You must play against some shitty scholars, then.To be honest, I can't remember the last time I was push off a cliff by a sch. A lot of the elevated areas are really wide, have a good amount of wall space or have really unforgiving chokes I find. I can really only think of 2 nodes where I've seen aura blast be anything more than a poor man's fluid aura.

Yeah, i'll go right in to the tight choke area, pop Aura Blast, then immediately Attunement if i'm being focused at all. A good Aura Blast during that opening engage will often send 4 or 5 people to low ground, which is game-changing when you have the initiation to follow up on it.
Similarly, you can Blizz2 -> Aura Blast for a proper AoE Fluid Aura! If you "precast" Fluid Aura during Blizz2's animation, the knockback will occur before the bind. It's weird, but you can do it reliably - I learned about that property of Blizz2 back when I used to 2-man spiritbind with a WHM friend.
Aura Blast is really versatile and you can do a lot of cool things with it if you have the opportunity to charge in.
e: it's also worth noting that you're (presumably) not the sort of person who will chase an Astrologian that they can't kill - Even a 10y Aura Blast can pretty reliably low-ground that crowd, because they don't think about positioning half as much as you do.
Last edited by Kyani; 01-24-2016 at 05:07 AM.
Celestial opposition is more annoying to me personally than Retrogradation due to the random element associated with the debuff selection. Especially when used by premades as a prelude to coordinated cometeor bombs or mass knockbacks from tanks/sch on ledges. But then again I mainly only use drg in pvp as my dps so I dont have that overwhelmingly important buff like aetherflow/hallowed ground/greased lightning/wrath stacks that would cause me to rage if i lost them. I mean it would suck to lose battle litany and stuff but the job has soooooooo many self buffs its unreal.
Thats kinda harsh lol. Only thing fluid aura has going for it over aura blast is the 30 sec recast.
Last edited by Dimitrii; 01-24-2016 at 05:59 AM.

(e: dunno what i was thinking)Fluid Aura is actually probably the best of the knockback effects! Because binds clear momentum, you're way more likely to knock an un-cc'd player in the intended direction than you are with Aura Blast / Tempest / Glory Slash (see Straigus' post.)
You're also right that something like CO -> Swift Blizz2 is a powerful engage tool! The stun is a lot quicker on the windup than Holy's, and it lasts long enough to layer a root with solid death.
Last edited by Kyani; 01-24-2016 at 08:30 AM.
TBH, knockbacks in this game can be worked around like Super Smash Bros. by DI'ing (Directional Influence), so whenever i see someone trying to knock me off, i run in the direction that'll keep me from falling/sent into enemy forces.
Looks like they need to rename Seal Rock into Summoner Rock.
You're right that was a gross generalization on my part. Since the job is so popular now I've been stuck with some mediocre double ast heals sometimes and it gets frustrating to see at the end of the match my team having raked up so many deaths, with no one having gotten healed for more than 50k hp cause the astros couldnt keep up (which forces me to switch to whm to help midway way through the match). Its why I would still much rather have a whm or sch healing alongside the ast as opposed to double astro in 72 man (24 man of course no issue with double ast). That being said it is pretty insane what can be done with the job in the hands of skilled players (though of course there's only a handful of players like that on primal maelstrom just as there's only a few for the other GCs and other data center GCs). Its godly at babysitting a player as well, I have been left absolutely speechless at times at the situations the ast from primal mael's excal premade group has gotten me out of alive when I have no business surviving the ordeal lol (though the heals from that server premade are generally insane to begin with so its not really fair to compare them with pug versions).
I'm a little surprised actually at the low dmg on this screenshot for these summoners for a 72 man match. I wonder if the JP play the job differently than we do in NA/EU.
Last edited by Dimitrii; 01-25-2016 at 10:36 AM.
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