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  1. #51
    Player
    CBellz's Avatar
    Join Date
    Jun 2015
    Posts
    90
    Character
    Senna Belizaire
    World
    Sargatanas
    Main Class
    Scholar Lv 60
    Hmmm

    -Remove the dmg penalty from lightspeed. Reduce the CD of both lightspeed and presence to 120s
    -Increase the range of CU from 5 to 15. The channeling is already a huge detriment, why limit the range as well?
    -Increase bole to 20%, it might be more useful in progression that way.
    -Make Sects switchable in combat. This is one of the only decent fixes I can see for noct sect. In a WHM/AST combo, you would be able to give the tank an extra regen, simulating a very very poor man's fairy. You would have shields when needed and would even be able to stack N. AH and D. AH for good mitigation and recovery.
    (1)

  2. #52
    Player
    Nekotee's Avatar
    Join Date
    Nov 2014
    Location
    Uldah
    Posts
    1,574
    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    CBellz those boost you give the the already powerful ast will only make him super strong
    And whm will even more cry and whine

    So no let's avoid that XD

    ...

    One huge thing i want
    Remove the mind bonus of the whm and give him piety
    Or give both mind and piety to ALL healer

    We don't need whm, only the bonus !
    (0)

  3. #53
    Player
    CBellz's Avatar
    Join Date
    Jun 2015
    Posts
    90
    Character
    Senna Belizaire
    World
    Sargatanas
    Main Class
    Scholar Lv 60
    Not really.

    - Presence of mind is already more powerful than lightspeed, why add a dmg penalty to lightspeed when AST DPS already lags behind WHM (even taking into account the cards in some cases)?
    - 20% bole might be very powerful, especially when enhanced, but isn't as reliable as a tank CD since it won't always be up at a critical time.
    - Increasing the range of CU just means it'll be more flexible to use, but the main weakness (channeling) still exists.
    - Switching sects mid combat does seem OP at first, but when you really think about it there's no reason to switch sects even mid combat if you're a diurnal AST paired with a SCH, since your shields will just override each other. Therefore, switching sects mid combat would be more of a niche for a noct AST paired with a WHM and will bring it closer to SCH in power.
    (5)

  4. #54
    Player
    Nekotee's Avatar
    Join Date
    Nov 2014
    Location
    Uldah
    Posts
    1,574
    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    Yes... And no !

    - PoM look strong but you still have cast time, i hardly use it as safety healing emergency than dps boost. In the opposite Lightspeed is really great because all ell are nearly instant cast and you get mana cost réduction which is huge ! I don't mind the dps loss
    - enhanced bole would equal to tank huge CD with time dilatation you can really reduce damage. 10% is already great don't add more greatness
    - i agree the channeling is a pain but bigger range doesn't change change the thing.
    - i disagree in case of huge healing need switching to noct with a sch is a good idea because you get stronger heal that can be paired with synastrie and/or lightspeed. That combo is far more powerful than a single whm or two. But yes sometime you want to fight ast diurnal with whm because of dps gain... And switch noct for situationnal shields... (Luckily for the whm diurnal helios do not erase medica II...)
    (1)

  5. #55
    Player
    Kerrigen's Avatar
    Join Date
    Jun 2012
    Location
    Gridania
    Posts
    225
    Character
    Ebi Frye
    World
    Ragnarok
    Main Class
    Fisher Lv 80
    Some of these sound like sensible suggestions to me.

    20% Bole is the only way to make it a desirable card. Right now, Bole is for all intents and purposes a bad card with a meh RR effect, and a DPS loss every time it's being drawn. AoE Bole is as negligible as Rend Mind in terms of mitigation. It's not absolutely terrible but it hardly makes a difference, and AST's cards need to make a difference. 20% makes a lot of sense for a healer that should have a wide array of mitigation tools on top of its healing. I'd also take 10% mitigation + 10% healing/shields received to mix it up a little bit.

    Honestly, being able to swap sects midfight would only serve to strenghten WHM + AST (and WHM as a result) as the barriers don't stack with Galvanize. Having a second set of HoTs available might be a good enough incentive to run WHM + AST as an alternative to WHM + SCH, which is what pretty much everyone wants. At worst it'd make AST the go to solo heal job when barriers are required but is it really a bad thing? Especially when current fights are mostly tuned around two healers and when we'll be on the last leg of 3.x so the devs will have a lot of control over balance.

    Lastly, Collective probably needs to be reworked but I don't see it happening before 4.0. It's the only channeled ability in the game, yet it's on a long cooldown (vs Soil that has a much shorter cooldown and is much more lenient in terms of positioning at the cost of an Aetherflow). It's decent for current content but pretty bland and being a channeled skill is unwarranted for what it does vs its analogue skills.
    In other MMOs, channeled abilities are usually spells that drain your resource as long as they're being channeled. It would be pretty cool if Collective was a toggled skill that slowly drained your MP over time. It'd still require strict positioning and channeling but essentially being on-demand would largely make up for it. They'd need to re-tune its HoT effect so that it doesn't completely replace the Helios line but that'd make it a definitive staple of AST's kit.

    To everyone complaining about AST being "too strong" with suggested buffs: wake up. It's still the least used healing job by a pretty large margin despite being very much loved by the community. It's a combination of residual stigma, still not being strong enough in one of the healer combinations, while not bringing a lot of uniqueness to the table and they need to work around this. 3.4 is their last chance before 4.0 hits and it's already been one year since the job has been released. If they're feeling lazy they can just add a ton of AOE Darkness damage every minute in the last tier of Alexander but that's not what I want from them.

    From what I've read over the JP forums they're also taking and considering feedback about Benefic II's proc, which is largely worthless.
    (4)
    Last edited by Kerrigen; 07-19-2016 at 09:56 PM.

  6. #56
    Player
    Jukebox12's Avatar
    Join Date
    Jan 2016
    Posts
    376
    Character
    Juke Fm
    World
    Behemoth
    Main Class
    Dark Knight Lv 73
    Really i would like a increase of astro dps instead of the healing aspect. While astro has no acc cap with thier Dots like sch well thier is misama and the #2 sch still wins. I would suggest like a 5 potency to ea DoT and make malefic 2 a 220 potency or make ea time malefic 2 is cast malefic as a chance of insta cast with a small 9 sec DoT that is 10 potency
    (0)

  7. #57
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Jukebox12 View Post
    Really i would like a increase of astro dps instead of the healing aspect. While astro has no acc cap with thier Dots like sch well thier is misama and the #2 sch still wins. I would suggest like a 5 potency to ea DoT and make malefic 2 a 220 potency or make ea time malefic 2 is cast malefic as a chance of insta cast with a small 9 sec DoT that is 10 potency
    This doesn't make any sense. In 7 GCDs an AST pulls ahead, after both staying very close to each other.

    Combust II, Combust, Aero, Mal II, Mal II, Mal II, Mal II
    450+240+200+200+200+200+200. =1690
    Bio II, Miasma, Bio, Aero, (swift) shadowflare, Broi, Broil
    350+300+240+200+250+170+170 = 1680

    Bio II + Miasma = Combust II + Mal II. SCH pulls much farther ahead expending their healing tool kit to put out more energy drains.

    While in nocturnal, they could add damage to Celestial Opposition, similar to assize, while also extending debuffs (including disable), while increasing its duration by 10 seconds. The same treatment could be done to time dialation. This would result in a dps loss for aoe and enhanced balances, but the ASTs DPS would become consistently higher, since that's "why" you would knitpick an asts dps gains to the party.

    I'm fine with removing the damage penalty of light speed. I think that's reasonable.
    (0)

  8. #58
    Player
    Deceptistar's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    530
    Character
    Deceptistar Meow
    World
    Leviathan
    Main Class
    Astrologian Lv 91
    As AST, only thing i liked change is changing sects during batter, nocturnal and the watsitsname. lol
    (0)
    FFXIV Since Sep. 2010: Selbina/Ridill/Excalibur (Mergers)
    Currently moved to Leviathan
    I remember the Alpha days when even breathing lagged you

  9. #59
    Player
    gehrtalert's Avatar
    Join Date
    Jul 2014
    Posts
    176
    Character
    Bluehaired Bigdude
    World
    Coeurl
    Main Class
    White Mage Lv 60
    As a White Mage, all I really want is something to go along with Stoneskin, a proc of some sort or something. 10% reduction to mp cost or a boost to efficiency maybe...

    And an ability that spreads my DoTs faster like Bane. That would be sweet.
    (2)
    Last edited by gehrtalert; 07-21-2016 at 06:20 PM.

  10. #60
    Player
    MukkuMerlotte's Avatar
    Join Date
    Dec 2011
    Posts
    6
    Character
    Mukku Merlotte
    World
    Excalibur
    Main Class
    Arcanist Lv 60
    -In Noct Stance
    -Reduce Celestial Opposition to 120 Sec and increase to 5 yards
    -Celestial opposition now INCREASES potency of shields currently on party members by 40%........and extends any beneficial effects to other members. Think of using this like Deployment Tactics for shields and cards in Noct....Keep it as a duration increase in Diurnal

    -Time Dilation in Noct (solution if they are worried about stance dancing...)
    Allow Time Dilation on yourself. - Time dilation allows the AST to exist in both sects at the same time for 15 seconds applying both shields/regens at once. still a 90 second cool down so this is just like being able to use whispering dawn from eos but on a longer cooldown.

    Cards in Noct
    -- Balance and Bole may now be cast on enemies to create the opposite effect. Bole increases damage dealt to enemy and balance decreases damage dealt by enemy.

    I would play noct a lot more if these happened
    (0)

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