Results -9 to 0 of 12

Threaded View

  1. #2
    Player Rennies's Avatar
    Join Date
    Feb 2016
    Location
    Limmies
    Posts
    611
    Character
    Keisero Starborn
    World
    Faerie
    Main Class
    Astrologian Lv 90
    Balance: God card, save this or use it (if you already have a Balance saved pre-pull). AoE Royal Road in 8 mans, Extended/Enhanced in 4mans. You always wanna buff your saved Balance before using it, unless you're in a really awkward situation where you NEED the instant 20% damage boost to avoid a wipe. You need a parser to effectively use this card, and it is quite possible that a single player with enhanced/ext Balance will outweigh 7 others with half balance, depending on skill gap. I don't use a parser, so I just base my Balance usage on what I've seen throughout a fight. Tons of Fire 4s, Deathflares? Give it to the caster, they're actually doing something correctly.

    Arrow: Mini balance, but apparently screws with melees, so I don't bother giving it to them. I give it to BLM, Bard/MCH, SMN, and myself in that order.

    Spear: Complete garbage in the majority of situations. Only valuable if you get an extra use of a cooldown throughout an entire fight. Too much communication and foresight required for me to make use of it in 4 mans PUGs if I'm not with a friend.

    Ewer: Royal Road or give it to the WHM/a BRD with low MP who is singing Foe/SMN (extra Ruin 3 is a DPS gain)/yourself (you shouldn't need Ewer unless people are dying a ton).

    Spire: RR, or give it to an AoEing Melee/Ranged physical DPS.

    Bole: I love this card, but my tanks don't seem to take advantage of it (by leaving tank stance after aggro's done with). I wouldn't save it in a raid, but I'm not afraid to take advantage of it in the rare instance that I could possibly need to heal in 4 man content. Spreading it in an AoE is stronger than Sacred Soil (because of the duration) but uh... questionable in practice.
    (0)
    Last edited by Rennies; 01-26-2017 at 04:52 AM.