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  1. #1
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    The biggest downside to this Card system gutting, is the lack of agency we now have.

    Sure, fishing for Balance might be irritating, but you did have options in Spear and Arrow, and the option to decide where these cards would be most effective.
    Who’s doing the most damage? Who benefits more from Crit? Who benefits more from speed?
    Now, you get a half-Balance to use on the player the game has selected for you to use it on… which basically makes the melee/ranged distinction pointless, you will use it on whichever gives the full effect.

    How I would do it:

    Minor Arcana and Seals stay as they are. Lord/Lady giving 8/4% to melee/ranged, and Divination giving AoE 6/3% based on Seals.

    Balance: 8/4% Direct Hit to Melee/Ranged, grants a Solar Seal
    Spear: 8/4% Critical Hit to Melee/Ranged, grants a Lunar Seal
    Arrow: 8/4% Speed to Melee/Ranged, grants a Celestial Seal

    Bole: 8/4% Direct Hit to Ranged/Melee, grants a Solar Seal
    Ewer: 8/4% Critical Hit to Ranged/Melee, grants a Lunar Seal
    Spire: 8/4% Speed to Ranged/Melee, grants a Celestial Seal

    This way, you have the same ranged/melee system, but maintain some agency as to which method of DPS increase you employ and where.
    Each option isn’t a full on Balance, so there’s nuance to your choice, and potencies increased to 8/4% to account for that, but each one upgrades to a Balance via Minor Arcana or Divination.

    Draw a Bole, that’s as generic as you get, use it on a ranged DPS and get a solar seal.
    Draw a Spear, do you have a Monk? Great! Use it. Do you have a Bard and Samurai? Oh... maybe it’s more useful on the Bard even at half potency… get a Lunar seal.
    Draw a Ewer, you already have a Lunar Seal, Minor Arcana it into a Lady for a flat damage boost for ranged.
    Draw an Arrow, you have a BLM and a NIN? Then it’s actually better to use on the BLM even though it’s down to 4%. Get your Celestial Seal.
    Use Divination for your 6% AoE Balance.
    (5)

  2. #2
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Mansion View Post
    Now I do feel the new system is a bit lackluster. Having each pair of seal having a different effect would have been nice (DMG, Crit and DH up for instance), even if it's just flavour because it ends up in DPS up anyway. Then I wish we would have had a system like Divination that would spread card effects based on active Seals... It would have been a nice compensation for losing Royal Road.

    Remember that cards where changed in the early 4.0X patches, so there is still hope there.
    Nice idea, and to add or change to my previous post:

    Quote Originally Posted by Seraphor View Post
    The biggest downside to this Card system gutting, is the lack of agency we now have.

    Sure, fishing for Balance might be irritating, but you did have options in Spear and Arrow, and the option to decide where these cards would be most effective.
    Who’s doing the most damage? Who benefits more from Crit? Who benefits more from speed?
    Now, you get a half-Balance to use on the player the game has selected for you to use it on… which basically makes the melee/ranged distinction pointless, you will use it on whichever gives the full effect.

    How I would do it:

    Minor Arcana and Seals stay as they are. Lord/Lady giving 8/4% to melee/ranged, and Divination giving AoE 6/3% based on Seals.

    Balance: 8/4% Direct Hit to Melee/Ranged, grants a Solar Seal
    Arrow: 8/4% Speed to Melee/Ranged, grants a Lunar Seal
    Spear: 8/4% Critical Hit to Melee/Ranged, grants a Celestial Seal

    Bole: 8/4% Direct Hit to Ranged/Melee, grants a Solar Seal
    Ewer: 8/4% Speed to Ranged/Melee, grants a Lunar Seal
    Spire: 8/4% Critical Hit to Ranged/Melee, grants a Celestial Seal

    This way, you have the same ranged/melee system, but maintain some agency as to which method of DPS increase you employ and where.
    Each option isn’t a full on Balance, so there’s nuance to your choice, and potencies increased to 8/4% to account for that, but each one upgrades to a Balance via Minor Arcana or Divination.

    Draw a Bole, that’s as generic as you get, use it on a ranged DPS and get a solar seal.
    Draw a Spear, do you have a Monk? Great! Use it. Do you have a Bard and Samurai? Oh... maybe it’s more useful on the Bard even at half potency… get a Celestial seal.
    Draw a Spire, you already have a Celestial Seal, Minor Arcana it into a Lady for a flat damage boost for ranged.
    Draw an Arrow, you have a BLM and a NIN? Then it’s actually better to use on the BLM even though it’s down to 4%. Get your Lunar Seal.
    Use Divination for your 6% AoE Balance.
    Perhaps instead, it could be:

    Balance: 8/4% Determination to Melee/Ranged, grants a Solar Seal
    Arrow: 8/4% Direct Hit to Melee/Ranged, grants a Lunar Seal
    Spear: 8/4% Critical Hit to Melee/Ranged, grants a Celestial Seal

    Bole: 8/4% Determination to Ranged/Melee, grants a Solar Seal
    Ewer: 8/4% Direct Hit to Ranged/Melee, grants a Lunar Seal
    Spire: 8/4% Critical Hit to Ranged/Melee, grants a Celestial Seal

    Minor Arcana could be maintained as:
    Lord of Crowns: 8/4% flat damage buff to Melee/Ranged
    Lady of Crowns: 8/4% flat damage buff to Ranged/Melee

    Then Divination would be:
    2 or 3 Solar Seals: 4% AoE Determination buff
    2 or 3 Lunar Seals: 4% AoE Critical Hit buff
    2 or 3 Celestial Seals: 4% AoE Direct Hit buff
    One of each: 6% AoE flat damage buff
    (1)
    Last edited by Seraphor; 06-07-2019 at 08:37 PM.

  3. #3
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,971
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Seraphor View Post
    snip
    Thanks!
    Although, I'm not sure about your "Det" because of how it currently scales. You need higher investments to reach caps compared to DH or Crit (although Crit buffs are almost always about increasing the probabilty of inflicting Critical hits, but not increasing your Crit stat)
    (0)

  4. #4
    Player
    DemonicNeko's Avatar
    Join Date
    Aug 2017
    Posts
    103
    Character
    Vela Zhezzaia
    World
    Faerie
    Main Class
    Dark Knight Lv 80
    Is it me or did the preview build we saw. The WHM heals where over power. With them having unlimited mp. While SCH/AST seemed to have weak heal/shields and massive MP problems. I am really starting to worry the changes to both Sch and AST have made them not viable for end game content.
    (4)

  5. #5
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by DemonicNeko View Post
    Is it me or did the preview build we saw. The WHM heals where over power. With them having unlimited mp. While SCH/AST seemed to have weak heal/shields and massive MP problems. I am really starting to worry the changes to both Sch and AST have made them not viable for end game content.
    On the other hand, shields seem to be more effective now.
    Not only can we see how much shield is left for better timing, but more shield options can now stack.
    SCH has Galvanise and Catalyse, and only Galvanise is exclusive against AST shields, plus AST's CO doesn't say it doesn't stack with Galvanise, which would make sense as it's shield is available in both Sects.
    Plus GNB has it's own shield.

    But will this make up for it? Who knows.
    (1)

  6. #6
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,971
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by DemonicNeko View Post
    Is it me or did the preview build we saw. The WHM heals where over power. With them having unlimited mp. While SCH/AST seemed to have weak heal/shields and massive MP problems. I am really starting to worry the changes to both Sch and AST have made them not viable for end game content.
    We certainly can't tell because of the nature of the healing requirements is still unknown. Same for raid context. And potencies are not fixed.

    If you want, on pure theory and if we just look at healing, a WHM could spam Cure III, Assize, Asylum, Regen and Medica II without getting in any trouble MP-wise. White mage is a cure bomb, it's not something that is to be proved.
    However,
    In a raid context (movement, DPS checks, efficiency of healing kit) AST and SCH can satisfy the healing requirements too.

    Now if we consider the info we have now (that is likely to change, let's not forget that), I'm not sure AST and SCH are that far behind?

    AST has lost its healing buff of sects but all its GCD heals have been buffed.
    Earthly Star is still a powerfull free heal every minute. Collective Unconscious still has a strong regen and mitigation.
    Horoscope is a nice "Plenary Indulgence" top off if one GCD heal is not enough.
    Synastry is still there (although slightly nerfed, but the base GCD heal is buffed so I guess it's not a big difference).
    Celestial Opposition is now a new free heal.
    Celestial intersection is likely to be situational, but it's on a 30seconds CD so it's a nice free oGCD.
    Neutral Sect is a heal burst tool, although based on GCD, is heals, regens and shields. It's quite powerful.
    We have two charges of Essential Dignity (which is arguably one of the best healing ability in the game due to its crazy potency and short recast timer).
    For MP management, we have Lucid Dreaming more frequently (20seconds of MP regen every minute) and Lightspeed that got a shorter recast time.
    If anything, AST will be more about optimized offGCD healing and planned healing rather than reactive healing.

    I am less familiar with SCH, but from what I see it's healing kit is quite powerful because it has so much offGCD healing abilities (Aetherflow or Fairy) and they seem quite good in terms of healing potency (Indom, Excog, butterfly fair thing, adding a regen on Sacred Soil etc.)

    On the other side, WHM has a free GCD heal every 30 seconds (single target or AOE) thanks to Solace or Rapture. But Rapture (300 potency) is less interesting than Assize (400 potency+ damage+MP regen+less agro) for instance. Yes it still has powerful GCD heals too, but the real healing to consider is the one required by an encounter, not the potential healing output.

    I'll repeat it, we are still unsure about potency and healing requirements so my post is just assumptions
    (1)

  7. #7
    Player
    Heilstos's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    259
    Character
    Marius Heilstos
    World
    Odin
    Main Class
    Astrologian Lv 100
    I have to corect something here:

    Quote Originally Posted by Mansion View Post

    AST has lost its healing buff of sects but all its GCD heals have been buffed.
    That is a problem! I can show you what I mean:

    In the case of Helios Mansion is right (But only for Diu [+10%] and not for Noc [+15%]:



    In Noc Helios need a HP from 345 for not been nerf.

    In the Case from Asp. Helios its a hard to see but there is a nerf:




    In Diu it has the same HP (600HP) but without 10% Healing boost (now it has 660HP)! In Noc it look like now we have a HP from 172,5 and a shild with 259HP. With SHB we have a 100 HP heal and 250HP that is stronger nerf.

    But the hards nerfs comes here:



    Benefic gets a hard nerf without the stance. It has a HP lose from 40HP in Diu und 60 HP (!!!) in Noc.

    Same with Benefic II:



    In Diu it has now 715 HP/in Noc it has now 748 HP, but with SHB 700. Yop quite the same or.

    The stance Fall of is a hard nerf for GCD healing from AST. Than we look next:

    Quote Originally Posted by Mansion View Post
    Earthly Star is still a powerfull free heal every minute.
    Is the same like in SB so its okay (until the 50DP nerf from both steps of the star)

    Quote Originally Posted by Mansion View Post
    Collective Unconscious still has a strong regen and mitigation.
    This is in one Hand true but in other Hand its false aswell.



    The Bubble ... mhhh Its lose his power from 2/3 in SHB and has only a HP from 550 (if the server is on your side from 600HP) but you have to stand still and do nothting for 6 GCDs the other healer have not to that. Its great if mana is low.^^ But from me its not okay if the other Bubbels can heal and have extra effect. Maybe a better manareg. in the bubble for the AST?

    Quote Originally Posted by Mansion View Post
    Horoscope is a nice "Plenary Indulgence" top off if one GCD heal is not enough.
    I belive the skill is stronger than the star.

    Quote Originally Posted by Mansion View Post
    Synastry is still there (although slightly nerfed, but the base GCD heal is buffed so I guess it's not a big difference).
    This is a hard nerf aswell. As you see single taget Heals get nerf as hell. So synastry is nerf as well! It makes worser aswell for the time. But I understand the goal Synastry should be rdy in the same time like neutral stance. Its only a nerf for old contant that saw a 90s timer for.

    Quote Originally Posted by Mansion View Post
    Celestial Opposition is now a new free heal.
    Our biggest headache CO. Its a strong skill now the 10s extended buff is so strong. And in SHB ....



    Its in Diu its a 400 HP heal and in noc 100 HP heal and 250HP shild. FOR A 2MIN CD!! Oo but hey its free. There musst be happen something. If ASP. Helios is better than this skill. Maybe make 1 min cd than it could be okay. Here musst SE do something or this skill can be a meme.^^


    Quote Originally Posted by Mansion View Post
    Celestial intersection is likely to be situational, but it's on a 30seconds CD so it's a nice free oGCD.
    This is a great skill in Diu it is a 50% from a Divine Benison.^^ and a 500HP in Noc so its okay. Time will tell if its okay.^^

    Quote Originally Posted by Mansion View Post
    Neutral Sect is a heal burst tool, although based on GCD, is heals, regens and shields. It's quite powerful.
    Its cool but the NS should be work with CO and CI aswell. And thats okay.


    Quote Originally Posted by Mansion View Post
    We have two charges of Essential Dignity (which is arguably one of the best healing ability in the game due to its crazy potency and short recast timer).
    This change is okay, but not the great for LS.its in the best case a 10s present but not more.

    Quote Originally Posted by Mansion View Post
    For MP management, we have Lucid Dreaming more frequently (20seconds of MP regen every minute) and Lightspeed that got a shorter recast time.
    The lose of mana from The Ewer is hard if you rly need mana (LD+mana card = 270 MR) , but the skills from AST are cheap so we have to test it.

    With the lose of TD and CO Diu AST gets a hard nerf in the HP. I belive thats fine to bring DIU and NOC to the same place. But I will miss the time aspect from AST.
    (7)
    Last edited by Heilstos; 06-08-2019 at 08:08 PM.

  8. #8
    Player
    DemonicNeko's Avatar
    Join Date
    Aug 2017
    Posts
    103
    Character
    Vela Zhezzaia
    World
    Faerie
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Heilstos View Post
    AST nerfs
    You are right. When the sects lost their buff to healing that hurts their already average healing. Even on spells like Aspected Helios where the hot is stronger. The old spell did a potency of 240 with the sect buff. Now it does a potency of 200 and no sect buff. When you add up the stats. All the healing from Ast will be weaker and the mp cost seems to be a bit higher. When you are sitting over 10k mp. A 480 vs a 400 for the 10k cap. I am pretty sure when you do the math. The MP cost went up. Ast also did not get any mp gaining skill like both whm and sch has. The removal of Ewer will hurt their mp.

    All and All I think the Ast is in a bad spot and will be the weakest healer as right now. Yes I know numbers can change and they might change. Yet if they do not. They are not going be strong at the start of 5.0.
    (3)

  9. #9
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,124
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Having variety with Astrologian cards is great and I’ll be sad to see it go. At the same time, I’m interested to see how things work with the new stuff like seals, Horoscope, etc.

    I do understand why they homogenised card effects. Currently there’s very little actual justification to use cards like Bole, Spire, and even Ewer; Spear and Arrow are useful, but they’d still be Undrawn or used with Royal Road any time you can use Balance instead. At least this way we can’t draw a card and be like ‘oh well I can’t use this and Shuffle gave me a duplicate, guess I’ll just wait another 30 seconds to maybe get a buff that’s useful.

    That said couldn’t have cards worked just as well with Seals and their original effects lol? Maybe with nerfed Balance to make it less central to the ability. I mean, the seals would incentivise using cards you wouldn’t have used before like Bole/Spire/Ewer
    (1)

  10. #10
    Player
    Seoulstar's Avatar
    Join Date
    Apr 2014
    Posts
    1,177
    Character
    Suzuko Seki
    World
    Balmung
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Connor View Post
    Having variety with Astrologian cards is great and I’ll be sad to see it go. At the same time, I’m interested to see how things work with the new stuff like seals, Horoscope, etc.

    I do understand why they homogenised card effects. Currently there’s very little actual justification to use cards like Bole, Spire, and even Ewer; Spear and Arrow are useful, but they’d still be Undrawn or used with Royal Road any time you can use Balance instead. At least this way we can’t draw a card and be like ‘oh well I can’t use this and Shuffle gave me a duplicate, guess I’ll just wait another 30 seconds to maybe get a buff that’s useful.

    That said couldn’t have cards worked just as well with Seals and their original effects lol? Maybe with nerfed Balance to make it less central to the ability. I mean, the seals would incentivise using cards you wouldn’t have used before like Bole/Spire/Ewer
    I would have to disagree. There actually were justifications to use the cards...oh well. Not like it matters anyway now. They took the most interesting part of AST and destroyed it. I was not expecting this, I was hoping for some changes..but certainly turning every card into a balance was not one of them.
    (7)

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