



Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

Yes, but the new baseline potencies don't equate to their SB equivalents with potency buff in every case. In one case the new skill is better. In other cases, not so much.Actually, they buffed the potencies on all of the healing gcds from stormblood to shadowbringers.
Helios 300 -> 330
Benefic II 650 -> 700
Aspected Benefic 140x6 -> 200x5
Aspected Benefic Shield 350 -> 500
Aspected Helios Regen 40x10 -> 100x5
Aspected Helios Shield 225 -> 250
Helios 300 x 1.1 or 1.15 = 330/345 Diurnal/Nocturnal equates to 0/15 potency loss.
Benefic II 650 x 1.1 or 1.15 = 715/747.5 D/N equates to 15/47.5 potency loss.
Asp. Ben. Heal+Regen 1,040 x 1.1 = 1,144 equates to 56 potency GAIN.
Asp. Ben. Heal+Shield 650 x 1.15 = 747.5 equates to 97.5 potency loss.
Asp. Helios Heal+Regen 600 x 1.1 = 660 equates to 60 potency loss.
Asp. Helios Heal+Shield 375 x 1.15 = 431.25 equates to 81.25 potency loss.
This is all assuming my math is correct. I took the potencies from pre-5.0, multipled their full tic's out, and added their up front heal in the case of the Aspected spells. The 1.1/1.15 multiplier is the old Sect buff. However, I don't remember if the sect buff applied to the Regen/Shield. Honestly never gave it much thought.
That being said, if my math is correct we're seeing potency losses in every skill except Diurnal Aspected Benefic.
Edit: Not to mention, a Nocturnal Asp. Bene costs 1k MP per pop. At 10k MP caps, thats insane.
Last edited by Edaniel; 07-27-2019 at 04:11 PM.
To add Largesse was a thing as well long before max level unlike in ShB where we gotta wait until lv 80 for a better version, you also have Collective Unconsiousness being weaker, and we lost our extension skills so the regens in SB could tick for longer increasing their potency but i understand why these were omitted as they cannot be up or used 100% of the time.Yes, but the new baseline potencies don't equate to their SB equivalents with potency buff in every case. In one case the new skill is better. In other cases, not so much.
Helios 300 x 1.1 or 1.15 = 330/345 Diurnal/Nocturnal equates to 0/15 potency loss.
Benefic II 650 x 1.1 or 1.15 = 715/747.5 D/N equates to 15/47.5 potency loss.
Asp. Ben. Heal+Regen 1,040 x 1.1 = 1,144 equates to 56 potency GAIN.
Asp. Ben. Heal+Shield 650 x 1.15 = 747.5 equates to 97.5 potency loss.
Asp. Helios Heal+Regen 600 x 1.1 = 660 equates to 60 potency loss.
Asp. Helios Heal+Shield 375 x 1.15 = 431.25 equates to 81.25 potency loss.
This is all assuming my math is correct. I took the potencies from pre-5.0, multipled their full tic's out, and added their up front heal in the case of the Aspected spells. The 1.1/1.15 multiplier is the old Sect buff. However, I don't remember if the sect buff applied to the Regen/Shield. Honestly never gave it much thought.
That being said, if my math is correct we're seeing potency losses in every skill except Diurnal Aspected Benefic.
Edit: Not to mention, a Nocturnal Asp. Bene costs 1k MP per pop. At 10k MP caps, thats insane.
Guy butt is best butt <3



Well I still think the best choice for cards would be a buff to main attributes with Tenacity instead of VIT and Ewer a MP restore. Add a 1% Determination to all cards as a consolation prize if you pull the wrong card. Divination takes care of the Balance fishing from 4.0.
The more days that pass the more baffled I'm by this, even worse since I decided to level WHM and SCH to 80, I just don't get it.
You could ask any player what was the class that kit was perfectly made in SB and I'm sure AST would be the answer for many, how can anyone decide to ruin what they had accomplished, I know I sound super hyperbolic and that there is no way we will go back to SB's AST but this job was the reason I even decided to play this game, the first thing I did when reaching HW (Rushing ARR)was to unlock AST and play it exclusively for good knows how many months, I didn't even bother to play any DPS or Tank and here we are. If you don't like RNG go play something else, I don't go around asking for the removal of tools on other jobs.
And no just AST, I love playing coop games and hate how selfish they made every DPS, I loved Goad / Refresh / Mana shift, etc. Now if you play DPS you have absolutely no reason to look at your party list besides maybe for a buff that needs another player. What a f****ng bummer.
Patch can't come soon enough.
Last edited by KanameYuuki; 07-29-2019 at 11:07 AM.
The AST card system design in SB was like SE catching lightning in a bottle. I, too, am confused why they would have shot themselves in the foot by throwing it out the window just to please a handful of intellectually handicapped player base.The more days that pass the more baffled I'm by this, even worse since I decided to level WHM and SCH to 80, I just don't get it.
You could ask any player what was the class that kit was perfectly made in SB and I'm sure AST would be the answer for many, how can anyone decide to ruin what they had accomplished, I know I sound super hyperbolic and that there is no way we will go back to SB's AST but this job was the reason I even decided to play this game, the first thing I did when reaching HW (Rushing ARR)was to unlock AST and play it exclusively for good knows how many months, I didn't even bother to play any DPS or Tank and here we are. If you don't like RNG go play something else, I don't go around asking for the removal of tools on other jobs.
And no just AST, I love playing coop games and hate how selfish they made every DPS, I loved Goad / Refresh / Mana shift, etc. Now if you play DPS you have absolutely no reason to look at your party list besides maybe for a buff that needs another player. What a f****ng bummer.
Patch can't come soon enough.
I'd say the old card system was far from perfect, but it was still more pleasant and sensible to use than the current mess, not to mention how under tuned the card buffs are now.

I mained AST for 3 exp. (including current shb endgame). Ast as it is is no longer ast. The cards the skills and the lore have all been removed. I stopped playing AST because from my personal experience it is no longer Astrologian. And the current iteration is not fun to play. The only thing that makes it ast is the special effects. I've stopped my subscription until I see better healer changes
Last edited by Brarry; 07-29-2019 at 09:25 PM.
In every dungeon I get 2 melee/ranged DPS I hate more and more that dumb division...heck, in raid roulette chances are the only melees around are the tanks and here I am [re]drawing nothing but Arrows and Balances. Enjoy your subpar buffs, casters!
Last edited by Allegor; 07-29-2019 at 09:55 PM.



Unpopular opinion, but AST isn't as bad as people make it out to be.
However, there are three changes I'd like to see.
Divination - Buff percentages to 4%, 6% and 8% and reduce CD to 120 seconds.
Celestial - Either buff the initial heal or reduce CD to 60 seconds. Personally, I'd rather see the CD at 60 seconds. Add in a 1,000 MP restore.
Horoscope - Make it act like Plenary Indulgence in that the extra heals are automatic.
Last edited by NorthernLadMSP; 07-30-2019 at 01:55 AM.
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