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  1. #1
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    I always ran in diurnal anyway, so I'm not worrying much.

    I also sort of wondered when this was going to happen as astro was playing dual roles for healing, and with a new healer introduced astro being be pruned down seems necessary long term.

    Also has me speculating on Neutral sect and what it will be worked into. It is such a powerful buff and on a short cooldown I use this every time it's ready. With shields gone will it just be meh? Also synastry I feel this could be worked into another skill, celestial intersection maybe since shields are removed?

    Just speculating.

    Other then the healing I feel like we are going to get more seal skills like divination. We can build different seal combos for different effects.

    Divination would stay raidwide damage increase with all three seals represented.

    Where we would have an alternate seal spender on a 45 sec cooldown that interacts with the seals that you have. This would fill the gap right after a divination use so that you can still throw out cards and us your seals before divination comes off cooldown. I wouldn't mind if minor arcana system get's the boot honestly.

    Seals would also play more of a role in what your choosing to play. i.e. seals have special bonuses baked in respectively. These bonuses can only be granted with the new seal spender (divination) ability.

    Lunar - Incoming healing increase
    Solar - Skill/spell speed increased
    Celestial - Reduced incoming damage

    Each seal value is 1%/2%/3%

    Example: This would allow you to stack 3 Lunar for 3% Incoming healing when you use the "seal spender"

    Or combine 2 Solar and 1 Celestial for 2% skill/spell speed increase and 1% reduced incoming damage

    Just thinking about the gap after a divination use and filling it in with more cards and a seal spender.
    (0)

  2. #2
    Player IceBlueNinja's Avatar
    Join Date
    Jan 2020
    Posts
    525
    Character
    Blade Beoulve
    World
    Faerie
    Main Class
    Sage Lv 90
    Shadow bringers card system is so boring and basic and divination is too much work for its short duration and mere 6 buff, for all the work to do this and its horrible cd they could have least make the damage increase be 15% or least 10% , nothing whack than having 2 melee dps + tank for light party dungeon and only me the healer who is range aint going to bother card himself since dps is there for the major damage dealing, what makes it annoying is getting range cards and redrawing like 3 times only to still get a ranged card , ofc opposite too when its 2 range dps tank is only melee. While some did not like the SB cards and find it tactical I found it to be way better and effective. Bole was nice migi balance was good for attack buff, arrow to make black mages burn things down real quick, crit for monk/bard, spire I always just burn it and save my ewer for mp self restore. I am one of the few who find every old SB card of some type of use. Still agree with Recon106 about each class doing abit of regen and shielding. there always be healer fights because of this personal pure heal vs pure shielder things. Sometimes I wonder if tanks atm or dps are having fights with each other as bad as healers mains are atm. SE must gonna have fun redoing ast story line.
    (0)
    Last edited by IceBlueNinja; 02-24-2021 at 12:39 AM.

  3. #3
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,981
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by IceBlueNinja View Post
    Shadow bringers card system is so boring and basic and divination is too much work for its short duration and mere 6 buff, for all the work to do this and its horrible cd they could have least make the damage increase be 15% or least 10% , nothing whack than having 2 melee dps + tank for light party dungeon and only me the healer who is range aint going to bother card himself since dps is there for the major damage dealing, what makes it annoying is getting range cards and redrawing like 3 times only to still get a ranged card , ofc opposite too when its 2 range dps tank is only melee. While some did not like the SB cards and find it tactical I found it to be way better and effective. Bole was nice migi balance was good for attack buff, arrow to make black mages burn things down real quick, crit for monk/bard, spire I always just burn it and save my ewer for mp self restore. I am one of the few who find every old SB card of some type of use.
    Crit% looks 'nice' until you realize it's an unreliable damage increase over such a short period of time. Mitigation is very niche to use, probably useful to throw at tanks who often forgot their cooldowns, but in the end they are excessive & tanks have plenty cooldowns themselves. Sks/sps increase may cause drifting and many classes don't want that. TPs are relics of the past expansion. MP gains are only great so long as the players are terrible at MP management, and MP management---while takes some time to get used to, are terribly easy to conquer at this point.

    This is why DMG% always wins. It's the most consistent of all offered buffs. I'll give you this much: ShB cards is somewhat boring, yes. They're not the best but it works especially with the way the game encounters works.

    Also 10% buff is already too strong (hello old Balance). Divination buffed into 10% will just break it (hello 8-man party).
    (6)

    "Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."

  4. #4
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Sqwall View Post
    I always ran in diurnal anyway, so I'm not worrying much.

    I also sort of wondered when this was going to happen as astro was playing dual roles for healing, and with a new healer introduced astro being be pruned down seems necessary long term.

    Also has me speculating on Neutral sect and what it will be worked into. It is such a powerful buff and on a short cooldown I use this every time it's ready. With shields gone will it just be meh? Also synastry I feel this could be worked into another skill, celestial intersection maybe since shields are removed?

    Just speculating.

    Other then the healing I feel like we are going to get more seal skills like divination. We can build different seal combos for different effects.

    Divination would stay raidwide damage increase with all three seals represented.

    Where we would have an alternate seal spender on a 45 sec cooldown that interacts with the seals that you have. This would fill the gap right after a divination use so that you can still throw out cards and us your seals before divination comes off cooldown. I wouldn't mind if minor arcana system get's the boot honestly.

    Seals would also play more of a role in what your choosing to play. i.e. seals have special bonuses baked in respectively. These bonuses can only be granted with the new seal spender (divination) ability.

    Lunar - Incoming healing increase
    Solar - Skill/spell speed increased
    Celestial - Reduced incoming damage

    Each seal value is 1%/2%/3%

    Example: This would allow you to stack 3 Lunar for 3% Incoming healing when you use the "seal spender"

    Or combine 2 Solar and 1 Celestial for 2% skill/spell speed increase and 1% reduced incoming damage

    Just thinking about the gap after a divination use and filling it in with more cards and a seal spender.
    Hi, Dancer here. Please don't ever give me skill speed.
    (6)

  5. #5
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by ty_taurus View Post
    Hi, Dancer here. Please don't ever give me skill speed.
    LOL right...but you get the idea for something they could add to AST to further it's card gameplay
    (0)

  6. #6
    Player
    Mikaeus_The_Lunarch's Avatar
    Join Date
    Aug 2016
    Posts
    95
    Character
    Mikaeus Thelunarch
    World
    Adamantoise
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by ty_taurus View Post
    Hi, Dancer here. Please don't ever give me skill speed.
    it wasn't until i really started playing dps (mch) at the beginning of ShB did i realize how stupid it was for ast to give speed to people and i can't believe some asts actually want that back at all.
    (1)

  7. #7
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Mikaeus_The_Lunarch View Post
    it wasn't until i really started playing dps (mch) at the beginning of ShB did i realize how stupid it was for ast to give speed to people and i can't believe some asts actually want that back at all.
    Honestly, Skill Speed/Spell Speed might need to just retire and exist exclusively on self-buffs for jobs that actually want it (Hi, BLM). I'm not entirely confident that this will happen for 6.0, but I do think something might be done about it. As it stands, Skill Speed on a lot of gear is a trap, and I don't think that really fits the "accessibility" angle that Square wants to push for XIV.
    (2)