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  1. 05-09-2018 06:43 AM

  2. #2
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by AmurT View Post
    The Benefic proc hardly comes into play as well and I wonder why it's even there. If you're lucky enough to proc it, you're hardly ever going to be in the situation to actually use the crit proc in the next few seconds the buff remains active.
    Do you think the proc would be more useful if it didn't have a duration time like MCH's ammunition?
    That way, you can save it for a big heal.
    (0)

  3. #3
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Yuyuka3 View Post
    The only healer that needs any buffs at all is WHM... as it stands, we can't hold a candle to what the other two healers bring to the table, and I'm SICK of getting asked to switch to AST because it's better. And don't even start with "oh, best heals!". We all know that argument is bulls.

    How about some nerfs for AST instead? Now THAT's something I would love to see... though it will, if any of the two, be buffs because SE are just awful with stuff like that.
    So long as people value utility over raw throughput, nothing will change. White Mage is a significantly better healer and DPS than Astro but Balance > Everything. That being said, a lot of high end groups still prefer White Mage.
    (0)

  4. #4
    Player
    Ghishlain's Avatar
    Join Date
    Oct 2013
    Posts
    2,168
    Character
    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    My gut tells me the adjustments would be geared towards Nocturnal changes, but I'm personally hoping for a huge identity overhaul (still) for AST. This particular expansion cycle seems to just scream Nocturnal buffs to Scholar buffs and if we see more Nocturnal buffs, we'll probably see Scholar buffs again and the vicious cycle would continue.

    At this point in time I feel like S-E's goal is try to make AST more progression viable but I'm hoping if they do that they'd consider making WHM more speed kill viable return. I imagine they've crunched the UCoB numbers and I feel like they've seen the dearth of ASTs participating, hence why the adjustments are coming in this particular patch.

    I'm trying to be as objective as possible while thinking of what they could balance. I feel giving AST a bit more MP flexibility would help their positioning since they're so GCD constrained they eat MP like candy to get the job done but other then that, it's hard to come up with anything substantial in my mind. The healer balance is good right now and any adjustment to AST, no matter how minute, can have a resounding impact on the current healer dynamics.
    (1)

  5. #5
    Player
    Jxnibbles's Avatar
    Join Date
    Jul 2015
    Posts
    304
    Character
    Aimori Duciel
    World
    Gilgamesh
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Ghishlain View Post
    Snip.
    Agreed to a certain extent. I agree with this first point.

    The second point I agree as well. I remember hearing that a phase in UCoB removed held cards or something at a certain part, and it was harder on Astro to keep up with Hps? Make it easier on Astros but harder on another Healer for the next tier.

    The final point I agree and disagree with. Yes Astro's mana is an issue but I honestly believe if they fix this Astro problem.. Whm identity again should be questioned..
    (0)
    Last edited by Jxnibbles; 04-15-2018 at 12:14 PM.

  6. #6
    Player
    Ghishlain's Avatar
    Join Date
    Oct 2013
    Posts
    2,168
    Character
    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Jxnibbles View Post
    The second point I agree as well. I remember hearing that a phase in UCoB removed held cards or something at a certain part, and it was harder on Astro to keep up with Hps? Make it easier on Astros but harder on another Healer for the next tier.
    I didn't raid Ultimate so someone correct me if I'm mistaken regarding the next bit.

    AST wasn't brought to Ultimate because there was a mandatory wipe mechanic at around the 15 minute mark when Bahamut goes Saiyan on you soon afterwards. This wipe mechanic also removed all buffs (including stored cards). The next phase afterwards is a short 3 minute window of DPS and heals check with minor mechanics. Thus you couldn't store cards for this part of the fight and had to fish for cards during a very small window of the fight.

    Also I believe SCH mitigation tools lined up for the fight timelines as well, since you're dealing with Gigaflares / Exaflares in 60s intervals or something, making it hard to make use of CO from the AST kit to help mitigate damage.

    Quote Originally Posted by Jxnibbles View Post
    The final point I agree and disagree with. Yes Astro's mana is an issue but I honestly believe if they fix this Astro problem.. Whm identity again should be questioned..
    I feel adjusting AST MP is going to be a touchy subject overall, but I feel it won't be as bad as it would be in the 3.X era with the super buffed LA since WHM's current iteration has more instant burst oGCDs than AST.

    I guess time will tell. Like I said, healer balance is there but it's standing on a knife's edge. Any shift in any direction and the whole balance would can go totally out of whack.
    (0)

  7. #7
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    754
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ghishlain View Post
    Also I believe SCH mitigation tools lined up for the fight timelines as well, since you're dealing with Gigaflares / Exaflares in 60s intervals or something, making it hard to make use of CO from the AST kit to help mitigate damage.
    Ya Morn Afah(400k damage at least so u need at least 2 10 percent damage reduction) was every 50 seconds with the third being 30 seconds so you could have sacred soil for every single one where with CU you could only have it up at most 3 times and also depends on party comp. And even before that during Bahamut, Soil could be used for every gigaflare and on heavensfall could be used for the fireball that preceded it. Sch's various mitigation tools won out against noct during that.

    But I had a feeling that Astro was going to get adjusted. And during a question at the place where the live letter was taking place, the change mentioned when one of about noct astro vs sch. The problem here is that their way of trying to make Noct more useful always defaults to make shields better. We saw it in 3.07., 3.3, 3.4 and 4.0 and I suspect it would no different here.
    (2)
    Last edited by Maltothoris; 04-16-2018 at 04:00 AM.

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,916
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I do not expect, but would like to see:

    (Overbuff in this form, and is not representative of the actual strength desired, but is representative of the direction of change desired.)
    Background Changes:
    • Macros now allow queuing of the first action in their sequence. This is primarily a QoL change to any skills which are best set to be used against a specific target or one other than the current target.

    • Sprint, Duty Action, and item usage may now be queued.

    • Ground AoEs will now properly limit their indicator to their maximum range and will click through enemies (unless set to target @cursor, in which case they will be deposited beneath the enemy clicked on, or @target, in which case they will continue to skip the indicator process altogether).

    • Primary stat materia removed. Fending accessories now have equal portions Strength and Vitality (two-thirds each of the primary stats found on other accessories). Now gain .67 AP per point of Strength, and .33 AP per point of Vitality.

    • When in instances where cooldowns reset upon death, skills such as Aetherflow, Draw, Spread, and Shuffle are all reduced to a 5-second cooldown until having begun combat.

    • The way buffs and debuffs are replaced or stacked has been revised.
      Whenever a durationed buff or debuff is replaced early, the square root of the previous duration is added to the replacement. (This includes shields. See below.)

      Shields cast upon an existent shield which it cannot outright replace will refresh missing absorption HP and extend the shield's duration based on the square root of the normal duration multiplied by the second's portion of the first's strength. When a shield replaces an already existent shield, the weaker previous shield is consumed to bring the shield to its maximum nominal potency (e.g. the +5% of +/-5%) and the duration is increased by the square root of the remaining duration multiplied by the first's portion of the second's strength.
      (Sounds complicated, but it's just the stronger absorbing duration from the lesser, so that you can never be locked out of extending your shields.)

      When two similarly named effects of varying strength or remaining duration interact (i.e. when a 30s 20% Balance meets a 10% Balance with 45 seconds less), the stronger will absorb the duration of the weaker at the square root of the weaker's duration multiplied by the weaker's portion of the stronger's strength.

    For AST specifically:
    • Multiple cards can now be present on any given ally at the same time. (Note that unless an AST gets maximized AoE Balance cards all day every day, SCH is still actually the king of total (raid + personal) DPS, so this is less a buff to double AST as it is to Extended forms of cards.) Multiple instances of the same card buff (i.e. two Balance buffs) still cannot coexist, however.

    • Royal Road: Enhance now generates 200% effect.
      The purpose of Extend is now less to be more efficient than Enhance as it is to allow for double cards on the target over a more important period some 30 seconds future.
    • Royal Road: Expand revised. Now uses 150% of the card's strength split over the square root of total members, rounded to the nearest percent. No effect to Full Party performance, but a small buff when in smaller groups, to decrease the rDPS gap that would otherwise be felt between pDPS and rDPS contributions when there are fewer people to buff.
      (100% @ 2 members; 87% @3; 75% @4; 67% @5; 61% @6; 57% @7; 53% @8, equating to a Balance of 10%, 9%, 8%, 7%, 6%, 6%, 5%.)
    • Royal Road now allows you to select which card to affect, your Draw or your Spread. It can also be macroed to automatically target either via "/ac Royal Road <Draw>" or "/ac Royal road <Spread>".

    • Ewer/Spire combined.

    • Spear buffed to 20%, putting in more on par with Balance and Arrow.
      (.2 * .4 = 8% damage increase to those at low personal Crit. Value increases towards a 10% damage increase when stacked with Chain Stratagem in Crit-heavy and/or Crit-dependent compositions.)
    • Balance now affects main stat, instead of Damage, making it more useful in progression.

    • Bole buffed to be more useful on non-tanks. (Exact change pending.)

    • Any time you increase the duration of a buff, you also increase any missing potency (e.g. from a Nocturnal Field) proportionate to that increase in duration relative to the original duration (e.g. 15 seconds increase via Time Dilation would replenish absorption HP missing from a Nocturnal Field up to 50% of the original effect, and Collective Unconscious would refresh up to a sixth thereof), to a maximum of the original effect. Affects both Time Dilation and Celestial Opposition.

    • Collective Unconscious no longer provides a HoT, but in either Sect will now very rapidly heal (instantly and at 1 tick per second thereafter, scaling with Attack Speed) for 200 potency to allies nearby with any overhealing turning into a self-stacking form of shield, stacking atop any existent Nocturnal Field effects, to a maximum shield strength of 500 potency. Each tick affects allies with The Sublime, causing following ticks to generate 25% less healing. (Thus, it has a maximum strength of 500 potency.) Provides a 10% healing taken increase and 10% damage taken decrease. Maximum duration reduced to 10 seconds. Cooldown increased to 2 minutes. May again turn while casting; only movement, not turning, will break the channel.
      This makes it more useful for surviving burst damage as faced in progression, but less powerful in overgeared fights of less consequential damage, as it takes at least 3 seconds (scaling with Attack Speed) to put out its full impact.

    Personal preference:
    • Sect potency bonuses removed, moved into raw potency. Nocturnal no longer stronger in its basic heals than Diurnal. Diurnal regen duration decreased by a tick. Can now swap between Sects at mana cost once per 10 seconds while in combat, down from per 5 seconds outside of combat.
    • Mana costs decreased and Time Dilation can now be used on self, but Lucid Dreaming can no longer be extended by TD or CO.
    (4)
    Last edited by Shurrikhan; 04-15-2018 at 01:52 PM.

  9. #9
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Shurrikhan View Post
    snip[/LIST]
    The proposed change to collective unconsciousness would just be amazing
    (0)

  10. #10
    Player CorbinDallas's Avatar
    Join Date
    May 2015
    Posts
    745
    Character
    Korbin Dallas
    World
    Twintania
    Main Class
    Scholar Lv 80
    I personally feel like all 3 healers are generally quite balanced at this point in time, more so than they've ever been.

    Astrologian just needs some QoL stuff like better mp efficiency (seriously, aspected benefic is horrific in terms of mp efficiency compared to similar abilities), and a Ruin2-like ability to make using their million off globals feel less janky. Ewer/Spire could be combined into a single card for all I care, if that's what it takes to even further reduce the chance of getting cards that are complete ass.
    (1)

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