Correction: Divination is a 15s duration every 3 mins.
The card buffs are shadows of what they used to be. They’re weaker than old Balance by a mile. Divination is weaker than old AOE Balance. Sometimes it barely feels worth it to draw them because you don’t feel like they had the impact they used to have. The decision making is literally “oh, melee card” and “oh, ranged card”—followed by “oh, I have my seals now with Divination still 100+ seconds from being off CD so I guess Minor Arcana card”. It’s boring.
Neutral Sect allows you to utilize both sects for 20s every 2 minutes. At best, you’ll get in 2 A.Benefics and A.Helios without overwriting your HoTs. You cannot “swap them at will” while in combat, and Noct is still as MP inefficient as it was in HW and SB.
People are complaining about EVERYTHING when it comes to AST: weak heals, weak damage, weak cards, uninteresting/clunky gameplay (hello Horoscope), poor MP management (but hey, that was a thing in SB, too—at least we had Ewer to give ourselves MP...but that’s not a thing anymore). A lot of career ASTs mention the cards above all else simply because that was what attracted them beforehand, but now the mechanic has been dumbed down and is a shadow of its former self with zero variety to it. Someone phrased it perfectly in a thread I was reading: “Why do we have 6 skills [the cards] that do the same thing [+3%/6% damage]”.
But you clearly aren’t reading discussions if you think the cards are the only complaints ASTs have right now.
EDIT because posting limits:
It is 6 skills: Balance, Arrow, Spear, Bole, Ewer, and Spire all effectively do the same thing. The only difference is the original damage cards are melee, and original utility cards are ranged. But they all do the same. Hence, “why do we have 6 cards that all do the same thing”, i.e., give a 6% damage buff for 15s. Lord and Lady now do the same thing (with a +8% damage for 15s) with the same caveat—that a caveat of melee card versus ranged card exists doesn’t suddenly make this a revolutionary or thought-provoking mechanic. It’s boring.
You’re welcome to your opinion, but my experience was the opposite. Each level gave more and more disappointment. Especially as I progressed and didn’t get any stronger as a result. The only skill I enjoyed getting was Celestial Intersection, but the shield is still fairly weak and gets broken in a matter of a couple autos on a tank. I think Divine Benison is actually better than it.
The cards are a direct nerf from what they used to be. 6%/8% on one person for 15 seconds is already weaker than the 10% for 30 seconds a single-target Balance original gave, and you can no longer extend their effects with Celestial Opposition or Time Dilation, making them even weaker than before. 6% on 8 people for 15 seconds every 3 minutes is a joke compared to the old Balance, even when you try to factor in RNG. There’s no way the cards make up the rDPS gain they used to—Balance alone could net you ~1,000 rDPS, and Spear only got stronger as the gear progressed because players could stack more and more of it on their gear (and jobs with crit mechanics like 4.0 BRD and MNK loved the card almost as much as a Balance—especially during a burst window).
If Balance needed to be addressed, I don’t think the solution was to change all of the cards into weaker Balances.
You’ve also lost the satisfactory element of applying the cards.
I feel as if you are focusing too heavily on “there’s no more RNG now so it’s a straight gain” without actually looking at the potencies and considering that, even with the removal of RNG, the cards are straight up weaker than they were before without the RNG. The removal of RNG does not make up for the fact that they are weaker—especially with Draw having the same cooldown outside of Sleeve Draw windows. They certainly aren’t tipping the charts in favor of AST when you compare it to the other two healers.
As a side note, if you didn’t have a BRD or a MNK, Spear could either be Minor Arcana for an oGCD heal/damage card, or you could toss it on another job. Towards the end of 4.0, most jobs were stacking crit over any other substat, so it wouldn’t be a huge loss to put it on any player so long as they weren’t AFK or drooling on their keyboard. I feel like you’re really underselling Spear simply because it was +crit and not +damage. Was it weaker than Balance? Of course. But it wasn’t worthless.
WHMs are pulling 7,000 in just personal damage. ASTs are hovering around 4,000~4,500. Our cards are not making up 2,500~3,000 in rDPS to make us a viable alternative to WHM, and our healing is the weakest among the three (SCH is actually able to basically solo heal now with all their Aetherflow being relegated to healing resources only—even with its boring DPS rotation now). It seems more and more as if you’re purposely gimping your party bringing an AST.