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  1. #10
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    maleficIV=potency increase because the dry 250 just aint holding up where whm has 300 pot on glare/ sch increased from 280 pot to 290 on broil 3.
    AST brings an rDPS increase literally every 30 seconds, and this DPS interval is coupled with Divination. They should be causing the least amount of pDPS out of the healers.

    Rescue= Remove this, instead of this being a emergency save a friend tool, way too many immature healers using this more of a troll/joke death spree.
    I want to tell you that this claim is entirely hyperbole, but it cannot be invalidated by any means. Everyone has different experiences in this game. Does that warrant deleting the skill? No it does not. While I have never witnessed a deliberate misuse of Rescue, I have met a tank who made the boss cleave the whole group before abandoning the duty because we were "unworthy". You have to realize that the problem is not the skill.

    esuna= either remove the mp use to 0(like protect) or seriously change it up to be aoe and cure multiple things. Only ff I know to see esuna so useless on 90% of content.
    Needing multiple esunas is normally the result of a failed mechanic. AoE Esuna would indeed be useful to erase some stupid, but players just have to play better.

    repose= I dont think I need to explain why this should be gone either.
    Sure you do. I have a better idea though. Say something along the lines of how it can be updated/improved. It is currently a role skill, which gives it the flexibility to be designed for all healers to use. Keep in mind that an update/improvement can involve reworking the skill entirely. It doesn't have to sleep mobs anymore.

    aspected benefic(noct stance mode) remove mp use increase
    Why? Shields generally come with a greater expense to MP because they both heal and shield. AB is also not a reliable sustain tool on its own and you should be using your oGCDs in junction with this skill.

    cards= totally need reworks half of it becomes half useful, say a party of 2 melee dps and tank being melee, half the cards are half useless.
    You understand that AST has the most interactive job gauge out of all the healers? From the view of an optimization lens at your average joe-schmoe AST, they are a complete mess playing this job. It is very common for me to see the general AST use Divination only once the entire fight. Same with Earthly stars, they are late with CUs, or too far out of melee range in lala land. As a co-healer I get lords tossed on me; all kinds of nonsense. You can actually expect for the card system to either: be simplified further, or placed on the GCD far before they bring complexity back to it. Half the cards not being useful isn't true at all when all the cards do the same thing. There is always at least one melee (the tank) in a party, and always one ranged (you).

    play =restores 2% mana
    <Insert Jonah Jameson meme here>

    sleeve draw=remove the mana restore and just put it back to the way the way it was hence why I suggest play to restore mana this is pretty much 10% back with draw and play used similar to sch aether flow, while the 8% on sleeve is nice its horrible cd is just nope, or least reduce sleeve draw cd to 90/60 seconds then and forget whatever was said before.
    Sleeve is actually pretty friggin cool right now. My gripe is the 180s CD.

    sure cast=some duration increase or the cool down reduction be nice.
    You are kind of defeating yourself. You want more interactive gameplay, but want to cheese mechanics more often?

    collective uncon =potency increase back to 200 like it was in stormblood days 90% of the time regardless of sect I use, I pop it then move out the way to retain it wheel of fortune effect only where the other ability is gone when you move.
    Nah. CU changed to actions still canceling the effect, but movement does not. Sect added effect is: portion of damage is converted to HP, and the remainder is reflected back as damage. This would make AST levitate around the arena like friggin Magneto, and it would be seriously awesome. I am actually not kidding about this at all.

    gravity=add heavy status on mobs when inflicted similar to urianger.
    heavy isn't really all that useful when you're trying to kill things asap. However, I am not opposed to giving AST some kind of AoE detriment to the enemy. The stun from CO was nice and fit with the lore surrounding the skill. ASTs need that back, but I would deliberately call it Stop. If they did that, there wouldn't be much need to add a detriment to Gravity.
    (1)
    Last edited by Gemina; 01-25-2021 at 03:46 PM.