Quote Originally Posted by SweetPete View Post
If they keep them as we have now then SE needs to rework the Astrologian quest line for the cards. They can be very confusing to new players thinking they are diverse and full of utility when they aren’t anymore.
They really do need to to do that, don't they...

I really dislike how there are no choices involved in the cards other than (who gets to do DMG) essentially. Essentially leading to raid-wide.

It was much more satisfying holding royal-road cards and AoE-Dps(balance) or AoE-dmg reduction(bowl) etc...

If they could manage something similar without boggling it down (as before) I would be so happy.

(Raid wide)
Sun Sun Sun (DMG increase raid wide 10) -cards with the sun seal increase a single targets DPS by 5%

Moon Moon Moon (DMG taken reduction 10)-cards with the moon decreases a single target's DMG taken by 5%

Star star star (Raid-wide potency increase of HoTs-regen effects applied 10%) cards with a star increases Regen effect on a single target by 5%

Sun Moon Star (Divination; all 3 (limited 5%effect raid wide.)

3 of the cards (balance, spear, arrow) can be dissolved to play (Lord of Crown) which is a direct DMG and/or dot.

3 of the cards (bowl, ewer, spite) can be dissolved to play (Lady of Crowns) which is instant heal and/or unique Regen effect.

I enjoy the seals.
Not so much the boring lack of diversity of the cards

Instead of each individual card having an ability. This would make the seals associated with them have the effects.

Cutting 6 effects to 3.
Effectively making the Divination variable.

And also the choice of utility (DPS increase or heal) if you don't need any addition seals. Or if the seal is not the one you are concentrating on getting a flush-from.

I think it strikes a good balance of utility for the asteologian.