Only potency buffs as expected, I wish they would give up with the new card system, at the very least AST should be less miserable when healing, and Sleeve Draw won't feel clumsy anymore.
With the 5.05 changes to Divination's CD and potency, I'm assuming its better to just use on CD rather than hold and wait for the three-seal combo? At 120s compared to 180s, you only get 4 draws per Divination, so a smaller window of opportunity for the three-seal combo; add to that the difference between 4% and 6% is fairly small over the course of a fight, pushing the buff an additional 30s to possible get an additional 1% bonus seems a poor trade off.
Any input from those who might be more numbers savvy?
Also, with this change where does Minor Arcana stand? Since you must have three seals in order to use Divination, you only have the potential opportunity to Arcana a single draw (outside of Sleeve Draw, of course) within a single Divination window.
Celestial Opposition's over all strength was QUADRUPLED with potency and CD changes.
Why was the skill so week to begin with?
You can tell they really messed up with it when they needed to buff it to 4 times its strength.
All they did was buff it to match Aspected Helios. It is still just an instant aspected helios on a 60 sec cooldown with no mana cost.
Well, it makes sense to me. The old one wasn't broken, you just had certain min-maxers and the 90% parse raiders that evidently got the design group's ear, and said, "More damage buffs! All the damage buffs!", because they didn't really care about the utility.
In the old system you may have gotten frustrated for not getting Balance at the right time, understandable, but now I'm honestly more annoyed when I need a seal and have to constantly redraw and still may not get the one I need, bonus point if both DPS are melee/ranged. They only made the "fishing" problem worse than what it allegedly was.
If Balance was the core of the issue they could've just taken out and redesign that one card (and Spire) instead of butchering the whole job.
Unfortunately, we are likely going to be stuck with the current card system for a very, very long time. Reverting back to the old system wouldn't have happened this early into the expansion, and if I'm being honest, I don't expect such a change to occur in patch 5.1 either, if at all.
One thing to note about Shadowbringers is that SE has taken measures to reduce pre-pull setup. This is why Scholar can't use Aetherflow outside of combat and why Summoner rely on Energy Drain now. Though not a bad design philosophy, it conflicted with certain preexisting job mechanics. Astrologian was most affected by this. Royal Road, Spread, and the old Minor Arcana that could hold a card separate from Draw were all mechanics that could be setup before a fight starts. I'm almost surprised that we're still allowed to draw cards outside of combat. This may even explain why the cards themselves have been changed. Some groups may opt to wait until Balance is drawn before beginning a fight which could take time to fetch depending on luck. Now, it hardly matters what card you start with, aside from a preference for a melee or ranged card.
I certainly won't say that SE was in the right to make remove these elements from Astrologian, but I do think their desire to reduce pre-pull preparation was a big reason why Astrologian received such a drastic change to the card system. Reverting to the old system would mean going back on their objective for Shadowbringers. And SE can be stubborn, particularly when it comes to healers.
The least they could do is bring back unique effects for each card. That's priority number one in my book. It's something they might be able to manage before the release of the next expansion, I hope.
I’ve been playing AST since I started 2 years ago. Here’s my humble feedback of 5.05 after a day with only dungeons. I’m a mediocre player at best & I’m one of those who didn’t mind the new card system.
- Overall more comfortable AoE healing. AST’s healing on the whole has improved, me feels.
- Speedier Gravity is always nice.
- Celestial Opposition is useful now! With the reduced cool down, I’m using it a lot more. I kinda also use it after Collective Unconscious to make up for it’s nerf.
- Sleeve Draw is much speedier now. I’m still getting used to it. But I imagine it’ll pretty decent once I do.
- MP is still an issue. I’ve only ran dungeons & I’m already constantly using Lucid Dreaming. I’d imagine it’ll be spicier in raids.
- Divination with shorter cool down is good. But it still feels “meh”.
- Card buffs on itself stayed somewhat the same. I’m not too sure if card buffs are comparable to WHM’s personal DPS. Or SCH, even more so now that they’ve gotten back energy drain. I’m guessing raids will still prefer WHM/SCH combo.
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