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  1. #11
    Player
    DreamWeaver's Avatar
    Join Date
    Oct 2013
    Posts
    351
    Character
    Lucidia Dreamweaver
    World
    Tonberry
    Main Class
    White Mage Lv 70
    Flexibility is the name of the game for ASTs.

    Some may think CO is best combo-ed with cards, others may think CO-LA is the bomb, whichever's superior is an argument for another time.

    Cards have a base duration of 30 seconds, LA have a duration of 24 seconds.

    My main point is try your best to see if any of these buffs duration may overlap each other, and that will be the best time to pop your CO, do not just LA/Cards -> CO immediately, use the 30 seconds (if you're in the card camp) or the 24 seconds (if you're in the LA camp) window to your advantage.
    (2)

  2. #12
    Player
    JovianTheCool's Avatar
    Join Date
    Nov 2013
    Posts
    85
    Character
    Courage Silentdeath
    World
    Tonberry
    Main Class
    Machinist Lv 70
    Yes I agree, that's the "bonus" aspect which I was referring to which requires flexibility in judgement.

    Sometimes, when you're about to pop LA, you'll have royal road buff and your draw is coming off CD. It's better to hold CO until you see what you get after draw, if it's balance/arrow, then you have 40 seconds of cards with 34 seconds of LA together. Generally, as long as you pop CO within the 24 seconds of LA, all is good.
    (0)

  3. #13
    Player
    Miyha's Avatar
    Join Date
    Oct 2015
    Location
    The Azim Steppe
    Posts
    290
    Character
    Miyha Manaya
    World
    Behemoth
    Main Class
    Astrologian Lv 70
    To an extent I agree with this. You should fit as many buffs in with a CO as possible. I always shoot for AoE card buffs+my LA minimum. If I know a rough part of a fight is coming up, I'll save CO to use with Synastry. I DON'T think you should pop a bunch of buffs purely just to use CO to its "maximum effectiveness". There's still a time and place for each buff in most fights. (Least that's how I plot out my fights.) If I can save my CO for those times I do, but if I draw AoE Balance way beforehand, I'll most likely extend it with CO to get the most out of the card buff.
    (0)


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  4. #14
    Player
    basketofseals's Avatar
    Join Date
    Jul 2015
    Posts
    815
    Character
    Verrine Mercer
    World
    Balmung
    Main Class
    Samurai Lv 86
    Whenever you pop Celestial Opposition, remember to pop sprint. With the 10 second increase, that means it'll be up again as soon as it wears off. There's no downside unless there's some way for AST to use TP that I don't know of.
    (0)

  5. #15
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    My method has always been use Aspected helios > AOE Card > Aspected Benefic to tank > Collective Unconscious > Aether (if needed or boss fight) > Celestial Opposition. Usually more than enough to burn down without needing to worry about healing the tank at all. Never thought about synastry though, will need to keep that in mind.
    (0)

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