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  1. #9
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    All cards are bonuses but are NOT created equal! There is a time and place for each:
    ~ Balance is generally the holy grail card and every DPS will love you for it. You should always try to hold it with Spread whenever you draw it, so you can use Royal Road's effect to amp it up. For 8 man-parties, you'll want to RR Ewer and Spire to spread it out, although giving your best DPS a strengthened or lengthened Balance isn't bad either. If you are doing a single-target Balance, just be selective of who you give it to and when, for example, SMNs. You'll generally want to give Balance to a SMN when they are first placing their DoTs and/or going into Dreadwyrm, otherwise, you're just increasing their Ruin/Ruin II, which isn't as helpful.

    ~ Arrow is the next best but it can be a little tricky. With the increased attack speed, people can burn through MP/TP quicker, so be sure to look before using this. The same Royal Road rules that were for Balance apply here. BLM's love this card because it helps with their cast time. This card does NOT effect DoTs or HoTs.

    ~ Some ASTs like Bole because less damage means they'll have to heal less, while others think it's not strong enough and doesn't make a difference. Regardless of which party you're in, if you draw it during a tankbuster or a group-wide AoE, it could be helpful.

    ~ Use Ewer or Spire are generally used more for Royal Road then their refresh effects. Ewer is nice if you or your fellow healer need the MP or you want to help a MCH/BRD get some MP back. Never use Ewer on DRK when Darkness is up and BLM's shouldn't need this card. These cards are better with RR's time lengthening effect then being empowered.

    ~ Spear is the most criticized card. It can be really hard to use as it only effects cooldowns that were used while under its effect. NIN and BRDs might not mind getting this card. Out of anyone in the party, you'll probably like its effect the most, with Lumineferous Aether, Synastry, Light Speed, Essential Dignity, and your card abilities.

    Some more tips:
    ~ Generally, I use Luminiferous Aether when my MP hit the 70-75% range and Ewer (if I can draw it)when I'm at 50% or lower. ASTs don't have the best MP regeneration, so use what you can before it's too late. D:
    ~ Light Speed's MP cost reduction is nice but it is first-and-foremost a mobility tool, making it so you can cast your healing spells while on the move. LIGHT SPEED IS NOT A REPLACEMENT FOR SWIFTCAST WHEN REVIVING SOMEONE, please get that as soon as possible.
    ~ Never use Time Dilation on an AoE Card. You're only lengthening a weak card.
    ~ Only use Time Dilation and Celestial Opposition when you have a card ready. Add an HoT after you use your card.
    ~ Easy way to remember RR's effects: Balance and Bole both strengthen their targets, Spear and Arrow both deal with time, and with Ewer and Spire, you're spreading the wealth.
    ~ When you draw a card, you can click on its icon on your status bar to get rid of it quicker. This is helpful if you get an RR effect before you get Balance or Arrow.
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    Last edited by Mimilu; 11-10-2015 at 08:46 AM.