Not saying ast is bad but more card diversity would make the job shine more
I only listed the most commen ways ast use there cards but i prefure more diversity when using X card on X job without it being bad.... *cough mnk +arrow*
Not saying ast is bad but more card diversity would make the job shine more
I only listed the most commen ways ast use there cards but i prefure more diversity when using X card on X job without it being bad.... *cough mnk +arrow*
While a further emphasis on the Cards subsystem would be nice, at least potentially getting a different unwanted Card is better than getting the same unwanted Card back-to-back.
Ehhhh, they also have lower GCDs thanks to their 5% Haste buff in diurnal. It's a detriment in the long run, for MP. More globals, more MP spent, more MP spent faster. Instant procs aren't making that Benefic II free, and I'm sure Lightspeed just wreaks havoc.Didn't feel threatened at all. It's a nice change but one that I felt was unnecessary in terms of MP management. Like I said earlier, if it was for enmity management, I could see why they did it.
Many people keep bringing up Assize without realizing that the vast majority of the AST healing toolkit costs 10% less MP to use compared to their WHM counterpart. It's a small nuance that gets lost in the discussion when comparing MP tools. Consider it an MP passive directly on the AST healing kit.
There are lots of small nuances. It makes my head spin. *crawls up the stairs backwards*
Pros: MP management solutions, allowing better freedom of Celestial Opposition use. Shuffle change, while too long in coming, is nevertheless welcome now that it's here. I never personally had issues with enmity, but my experience in areas where that might be an issue are limited. Seems like a common complaint among raiding ASTs so it's good that it was addressed.
Cons: Devs still ignoring various elephants in the room, such as "dud" cards and the relative inability to do anything about them, as well as the relative uselessness of Nocturnal Sect. I get that solving these issues are a bit more "long-term" than mana and aggro quirks, but sometimes it feels like the devs are burying their heads in the sand.
I find uses for all of the cards. The only one that really ever annoyed me getting it over and over was Spire. You can only RR it so many times. Now, if we get Spire you can either RR or ensure that you don't get it again by re-drawing.
I would say The Spear since it doesn't work on abilities already on CD and too a less degree Ewer and Spire if you are doing content where you don't really need refilling. I draw those three cards and think of them as RR fodder.
Nope spear is pretty good for a bard or mech even if you miss the higher cd abilities or buffs they have many little off gcd ones that the spear can reduce. Though I would not pick using it on one if you are planing to go for an extended buff card on someone.
As someone that beat A3S in Sept and A4S in October as an AST, The LA buff is amazing, here is why.
Before this in raid you always had to combine CO with LA to gain 20 seconds of LA. There was no two ways around this during progression, you needed the mana to keep going. If it lined up with a card buff that was just a bonus. But this 20 seconds of LA was pretty damn powerful, and getting two extra ticks of mana was fantastic. Now with this buff you have the option of not having to do this and still getting those extra ticks plus 2 more ticks. This allows you to use CO as a card duration extender or as a stun if needed(you should never have to stun during raid btw). CO can and prob still will be used with LA for a lot of progression but that gives you 30(ok well technically 29) seconds of mana regen. Now if you got lucky and enhanced speared yourself before you used LA you cut its cooldown to 84 seconds, and with LA lasting 30 seconds you only have a downtime of 54 seconds before you can give yourself a ton of MP back again. Even if you didn't get a chance to spear yourself, 29 seconds of LA is a crap ton of mana, it's basically like getting to use SoS back to back.
With this buff to LA, potency increase to Ewer, the already lower costs of spells for AST, and the reduction of MP while using Lightspeed means that ASTs could literally have an endless MP pool and never have to worry about mana. Which for progression is amazing.
Edit: Also to touch on the hate issue, it was a huge problem on AST. CU puts essentially a single target regen on everyone if you use it and causes massive hate generation. Also during progression, if a DRK is trying to maximize damage he will almost never use his hate combo causing problems as well. I stole hate on A3S so much during progression coming out of add phase it wasn't funny and it caused so many unnecessary wipes.
Last edited by Skapoc; 02-20-2016 at 05:40 AM.
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