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Thread: Please buff AST

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  1. #13
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,474
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by elioaiko View Post
    Astrodyne's 3 seal makes no sense to me either.
    Someone (maybe Semi, maybe Sebazy i dont remember) once said that Astrodyne feels like a WHM thing that they couldn't work out how to tie to WHM's kit, so they dumped it on AST, and I just realized: If WHM HAD Astrodyne from 6.0 launch, it's MP economy issues (that were addressed by making lilies 20s, Misery damage neutral, and encouraging 'overspend lilies on purpose to put Misery in 60s window!') wouldn't have been issues at all. It makes perfect sense why WHM had MP issues on launch if you consider it through that lens, that 'it had one of it's MP restore abilities ripped from it'. It also explains why AST is constantly drowning in MP, it's got an additional MP restoration tool it was never meant to have (maybe)

    One thing I don't get about Astrodyne though, is why does it need to give one status, with one effect, per seal? Rather than:

    Harmony of Spirit: MP restore
    Harmony of Body: Spellspeed buff
    Harmony of Mind: 5% damage

    Why is it not just...

    1 seal = Harmony of Spirit: MP restore
    2 seals = Harmony of Body: MP restore + Spellspeed buff
    3 seals = Harmony of Mind: MP restore + spellspeed buff + 5% damage

    Wow now instead of granting three separate buffs, it grants only one that compiles all previous buff effects along with it's own, thereby freeing up two buff slots and not hitting the buff cap in TOP quite as hard!

    As for card effects, I'm fine with them being single target. AOE Balance was not cracked strong because of Balance alone, but because it was AOE. Keeping the effects single target makes them easier to balance, while still allowing for 'some' variety in the effects. I previously wrote this:

    Quote Originally Posted by ForsakenRoe View Post
    Balance: Flat damage boost of X%
    Bole: X% mitigation. If struck, deals damage to the attacking enemy with a potency of Y (idk what number would feel good here)
    Arrow: Increases Autoattack speed by X% (only want to use this on melee/ranged ideally, but there could be interesting moments where a PLD can make use of the extra gauge it'd give (lmao))
    Spear: Crit rate increase by X%
    Spire: X% increased magic damage (want to use this on casters)
    Ewer: MP restoration. If used on a healer, causes the target's spells to echo a second hit for X potency (or X% of the initial hit, whichever), which can't crit or dhit. (best used on healers, but can be thrown on casters in a pinch. casters would only get the MP)
    So they all 'increase damage' in some way, but some are role specific, with the Balance being the 'wildcard' and useable on any role. Though, that does come with a caveat: If you Balance your only caster, and the next card you draw is the Spire, you're forced to reroll it or overwrite. And yes, I thought ahead enough to remember how important 'keeping rotation aligned to 2min buffs' is now, so Arrow keeps it's Haste themed flavor, but in a non-rotation-destroying way, via AA speed buffs, which we know is possible thanks to MNK having Riddle of Wind as a CD. Which brings me to the reason everyone should want this implemented: a monk using ROW and having an Arrow thrown on them would be doing an autoattack every one second (maybe even faster), and I think that'd be hilarious to see
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    Last edited by ForsakenRoe; 06-13-2023 at 04:24 PM.