain't nothin but jesus saving some of the trash in groups.
Last edited by Lilith_Merquise; 11-06-2015 at 05:16 AM.



I hate AST, but here are some changes I'd like to see:
- A trait to raise the chances to draw Ewer to AT LEAST 50% when at X% MP.
- A buff to Synastry from 20% to 25% healing spell power.
- A buff to Spear/longer duration to Spear/DO SOMETHING WITH SPEAR PLEASE SE

It feels like AST is designed to be the first "real" buffer class in the game, given that TP and MP regen really don't mean bunk outside of Alex Savage (sorry if you need TP or MP, you're not using your abilities right or your group is terrible). The problem is that this game isn't designed to utilize such a class, so it tires to pigeon hole it into a healer class, but since it has a possibility of strong game changing buffs, they can't make it a great healer either. It's the same thing that BRD/MCH suffer from, sure you can do great DPS, but if you take an equally skilled and geared MNK/DRG they will blow you out of the water hands down. Problem is SE needs to stop being so scared of it's classes or just openly admit that some classes are not designed for certain content, sure you can use it but it won't be an easy go of it. I would rather they take that approach then trying to make everything viable but in return making them extremely diluted from the intent.

From the preliminary patchnotes:
Astrologian Royal Road The effect of Royal Road is no longer lost when leaving an area.
At least we can still pray for nocturnal.
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