We all know this is a bullshit. Cards have no meaning in shb. Im a healer not a bard. My job is not dps boost. And i will cry until they fix what they broke.playing astro is way more fun than it ever was before shb. The old card system was extremely frustrating when you got anything that wasn't balance, or crit when crit replaced CDR. While its nice to pretend TP, MP, Damage reduction or skillspeed were useful cards it was ultimately more than pretending they were useful was fun. I'm tired of seeing threads of people asking to fix a job that is incredibly fun to play with a plethora of decisions to make. One of the biggest most frequent decisions is who to use cards on and how to use the cards you draw and I hope they never go back to what we had before.
You are an Astrologian.
That's the purpose of diversity within a role.
You are playing a healer that boost DPS.
If you can't accept that, you're on the wrong class and WHM exist for that.
Buffing allies is not just a Physical Range DPS thing.
Cause same goes for mitigation with that mideset.
Every role has a least one tool or more to mitigate incoming damage. But that's not their role to do so right? They're not healers, why would they bother ?
Last edited by KDSilver; 08-23-2020 at 10:08 AM.
DPS boosting is what the cards were predominantly used for in previous expansions.
- Balance was a dps boost.
- Arrow was a dps boost unless felt the need to use it on yourself while turret-healing (pretty much never required, especially with Diurnal's old baked-in spellspeed buff).
- Spear (crit) was a dps boost unless you threw it on yourself for some reason. Spear (cooldown reduction) was typically Royal Road fodder.
- Spire and bole were almost universally RR'd/minor arcana'd.
- Ewer saw rare use if it popped up when someone was desperate for MP and their other options were down, but was otherwise treated as spire/bole (RR fodder).
I will agree that the 5.0 revamp made the cards incredibly lackluster, particularly since we can no longer manipulate the kind of buff we're giving out (RIP Royal Road, the real victim), and losing Time Dilation + the revamp to Celestial Opposition were insult to injury, but if you weren't using the cards as a dps boost 99.5% of the time previously (assuming you weren't drawing all spire/ewer/bole), you were doing it wrong.
Last edited by Ryd; 08-23-2020 at 12:06 PM.
Your objective, whenever you enter a fight in FF14, is "win the fight," not "heal lots of HP." If your goal is to heal HP, then optimal healer play would revolve around soaking up as much avoidable damage as possible, as opposed to avoiding it. You've got Lv80 jobs, so I think you understand that isn't the case.
"Win the fight" means reducing the enemies you're fighting to 0HP. The actions you take in a fight should guide your party towards this goal, and my deeps friends agree that giving them cards helps us win. Gonna have to agree with what others said and ask- what is it that you like about playing AST instead of other healers? If you don't like buffing damage, wouldn't WHM suit you better? They don't have any party damage buffs at all.
Cards are utility. Naturally a good player picks the best utility from the options available and in a game where enrage timers and dps is king, dps was often the best utility. Since players often went for dps, the devs simply removed the inferior options. Your job is to provide the best utility you can and that's going to be dps boosts.
If you don't like that, blame the way the game is designed. WhM exists for those who don't like to play utility support.
unfortunately some people here seem to be missing the point. Utility variety is what many astros want because its fun, and the game revolves around fun, not dps- granted some people find that dps or nothing is their ideas of fun, but the majority do not hence the exodus of astros until it got buffed through the roof. This is why many ex astros are so disgruntled- yes the identical cards of shb are good for dps, but they aren't fun.
Every card had its uses, some niche some weren't. Many astros didn't view the spear for example as dps, they viewed it as helping out the bards and monks. The bole was not junk, it was helping the tank's survivability so the astro could have some fun spamming gravity, or helping the alliance stay standing when everyone got smacked by calofisteri's bleed
The highs and lows were what made the job fun and varied and it was what many astros signed up for. Not this coin flip that you have to break TOS in order to see the effect of
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