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  1. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,167
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Wice View Post
    1) If I see a tankbuster coming and I'm in Diurnal sect, what should I do? As a Nocturnal AST I throw Aspected Benefic to give a shield- as SCH I throw Adloq for much the same effect. As WHM, Divine Benison. What's the best thing to use as a Diurnal AST? Is it just making sure Aspected Benfic is on them, and being ready to step in if the Tanks health goes lower than I would like?
    Ideally, you will have Dignity available for immediate recovery from the tankbuster. If you don't, precast Benefic/II.

    Quote Originally Posted by Wice View Post
    2) I hear a lot of people enthusing about Collective Unconcious, but there's something there I'm not seeing. It seems like in situations where the party needs a big AOE heal, I'd want something a bit burstier than potency 150. And at times when all they need is a little AOE heal, aren't I better off doing something that doesn't prevent me launching Malefic's for almost twenty seconds? As far as I can tell, the only times it seems really useful is those bits in Raid where you have to eat the bosses ultimate (due to the damage reduction it offers)
    Collective Unconcious is an instant oGCD action that applies a 750 total AoE regen in less than a second (committing most oGCD actions locks you for 0.7s). You don't have to stand there playing Titanic. As soon as you press the button, everyone gets a 750 regen. It also refreshes the duration every time it ticks while you're holding it, so every three seconds that people stand inside it adds another 150. But really, you don't have to hold it for the duration. You can activate it for the regen and then instantly start casting something else. Additionally, applying Celestial Opposition any time before it expires adds another 3-4 ticks, or 450-600 potency per target. So at the cost of 0 seconds / 0 GCDs, you can apply a 1200-1350 potency regen on the entire party.

    Quote Originally Posted by Wice View Post
    3) Longest question here. This one is simply "Am I using my cards properly?" So, I'm going to list each one and what I tend to do with it.

    Balance: Put it on DPS. Generally the one lowest down the Enmity table, as that's the one least likely to snatch aggro from the tanks unless the fight is obviously one best suited for a particular job (e.g. dungeon big pull with BLM in the party).

    Bole: Put it on the main tank if it looks like they could do with it (it is essentially free Rampart). Keep if in dungeon and the tank is about to do a big pull. Otherwise, redraw or royal road it. Not sure which is best option of those two though.

    Arrow: Put it on a DPS. If there is a BLM around give it to them as it gives them a bit more wiggle room on the post level 60 rotation.

    Spear: Again, DPS. Favour Bards.

    Ewer: Either play on self or keep for later (if MP intensive bit is likely to happen soon). Else, co healer. Else SMN or RDM if they're MP is looking a bit drained (but absolutely never BLM- they have Umbral Ice). Otherwise, royal road it.

    Spire: If one of the Disciples of War is somehow short of TP, give it to them. Otherwise, royal road it.

    This does sound a lot like for the most part I'm ignoring everyone whose not a tank. Is this roughly right?
    Not that enmity is a solid indication of anything, but if I were basing it purely on enmity, I would actually buff the people who are higher up. It's not your job to prevent people from out-aggroing the tank. Give it to the person who will get the most benefit from it, and let them and the tank worry about who's tanking.

    In a light party duty, use your Ewers and Spires. In light parties, don't Road your Spires and Ewers during combat because then you will be spending two draws on less than 200% effect, since AoE 50% on four people is not as effective as 100% on the best target twice. In particular, don't Road a Spire or Ewer unless you are already holding a Balance/Spear to use with it. Roading a Spire or Ewer without a Balance/Spear to use with it reduces the value of your next Draw.

    Still in light party, your best Road card in the middle of combat will be Arrow, because 200% duration with 100% effect is still 200% effect per two draws. Roading a Bole gives only 150% per two draws, and Roading a Spire/Ewer gives less than 200% effect per two draws. However, if you're between combats, the opportunity cost of Roading a Bole, Spire, or Ewer is less, so the net benefit is greater.


    In full parties, burn all the Spires and Ewers. All the AoEs, all the splodies.
    (2)
    Last edited by Rongway; 10-22-2018 at 09:03 AM.
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