Thinking of cross skill...
White mage would kill for synastry XD
And i wish AST could get arcanist spell...
Thinking of cross skill...
White mage would kill for synastry XD
And i wish AST could get arcanist spell...
If there's one thing they could change, it'd be the instant procs. I had some issues with this in A3S: Benefic to top off the tank from one auto attack -> pre-cast a Benefic II for the slap that's coming after. Benefic procs the instant Benefic II, Benefic II becomes instant cast and becomes 90-100% overheal and I'm a GCD behind.
I'm very happy with all the changes astrologian has received.
However, I must agree with a lot of others here. The change I've always wanted and would love to see would be, at the very least, some way to "control" the RNG of our card draws. I often draw Spire or Ewer and Royal Road them so that I can prepare for Balance or Bole, depending on what the situation is. But too often do I draw Spire, Royal Road it, draw it again, shuffle it, draw it [i]again[/i[, and then end up drawing Ewer three times in a row.
I've now put most, if not all, of my card abilities on cooldown with no payoff. If I shuffle something, that means I do not want it.
Would it be possible for us to receive an ability, or perhaps a trait, that decreases the likelihood of drawing a card that was shuffled by at least 30%? I ask this because I don't see it as likely that we'll get the ability to nullify any part of the RNG completely, but at least decreasing our chance of getting something we clearly do not want (especially while in a pinch) would be greatly appreciated.
WinterMaintenance is coming
You know, I would be happy if I only got the same discarded card 1/6 of the time. However, that is very much not the case. I get the same discarded card about 80% of the time.
It's actually so frequent, that I have considered keeping an actual tally sheet of how many times I shuffle and how many of those times it gives me the same card back.
What if the draw card had an exact order. Balance -> Arrow -> Bole -> Spear -> Spire -> Ewer and shuffle was on a 15 second cooldown that would choose any random card (even the same one in this case). So you may want to hold onto your balance or arrow knowing a few draw cooldowns from now you'll get an AoE RR effect. Or would you want to reroll to get it faster? Or to get a different card that you need? Draw has a 30 sec cooldown, so if you hold onto balance it'll be 2 minutes 30 seconds until your AoE RR. However, it's still a certain thing like the SCH fey wind. Shuffle would have a low cooldown so it's always up when you draw should you want to play the cards to get whatever effect sooner.
Lore-wise, life is on a set path, but you yourself can change it.
remove spear and combine mp / tp (keep same odds to draw mp/tp)
I'm hoping that AST will be able to switch between noct and diurnal in the middle of a battle. Otherwise, I think noct will have more mp efficiency on its heals (offset Eos' free healing).
Not sure how cards would reduce rng except giving each card its own ability or group them differently to somehow to reduce the variability of the draw, such as shuffle not drawing the same card.
I keep wondering why the ewer is not an mp AND tp regen card while spire could give a crit chance bonus or something like that, this way any card would have it's use in any situation... ( or not, i'm looking at you, spear card )
Last edited by HopeEstheim; 10-27-2015 at 10:20 AM.
I would really like an MP reduction of DPS spells while in Noct as well as the 5% healing potency added to the dps spells. The Shielding and healing is fine. The problem is, if you have a WHM in they party, you need to dps - and dpsing on AST is just way too hard on mana.
What I feel could be reasonable adjustments are:
- Shorter CD for Shuffle and to not draw the same shuffled card (reducing the RNG indirectly);
- Stronger effect for Luminiferous Aether, The Ewer, The Spire and The Spear (AST drinks MP if you push it while those card buffs feel so less useful than the others);
- Celestial Opposition: wider AoE, stronger effect and should "refill" 50% of the Nocturnal Fields other than stopping their timer too.
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