Cards are now fodder to throw out until you get to Minor Arcana it into a 8/4% AoE buff.I'm super disappointed, I honestly didn't expect any big changes to AST since the job seems perfect as is. They pretty much just ruined it and completely dumbed it down. I hadn't been playing for the past few months as I moved and haven't been as into it, so was waiting for the new expansion to get back into it but now I'm honestly so unmotivated to play that I can't really see myself subscribing for much longer. I preordered so I'll give it a try to see but the changes to the cards is just ridiculous especially as it feels like if they were creating this job today they'd never do it this way. Instead they had 6 cards they needed to change so they just basically made them all the same. What a disappointing day!
Isn't it 6/3%? Either way my issue with that AoE buff as well is that there's no real strategy to going for it as it seems like you might as well just use any card and throw out the lower buff worst case, higher buff best case, vs trying to chase the higher buff.
I was mixing it up with Minor Arcana, but you mean Divination.
Just found the actual tooltips:
So basically, you can either Minor Arcana a card into an 8% single target buff, or you can use it as it is for 6%, gain a seal, then after three cards get an AoE 6/3% buff.
And as it relies on party composition, you'll want one ranged DPS and one melee DPS, otherwise half your cards will be 50% effective.
I'm not understanding why using Divination with 3 different seals is a 6% party buff but having all the same seal or 2 different kinds are both 3%? It's not very encouraging to try and work up to 3 different seals. Each level should have incentive. And Minor Arcana is incredibly disappointing. You basically just make whatever card you're holding stronger. It would make more sense if it reversed the effect from melee to ranged and vice versa to guarantee you could make cards work according to party comp since they seem to be against any RNG anyway. Even with the new Charges this puts a lot of pressure on Redraw to give you what you need. Charges are also weird because I see how you can build them up between mobs in a dungeon but in a trial fight there is not really much down time to accumulate them. It would be nice if the charge time for Redraw was shorter than the recast for Draw. Even at 25 seconds it would allow you to stack more during a fight making the charges useful.
Last edited by NobleWinter; 05-30-2019 at 11:10 AM.
AST is super brain dead now. There was a nuance to reading the cards and weaving abilities into the battle. Now every card and move is just attack up attack up attack up...the only thing to even kind of keep an eye out for is the mini seal game for what, an extra 3%? Lame...they seemed to just cave to everyone only wanting balance and nothing else. Bole was good for tank busters and ewer for our abysmal mp or after you raise etc... now we're just balance healers. Other moves are cool though, i'll still play but now can be a netflix mage.
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