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  1. #1
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    I would like the ‘defensive’/‘healing’ cards if they were actually good personally. I love the supporting the party in any way. But the effects on them currently are so uninspired and useless that even I can’t enjoy them lol.

    Bole doesn’t really do anything because tanks have billions of mitigations already and Exaltation does the same thing but better.

    Ewer is literally just Aspected Benefic wearing a wig, and is by far the least useful card of them all lol. The one thing Astrologian has on basically all its spells / skills (regen) and devs thought we needed a card for it? I still cannot find a reason to ever use it besides yeeting it at the tank and out of my sight lol.

    Arrow just feels like a joke…who has ever needed a 10% healing bonus? Like ever? lol

    Spire is just extremely weak lol. Feels like I can barely hit Intersection fact enough to get them both on tank to double up on shields lol.


    My fanfic fixes:
    Bole - 10% HP increase and restores the difference. Can’t be devalued by tank mitigations, strength scales with tank’s max HP, extra HP can save potentially save dps with vulns.
    Ewer - MP Regen. Yes it’s problematic, gamebreaking, etc. But it would be useless in the current game design as MP management no longer exists. So I mean, why not lol? Can’t break the balance of something when it’s too simplistic to unbalance lol.
    Arrow - Haste. But: It only works on healers! I mean, a mini-PoM effect perfectly fits the ‘healer support’ card but also gives them the opportunity to leverage it for faster dps or whatever.
    Spire - Keep the shield strength but make it like Haima where it reapplies itself once or twice before dissipating. Or maybe something like, stores target HP when shield breaks. Idk just something more interesting than literal Intersection lol
    (1)

  2. #2
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    734
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Connor View Post
    Bole doesn’t really do anything because tanks have billions of mitigations already and Exaltation does the same thing but better.

    ...

    Bole - 10% HP increase and restores the difference. Can’t be devalued by tank mitigations, strength scales with tank’s max HP, extra HP can save potentially save dps with vulns.
    Isn't that the same? The problem with tanks is too much mitigation/healing. Extra HP doesn't change anything and it doesn't make it more or less useful than damage reduction when it comes to vuln. In fact that's a good use for the current bole, players with vuln stacks.
    (0)

  3. #3
    Player
    Amecoeur's Avatar
    Join Date
    Jul 2021
    Posts
    47
    Character
    Amecoeur Ljosenvos
    World
    Gungnir
    Main Class
    Arcanist Lv 100
    The way I use it currently is use Spire (400p shield) prepull, in dungeon when pulling).
    Opener is quite the same with EW.

    [XX]Earthly Star
    [-1.5]Malefic
    [0]Combustion
    [GCD1]Malefic > Lightspeed
    [GCD2]Malefic > Divination
    [GCD3]Malefic > Play Balance, Play Lords
    [GCD4]Malefic > Umbral Draw, Play Spear

    You can keep the rest of the cards until Astral Draw. Use them as you need, just don't forget to spend them.
    Cast Astral Draw on cooldown and use the Spire as you need, be sure to spend it before your Divination burst phase.

    The only thing I dont use often is Arrow tbh, the healing increase doesn't boost abilities heal if I'm not mistaken and we want to use spell heal as much as possible so unless its a heavy spell heal situation I just let it expire.
    (0)

  4. #4
    Player
    rewd's Avatar
    Join Date
    Jun 2021
    Posts
    592
    Character
    Tolo Rewd
    World
    Spriggan
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Amecoeur View Post
    The way I use it currently is use Spire (400p shield) prepull, in dungeon when pulling).
    Opener is quite the same with EW.

    [XX]Earthly Star
    [-1.5]Malefic
    [0]Combustion
    [GCD1]Malefic > Lightspeed
    [GCD2]Malefic > Divination
    [GCD3]Malefic > Play Balance, Play Lords
    [GCD4]Malefic > Umbral Draw, Play Spear

    You can keep the rest of the cards until Astral Draw. Use them as you need, just don't forget to spend them.
    Cast Astral Draw on cooldown and use the Spire as you need, be sure to spend it before your Divination burst phase.

    The only thing I dont use often is Arrow tbh, the healing increase doesn't boost abilities heal if I'm not mistaken and we want to use spell heal as much as possible so unless its a heavy spell heal situation I just let it expire.
    Arrow works on oGCDs too, whenever a tooltip says "healing actions" it includes abilities. If it says "healing magic potency" then it's only for spells.
    (1)