New Celestial Opposition is a JOKE which makes me so pissed off that I decide to play Dancer.
New Celestial Opposition is a JOKE which makes me so pissed off that I decide to play Dancer.
Well, we called it.

			
			
				I think it just takes some getting used to. The cards themselves don't seem super rewarding, but I feel Sleeve Draw and Minor Arcana when mastered will show the true power of the new astro.
The Aspected nerfs are what really surprised me. The first dungeon went smoothly with small pulls since it was everyone's first time. On my second run through I had a group of 3 players that were grinding for xp and a tank that pulled huge groups. This is where the Aspected nerfs really stood out. Healing is going to be harder from here on out it seems. No more throwing hots on the tank and playing dps for prolonged durations. You will NEED to use nearly every aspect of your kit in these large pull situations. The same could be said before with new content and possibly under geared tanks, but with your nerfed hots it's all the more difficult.
MP management is using Lucid and Lightspeed (esp. for aspected heals) on cooldown. That's it.
i really dont like the new cards. they just feel so... useless. Or as others have said not really rewarding. Aside from that I guess i'm ok with the healing itself. But the cards are just boring

			
			
				It may not be the best changes (RIP cards) but at least were not Scholar...
I think a lot of people are comparing pre ShB healing geared characters to healing new dungeons in levelling (low) gear post ShB. on top of the fact that SE have said more healing will be required for all healers, it should be expected that healing is tougher than it was before. it has been designed that way. Reading posts where people are complaining that they are having to use Essential dignity (ED) and light speed to heal the tanks is a baffling mentality - as that is what the spells are there for - to heal when its tough going . With the hyperspeed trait and 2 charges of ED from lvl 78 onwards - it makes lightspeed a 1.5 mid CD if we are using our ED spell regularly, which is a huge mana saver if used and not saved throughout the fight. Lucid dream will take some getting used to to not be afraid to press it on its 1 min (and lower potency) CD, and we do have a lot of healing spells that cost no mana, so using and not saving them is important.
With more time healing i think having less to think about with the card system is not such a bad thing - although when in a dungeon with 2 dps both melee or 2 ranged can be annoying. sometimes having to minor arcana dps the tank!
using synergy i feel a lot of people forget about. Using that on the tank and healing them is a great HPS cooldown for tank healing heavy situations
Nopers! This is totes what healing is like without Protection spells and buffs, and just a lot of abilities removed, pushed into higher levels, or outright changed unnecessarily, which happens every expansion...I think a lot of people are comparing pre ShB healing geared characters to healing new dungeons in levelling (low) gear post ShB. on top of the fact that SE have said more healing will be required for all healers, it should be expected that healing is tougher than it was before. it has been designed that way. Reading posts where people are complaining that they are having to use Essential dignity (ED) and light speed to heal the tanks is a baffling mentality - as that is what the spells are there for - to heal when its tough going . With the hyperspeed trait and 2 charges of ED from lvl 78 onwards - it makes lightspeed a 1.5 mid CD if we are using our ED spell regularly, which is a huge mana saver if used and not saved throughout the fight. Lucid dream will take some getting used to to not be afraid to press it on its 1 min (and lower potency) CD, and we do have a lot of healing spells that cost no mana, so using and not saving them is important.
With more time healing i think having less to think about with the card system is not such a bad thing - although when in a dungeon with 2 dps both melee or 2 ranged can be annoying. sometimes having to minor arcana dps the tank!
using synergy i feel a lot of people forget about. Using that on the tank and healing them is a great HPS cooldown for tank healing heavy situations
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Ewwwwwww, it's all glowwy again!
Sad. After seeing the preview of the AST I've noticed the changes were bad, but reading you guys here it seems it is even worse. I am yet to return to it (gotta play the main scenario as DPS first, but mained SCH and AST previously), but it seems my favorite moment playing in a dungeon is gone.
Gods, I loved playing AST, picking a bole with extended duration, throwing it on the tank along with aspected benefic and helios and bumping those durations with Time Dillation and Celestial Opposition. After that it was nearly 2min of the tank auto-healing during pulls while I played with the cards and used my Malefic/Gravity. No more of that it seems. I always felt really helpful when throwing an Ewer at some rezzed healer in the party or in a DRK o PLD even. Heck, I typically held Ewer of all cards during dungeon plays. No more of that too.
I'll try my hand at SCH again this time around. Although it seems it got butchered a lot too. At least it got rid of the button bloat it had.




			
			
				It bothers me that the cards have lost their identity. It's been pointed out that you can determine whether a card will be better suited for a melee or ranged DPS based on the outline color for each card. (Blue for melee, red for ranged.) The only information you need to look at are the outline color and the seal symbol. This means that the individual identity of each card (Arrow, Balance, Bole, Ewer, Spear, and Spire) could be completely removed and we wouldn't lose required information to play the job in its current state.


			
			
				I like the new astro. Love buffing people.
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