Ast card buffs Let seals offer raid-wide buffs based on the cards you play, but tie the stronger effect to the less used cards or varied card AST - Right click your royal buffs . This let them shift potency out of the card buffs into personal damage. I have a macro to swap the two ranged DPS to slot 7 and 8 (couldn't find a way to have melees at top and ranged at bottom automatically). less damage buffs, less card management, and outside of (the less fun) burst i barely need to think about anything. WHM doesn't have this. They are to Those are specific examples of holding astro cards. AST struggled a lot in dungeons compared to the other three, so this is a very welcome change. Set can only be used when a card is drawn. I try to optimize things for 'spread' to save valuable cards for enhancement buffs and how to get the most out of trash cards. Also bole can have its uses. Gt: TheTrueShot Psn: TheTrueShot32 weaker heals and stances but card buffs that imo sch gives the same buffs -Set = Set a card on the field based on either Lord of Crown or Lady of Crown buff. Buff your Speaking from personal experience from playing AST, I've got 3 full bars of actions set up and about a dozen of them concern controlling and capitalizing on AST's cards, or applying other Spear is also awesome for MNK, but honestly, most jobs love extra crit. This will cover enough ground to get you started with AST, being able to handle this relatively high-input job in content at level 90. I suspect that this is less because players only fish for balances and more because Just had this happen as well in doing the trial. Even with the old system AST cards only gave damage buffs, except for some reason some cards did literally nothing (ie giving tp/mp/defense) and some cards were arbitrarily worse than another (spear/arrow, compared to Balance). All card buffs will replace any preexisting card buff. AST cards give damage buff, some are better on melee 2m war/pld burst is roughly the same as 1m burst, most people won't save up onslaught or infuriate [ if you have the card during a 1m burst window & war/pld the chance that giving them the card is better is fairly high. Also, it would be horribly OP if it reduced the CD of skills already on cooldown, it would need excessive nerfing to the time it reduced the skills by. Crushnight. It had soul. Balance increased damage Arrow increased Spell/Skill speed Spear increased Crit Rate Ewer restored some MP Ultimately it means the optimal play in any situation was to play a buffed damage card, usually as aoe. Unless I reach that internal timer in my head from burning cards I usually wait out for a Balance. the action of drawing random cards for targeted buffs is still pretty much the same, but it's more streamlined and less clunky. It lacks WHM's AoE healing options. Not only that but the rest of your party needs to be super good to be able to take advantage of AST buffs. Shuffle can no longer draw the same card. 15 seconds for a card buff duration makes it so that I have to constantly throwing cards out, but those buff are gone in a Your time dilation and celestial opposition extend not just your card buffs, but any buff given by you. On top of that the card system keeps you on your toes. To avoid frequent target switching while maintaining player buffs, there are really 2 options: make cards aoe buffs, or have some means of It's % based, so typically you want to give your card buffs to the person who will benefit from it the most, of course, with the caveat that you're giving it to either your Melee or Ranged DPS based on what card you draw (cards with blue borders give 6% damage buff to Melee DPS, or tanks. I can't tell if the AST HW/SB AST card system was about as fun and engaging as desperately needing to take a dump, but not being allowed into the Bathroom until you roll two 6's in a row on a D6. The melee cards are the 3 that were good (Arrow increased attack/casting speed, Balance increased damage, and Spear increased crit chance), the ranged cards are the 3 that sucked Since you weave Play, by the way, that macro might be causing some delays for you. 67%. AST card system idea. Solo tanking Lak EX, bole can sometimes be life and death for second aggro person. Spear: Usually just Royal Road it once you get it. (Buffs being multiplicative is also why you should hold astrodyne for burst windows too) What you really want to TLDR: My true issue with cards at the moment is the oGCD spam during Sleeve Draw - feels incredibly clunky and basically forces LS usage. I respect what the old AST cards were trying to go for with a diversity of buffs, but in a multiplayer game, randomly-drawn buffs just doesn't work. As for buffs? This is mostly referring to Card buffs from AST. It is an extremely comfortable job for prog and weekly clears. If we're talking only about the cards and the provided buffs,the lost differences between the cards is both a general improvement to game play while also IMO a bit less rewarding. If you can keep on top of everything it's super fun. 4. While speculating about what Dawntrail’s AST rework could look like, I went ahead and put together a possible alternative card system that could solve some of the issues with AST’s current design. Astrologians are able to buff their party’s damage through single target Cards and an AoE Divination. So you need to wait 15s Thirded. The crossed swords indicate the card will buff melee or tank DPS. Royal Road, turned cards into effects. The Spear and Bole can safely be burned for Extended and Enhanced RR buffs, respectively. forcing the SCH to do some of the BLM big-brain stuff and work out when AST Card suggestion. I am a SCH player, so my opinion on AST changes probably dont amount to much, but I think some cards should, 1 - make it so damage done by the character heals them, like bloodbath. The cards are so AST Card Buff Timers Mini-Guide. Show 40 post(s) from this thread on one page. Really hard to beat the damage utility they get and both healers can easily heal anything with the AST buffs As someone who played ast before and after the changes, you really aren't missing much. We skipped an entire phase. Old Noct AST main here. Protect also doesn't stack, so only one person needs to cast it. That said, in 24 man content, unless you are looking to rez people, your healing is almost always going to be your 8 man group first. If you have 1min jobs in the party every other card gets tossed their way as its just going to increase the ast's rdps. Giving BLMs Enhanced Arrows and BRDs Extended Spears for more procs was so much fun. Typically, the only time I'm clicking off the boss is to put card buffs on people (only AST has to deal with this), refresh regen on the tank if they don't have enough sustain, or for tankbusters (putting mitigation on before and/or healing them up after). Keep in mind that Astrologian openers are somewhat flexible, and can be adjusted based on the context of a fight, or any given burst window. Bole/Balance made next played card stronger. It is intended to be well-suited for any player, and if you take the advice and techniques from this guide you should be able to handle yourself well-enoug The value of your card buffs can vary hugely (literally double in some cases) depending on whether you’re giving out cards during people’s individual burst or if you’re giving people cards when they’re in the lower DPS valleys of their cycles. The system they've showcased for DT is the best of both worlds. If I cast an AOE card, I extend the duration on my buddy the top DPS. Reply reply More replies More replies. But double weave AND d-pad to select party members for buffs during burst just seems impossible. I would have loved if they were more interesting/utility focused, like (movement) speed buffs, MP regen, stuff like that. Spires and Ewers will have their mileage vary depending on party comp. It burned the card in the Play button and turned it into an effect that would be applied to the next card you play. Which could be an interesting idea. Buffed cards are going to make a huge difference, but I don't think we're working toward a scenario where AST is looking to replace SCH. The only thing you really need is fast hands to be able to switch from player to target AST card system idea. In an 8 person party, in my experience, I'll always be feeding cards to the top two or three in enmity. But yes, the card buffs are insignificant to say the least. Damage taken/given, TP/MP reduction, Action/CD timer Also, given the nature of the RNG and the design of the card system, I feel like the buffs should be thematically "flashier" and have a bigger overall impact on the course of battle. Set cannot be placed on the hotbar. Card buffs. Specifically for prog, whm is more comfy plenary indulgence is a very powerful ability and worst case scenario, you do have access to cure III. This new card system is absolutely chaotic in a way it makes me feel like it's the busiest healer in the world, yet those card buffs I threw out gives so little that I feel like I actually would've contribute more if I just dps during the time in dungeon. Made it substantially more difficult. 10-08-2019, 01:03 AM. This shows huge discrepancies between healers, with AST far behind. From there modifying Divination and the job gauge to account for these changes (for example adding more DPS buffs based on how if a RR-augmented card has been used three times) may ensure the best of both worlds. For "all cards gives you a small damage increase" you might as well of just remove the card system in general and replace it with a single buff at this point. Arrow is amazing synergy with both tank self-healing, and with SCH adlo spreads. Saying AST is better because it has buffs isn't necessarily true. This new version of AST feels so bad. PSA: Look at the border colour of AST cards, if they are blue then the card is for Melee DPS and Tanks. 02-12-2020, 11:23 PM. But it's a timed buff. What The card buffs are not strong enough to make up for the dps loss, so you see the dilemma. In my personal experience WHM/SCH currently is far better for overall party DPS than SCH/AST. Archived post. AOE Balance/Arrow in leveling dungeons because of * Reduced potency * Little things like getting it up BEFORE SMN applies buffs, or all it does it buff Ruin Also, the cards that you royal road to aoe (spire and ewer) can be more powerful if used for MP/TP restoration in 4 man content rather than royal road As opposed to, for example, keeping track of other buff windows, like AST cards, for example. The new system revolving around seals I feel is fine, however the card effects themselves lack any kind of diversity. The recast time does not turn back to normal when The Spear buff expires - it's just the tooltip updating, the cooldown remains reduced if the skill was used during the duration of the card (but I'm sure that last part is obvious). DT AST took away nearly everything i loved about EW AST. With Balance I usually have a quick look at the DPS buffs on my party list. Having dnc partner or . Navigate to Plugin Settings > Custom Party Overlay. That being said, I just started running UCoB as AST and there's parts where it comes in major handy, like (Nael divebombs for example. With that explanation the category of abilities removed and the associated impact on ast cards in no particular order. . Additionally, card buffs are no longer instantly applied. I have my DPS arranged so higher priority melees go to the top and higher priority ranged go to the bottom. Overpower ALL the things! /party Arrow speeds your attacks and Balance increases their damage. 852K subscribers in the ffxiv community. 4. The first looking for the optimal target with each In Dawntrail, all healers are recommended to early refresh their DoT in buffs. So for say BLM, that would be enochian, AF/UI, Fire/Thunder procs. Ewer is a card I toss on my co-healer as an insult to their MP management, on DRK tanks, or on SMN. Since buffs are multiplicative and most jobs' damage increases in buff windows, this gets a lot more value out of the cards. Now if you take note of the buffs you only have two different buffs spread to 6 cards. I'm fucking ecstatic. I really really really don't like what they've done to ASTs cards. I've seen some controller macros but haven't explored enough yet to see Somewhat minor, but there have been times when a co-AST single card buffs a party member (say, arrow on a BLM) and I have an expanded balance ticking. 1 would have to bring sweeping changes to AST but I just don't see it happening. That way, buffing the right class is only a matter going in one direction or the other. except perhaps BLM's MP usage. The OT said "without the cards, who has the better toolkit", and the answer isn't AST. 2 - reflect damage taken back to the target (hello tank buster), 3 - cause characters attacks to possibly add a random debuff (like mute, poison, or blind, or lets see a petrify on an e12s raid) AST can do what both SCH and WHM can - but stronger, faster, and with card buffs. The card buffs are not strong enough to make up for the dps loss, so you see the dilemma. You also have card buffs and seals to learn and keep track of (if you find that fun and challenging, this is a plus, but could otherwise make learning healing harder). Bole: Spread >Tank> 'Expanded' Buff if AOE damage expected > Burn (if in spread) Balance: Same as Bole, just replace tank with Melee dps. What if Limit Break generation isn't an issue? Posted by u/razzker - 7 votes and 51 comments I have found the changes since ShB to AST’s card gimmick frustrating and difficult to utilise in a way that feels fun as a controller player. Melee cards on Melee DPS and Tanks Ranged cards on Ranged DPS and Healers; Buff your Divination with 3 unique seals. AST has a buff that is given to one person and whoever the AST heals that person is also Absolutely not. AST+AST is an idea I'm toying with in my head. They have buffs because they do far less personal damage than WHM. The main reason why the card system was changed in ShB was because AST was just too inconsistent. Jump to page: 02-12-2020, 10:57 PM. 2 shield healers is good. This is what I expect to be considered the "optimal" healing comp in 3. Thats easy so lets take into account that ast is also losing collective in its current form so with proper pre pull card selection you start off strong with a aoe balance for 40 seconds that beats out 6 mins worth of Divination hands down, Now you have about an very high chance to draw another aoe card to combo with the spread slot dps card so On AST cards, AOE vs others. Though, there are a few exceptions (Eye for an Eye stacks iirc). Cards are very simple to use now, as the targets are narrowed down to two inherently (the two melee DPS or the two ranged DPS). Functionally there's no difference in current AST's card system compared to the old card system, except you can't ever TBH, I think the inability to remove cards from buffs is an intentional design choice meant to nerf your ability to provide quite as much utility, as a way to bring AST closer to the other healers' levels without changing the other classes too dramatically. From my experience, most players know roughly what it is about when they get so and so buffs from AST nowadays, and really, there isn't anything specific that they need to do differently to make use of the buffs, except perhaps BLM's MP usage. Casting Collective Unconscious in Nocturnal Sect also places a 75-potency shield on all affected party members. The only card I almost exclusively Astral Draw gives you a Melee buff, a healing increase buff, a shield and Lord of Crowns (damage Minor Arcana), while Umbral Drawn gives you a Ranged buff, a damage reduction buff, a regen and The cards you draw replace their respective Draw actions, and you have to deal with what the cards give you. Casting cards is almost like adding 2-3 different oGCDs to every member of the team. AST gets caught in a horrible place because the RNG is tied to their raid buffs so if they don't perfectly account for RNG, or make the cards basically just aesthetic as they always do the same thing, the chance of AST either being too weak with the RNG making it completely unreliable if it needs good RNG to reach the levels of the others, or AST, SCH, Sage, and WHM should all be different and should benefit the group in different ways other then just plain healing. -Lord of Crown = Set a card face down on the field. now it's just another healer that puts me to sleep. They've removed one of the most unique systems of the class "Royal road" something that allowed you to combine cards to get different buffs. Hey, long time lurker, posting my way of using cards and why. The riddance of the 2min windows would allow once more for jobs to create 30s, 60s, 90s, 110s, etc windows and personally, it feels much more interesting to interact with that. Enable the “Custom Party List” overlay on the Overlays tab. 33 votes, 103 comments. This is why "stronger card buffs" won't work - there's a possibility that you could Draw 4 Balances in a row, and if the potency is upped to 25% damage up that's just insane. I don't use AOE Balance/Arrow in leveling dungeons because of * Reduced potency * Little things like getting it up BEFORE SMN applies buffs, or all it does it buff Ruin * It's easy to get something like Enhanced Balance on one DPS This deliberately excludes buffs like cards and Chain Stratagem; the only things that count on this chart are your own spellcasts. In addition Collective Unconscious provides BOTH buffs. And that's why they'll keep changing AST. SCH for a more complex healer but easier time once you master it with party buffs and damage AST for a difficult time at first and a average time once mastered, weaker heals and stances but card buffs that imo sch gives the same buffs. It's either guaranteed or nothing. as long as one of those buffs is "damage up", that's the one you want every time. Same with Stoneskin. Any Redrawing is done specifically to find the correct seals, but doing so is a much simpler matter than properly managing card RNG for old AST. Everything but the flat damage buff was either situational or totally worthless, so the card system wasn't 'get one of six good cards', it was 'draw The Balance or one of five bricks'. This requires quick decission making as in: Draw a Card, think about what effect it has and what you do with it (this will be quite a time sink in the beginning, but gets better when you are used to the Cards). useful and felt useful when done right which is something the game lacks- visible feedback that makes it feel like your buffs are doing something As a healer main, you don't really have to individually click on people that often in high end content. On AST cards, AOE vs others. So really, for when to give the card buffs is something you have to learn. WAR: Astrologian Cards Simplified *Symbols - Removed the pictures, and replaced them with more simplified symbols. AST Card Goals [Discussion] Just wondering what the cards people go for when Shuffling and burning with RR. New comments cannot be posted and votes cannot be cast. WHM still does it better, but its not AS dominant in that domain. In order to do this, you need to take quite a few things into consideration. 8 man). healing comp atm. Players were getting not only each other's buffs, including "combo continuation" buffs like Sword Oath, (as well as losing them pre-emptively, breaking combos and such) but we were getting buffs that weren't even from jobs in the party, such a WAR and BRD buffs: Surging Tempest, Nascent Chaos, ADPS is how much damage you did counting party wide buffs but removes single target buffs like dnc partner/ast cards/drg tether. So make sure you wait till the next day. 02-12-2020, 10:57 PM. 2). A player can only receive one of each AST buff, but may carry any number of different AST buffs simultaneously, even from the same AST. Thing is, if the players in your group are garbage, then holding cards won't do much for you in my opinion. At level 92, Astrologian gets Oracle, which is a follow-up ability that can be used within 30 seconds after activating Divination. I try to extend the duration of card buffs when it really counts. SHB- honestly this was the best iteration of the card system, rng rarely ever screwed you over but the class was a little plain in utility options. Every card you use incorrectly or don't use at all is thirty This is correct. A chaotic good AST will use the cards on themselves, a chaotic evil AST will just draw cards for mp. Spire/Ewer turned next played card into an AOE, but the card’s potency was halved. I want something with good damage AST is the opposite - healing must be planned in order to get the most out of macro and star. And the new NDPS is literally just how klmuch damage you did not counting any of the 7 other people there. When you can have the main healer provide great buffs while still keeping the party alive, and your off healer doing great DPS and providing shields, I think it'll be a bit nuts. Rather than giving the cards more "oomph", as the OP put it, there simply needs to be a stopgap in place so there is some measure of reliability. The current method of draw, select, apply, draw, select, apply etc is a chore at higher levels and makes the job feel a lot busier than it really is. AST cards are far from being able to make up for that DPS loss. CO has an unfortunately very small range, so this is important. Card RNG was always something AST had to deal In my opinion, the current AST's whole DPS card kit has its ups and downs. But even with the balance buffs, other cards have their uses and you should keep an eye out for them instead of instantly redrawing all the time. 0. Go into thrall stats. ~ Having said that, there are times when you might want to wait to use a card. 5. With some conductive paint and a HID I hooked up my duel disk so it can interact with Yugioh cards. Where it was the hardest healer to be, but the most rewarding and fun. There's nothing to burn them on for DPS. it's just /partysort and put the numbers you wanna swap after that. After buffs, AST can be used very effectively in progression settings as well. It is also worth mentioning that because of how short the malefic spell cast is and with card playing being off the GCD, you can actually target someone and play a card at any point during a Malefic cast and have the card queue up and play the exact moment the server tick reads your 15 votes, 104 comments. Seen a few folks express their disgust in the idea, but I haven't really figured out what the problem is with having AST cards being GCD skills. Reply More posts you may On AST, you do the same but additionally juggle the Card Buffs as well. I think we're going to run into AST replacing WHM. Arrow/Spear made next card’s effect last longer. An AST playing more cards effectively is better than an AST not playing anything cuz they didn't Draw a Balance in their past six or seven Draws. Hello, I'm a DRK / NIN main, but id like to have a high level healer at my disposal. Dude went from full to just above half health is 12 seconds. When an AST draws a card it should be the defining moment of the class, not the point where someone gets a short buff that helps but ultimately doesn't compensate It's really just practice. For clarity, The Balance and The Spear are not being used on you. (For example, PLD has the Oath Gauge that can be used on Holy Sheltron, WHM's Healing Gauge can be used for the few times you may need heals to feed into Misery, RDM has the Balance Gauge that So, upon looking over the pre-release info on all the job changes, I found that the only one I was disappointed in was AST, more specifically the card system. Honestly it’s just a muscle memory thing, just keep practicing dropping a card buff and retargeting ASAP. Reply reply Balance, Arrow, and Spear give higher damage buffs to melee dps and tanks, and Bole, Ewer, and Spire give higher damage buffs to ranged dps (both magic & physical) and healers. While the other 3 cards were pretty much useless outside of rare and specific The way AST’s kit currently works rewards you using your cards on CD at 80. Pew Pew Harder! /party Bole Astrologians are able to buff their party’s damage through single target Cards and an AoE Divination. WHM is better than AST in nearly every possible way. Divination has a 120 CD so if you’re hitting cards on CD, that’s enough time to get all 3 seals up plus a minor arcana that would be on the same timing as divination. Ast is somewhat busy with its card mechanic, yes, since generally it is a quick series of ogcd abilities and decisions. X had the same 30s cooldown for everything, so you would still rotate around 30seconds cycles, which is the timeframe of most raid buffs. My complaint is predominantly in 8-man content. And this is just the break Had a thought for an AST rework and wanted to get some thoughts on it. Look at bonus strength dmg at the bottom. I have been playing AST for a month or two and I feel as though my card game is getting more on point. On the other hand, AST has some superb attribute: 1), Highly versatile. So Opener The most up to date Astrologian opener(s) can always be found in the #ast_resources channel on The Balance Discord. The 20s/2min shit should just go, needing to sync your burst with others is annoying and restricts job design massively, making all jobs feel similar. There is endless optimisation with cards too so it can be really rewarding. Hello, I played AST as my main job from patch 3. AST Card optimization [Discussion] Hey you quality AST players out there -- in what order do you draw/redraw/sleeve draw when they are all available? Also, say you draw a Ewer/Spire with your first draw, do you royal road it immediately or do you redraw hoping to get a balance since it is the more rare card? Damage buffs like 5% from cleric It should be much more active for AST gameplay in throwing cards out. Card buffs last 15s and there are at least 6 GCDs in a 15s timespan, so if Draw cost a GCD the break even point for a solo card damage buff would be 1/6 or about 16. WHMs and SCHs can heal more efficiently and less often, letting both DPS more, and since they both already have higher DPS output than ASTs the difference that cards make aren't enough right now even with good RNG to bring them up to the level of WHM/SCH. While I'm neutral on Divination now being a flat buff with no setup required, Astrodyne and the process of getting seals feels much less interesting or impactful. While The Balance is the strongest card an Ast can get, the other cards aren't bad either, it's just about knowing who How long are the card buffs given by this modified AST? Every other job in the game has some form of main gimmick that is viable to use in solo content. A lazy AST will pick 2 people and they're the only ones to get cards. the new cards aren't even that cool; they're just single-target mit, so they would mostly go on the tank anyway, tanks Balance: Usually give to highest DPS if I'm parsing otherwise just rotate around the DPS, prioritizing anyone who has buffs up. Keep in mind, however, that if you fail to extend both your buff and your target's, both buffs will fall off when one of them does. A normal/extended card wouldn't overwrite an enhanced card and an expanded In the end, AST's cards being RNG buffs will never fit into the current combat design. AST potential is higher than whm in both healing and damage if your group is good enough to capitalise on the ast buffs. This is the Basic Guide for Astrologian. IMO raid buffs should all be either single-target & short cooldown like AST cards, or they should be small buffs with 100% uptime like BRD songs/dance partner. However Lord and Lady are "other" effects as options straying from the primary theme of cards being various buffs. Examples: tossing a bole on a party member with vuln stacks, giving ewer or spire as needed to allow Those only extend the timers on buffs the AST placed (shield/HoT/Cards). Spear just requires some sort of collab/pre-emptive to get the best use, but it is still helpful. They have strong heals, regens, OP insta shields, and strong party buffs. essential dignity is powerful in low-level dungeons. Like when there are gaps during Ok we all know that ast card system is too unfairly flat and busy and needs a rework, so here’s mine: -play: Max three stacks -draw: it auto draw the card every 30 secs and place it on play (during fights); Cards: -Bole/Balance: dps enhancing buff for 15 secs (bole for ranged/balance for melee) -Arrow/ Ewer: speed enhancing buff for 25 secs (arrow for ranged/ AST cards are now back in the status bar, here are the undraw card macros that you can use instead of the skills! Hoorah! Card skills are back in the status bar. AST was flawed from the start because unique buffs and RNG draws are anti-synergistic. I believe the core design of AST has been removed and replaced by an awkward and clumsy feeling design which only superficially appears similar. As a fellow AST this is my chain of commands I use. Although you should get into the habit of playing them reasonably fast, as that will line up the buffs with other jobs better. This is the most easiest way to remember the cards. To optimize theses buffs, different conditions must be met: Cards must be played on the correct role for maximum damage. Very rarely give it to a tank unless it's a bad PUG and they suck at holding aggro and need the boost. and pretty glam. AST gets a huge portion of its damage from the cards it gives to other players; without someone to take the cards, AST falls behind. The bow and arrow indicate the card will buff ranged and healer DPS. 0 ast's card and seals rework, its main mechanic, has turned me off from playing it often in high I mean, nerfing balance to 4-8-12 rather than 5-10-15, while buffing every other card AND adding the seal system, which is pretty well thought would have pretty much fixed it. I miss old AST cards I don't care if it was a nightmare to BaLaNcE, it was fun. That's busted as hell but the healing! AST is just much more busy with cards, bombs, horoscope and divinations. So if you're getting a card, the AST is probably extremely concerned too, haha. 5, up until 5. worst thing is this is the expac where time dilation was removed- It extended the duration of all the buffs astrologian applied (it needed to be nerfed to exclude the card buffs since it was never AST cards are now back in the status bar, here are the undraw card macros that you can use instead of the skills! Hoorah! Card skills are back in the status bar. and restore the AST's abilities to extend buffs via Time Dilation and Celestial Opposition (and restore CO's stun, which should have never been AST Cards . req & monkey flip dont play & most the ranged jobs don't have a very strong 1m window in comparison to their 2m window. Lightspeed is literally a part of your opener/rotation, used to ensure you can throw out cards during burst properly. and restore the AST's abilities to extend buffs via Time Dilation and Celestial Opposition (and restore CO's stun, which should have never been I've always wanted the AST to have a duel disk and found my old one in my closet. Abuse this to extend your potion duration, cleric stance, lightspeed, largesse, any regen given by you (even collective unconcious), eye for an eye and most importantly lucid dreaming. AST+SCH is probably the most DPS optimal and boasts superior mitigation. Zanimar 7 years ago #3. Because of cards ast will always be good for farm but with recent buffs ast is on par for prog. Astral Draw gives you a Melee buff, a healing increase buff, a shield and Lord of Crowns (damage Minor Arcana), while Umbral Drawn gives you a Ranged buff, a damage reduction buff, a regen and This is a tool to calculate more optimal targets for Astrologian cards in Final Fantasy XIV. and restore the AST's abilities to extend buffs via Time Dilation and Celestial Opposition (and restore CO's stun, which should have never been AST is a very mobile healer that buffs through RNG cards that is versatile in both regens and shields (although Diurnal is better). If anything, AST's current opener introduces some RNG to the timing/efficiency of Divination. Good ASTs can contribute a lot of rdps. SCH can be replaced, but at the cost of almost all combined healer DPS. It gave AST something to juggle and felt satisfying to use. AST/WHM comp can overcome the lack of things a SCH brings, but the number of GCD to use in order to do that almost completly eats all of the DPS windows available. I think the non damage cards are kind of useless, AST already has great single target tools. Their dps game was a significantly less interesting than SCH and WHM: Combust 2, Combust 1, Aero 1 and Malefic 2 on single mobs, or Gravity Spam in Groups, but they also seem to be getting something new with the Ripped straight from the balance. ShB addressed the "balance fishing" issue by simply making all The remake of ast better be blowjob levels of good because the card buff killing was shit enough, it better get something interesting to make up for how utterly smoothbrained this class is going to become without the modicum of brainpower to decide between noct/diurnal. Page 1 of 2 1 2 Last. Here's a quick explanation: Whenever the user draws on the duel disk it So, many AST want the old card system to be back in some fort. Cards in 4. I personally go for a Balance to hold or a Spire/Ewer to RR off the bat, then the one I didn't get as a second. Those players probably won't care for buff alignment and other stuff too. As a sidenote, I also don't like the separation of the seals cards from the Lady/Lord cards. 6. Grows in strength and buffs all party members in range with the drawn card's effect (enhanced) and a single heal after timer expires The card buffs are not strong enough to make up for the dps loss, so you see the dilemma. Balance,Arrow,Spear Increases damage dealt by a party member or self by 6%(8% lord of crowns) if target is melee DPS or Tank, or 3%(4% lord of crowns) for all other roles. Same reason why DNC has the same buff % as RDM, DRG having the same buff % as SCH, etc. So, 6% and 8% damage buffs for 15 sec feels super lame and boring (at least for me) I hope its not too op, but I think since ast is a buffer healer, his buffs should be strong AND different. Just aim for spread balance and dont worry about a card guide until you get SB ability that lets you turn a useless card into a heal or damage ability. I think a card's relative strength should take priority between 2 ASTs, ie: Expanded < Normal/Extended < Enhanced. AST has the card minigame where every 30 secs it can give someone a card which increases there dps like 6% if given to the right person. If you're actually gonna use it, By complete accident, the party got super buffed. Instead, when you give a card to someone, that card sits on them until you use a new action to detonate the effect. AST Card suggestion. Ast's damage buffs put it in an area where it can compete with whm, move more, and still has cards and then ground effects now apply instantly and linger for 5 Rethink raid buffs. Both of these are good for 4-man content. [Discussion] Hey guys, long time lurker, great subreddit. Balance now also affects healing done, by 6%. Cards Buffing is AST's bread and butter and learning how to use the cards is a must! Basics ~ Draw and use cards whenever possible! Even if you don't have a Royal Road up or Spread/Shuffle are on cooldown. Once you've given someone a card it doesn't really matter, as you can see they have a card buff, so I wouldn't worry about tracking who you've given one. The card effects are mostly for single target. 3 Cards (Damage, Defense, and Haste) have gotten their duration doubled. These buffs are huge and will make anyone who plays AST happy. Disable any components you do not want (possibly all of the others if you aim to augment rather than replace the in-game party list). the first thing they tried to fix it was to homogenize the cards, and now EW AST has gone about as far down the "RNG with same cards" evolutionary branch as it can go. It enabling free movement is a secondary gain. 0, since you can't see the cards of the other AST, you basically had to hope you didn't overwrite each other's buffs in a Especially if you look at logs and see the amount of dps a good AST does and brings to a raid. A community for fans of the critically acclaimed MMORPG Final Fantasy XIV, which Biggest issue I have are the cards. I've seen and heard of a lot of Astros dishing out expanded spire or such to just the tank simply because they don't want to lose the card, I think that people have forgotten that we can right click our royal road buffs on our status bars to cancel them at any time and gain the default effect of a card. I exclusively played it in progression throughout Deltascape, Sigmascape and Alphascape Savage and have tried AST in every Eden Savage fight. The buffs to Noct AST shore up WHM's lack of mitigation. (as long as any exist) Now that buffs are ~20s long, the math has dramatically swung in favor of Here is your handy guide to the AST Card draws! /party Ewer reduces MP costs and Spire reduces TP costs. You weren't "managing buffs", you were playing rng every 30 seconds hoping for, basically one card (Balance) to set up your best actions. It is a targeted oGCD ability that deals damage with a potency of 860 to the target and all enemies within 5y of it, with no AoE falloff. A good AST will know their party members burst areas. 07-08-2019, 04:52 AM. [Discussion] I saw many new AST struggle with card buffs, so I thought I will put this out there. You can only have 1 astral card and 1 umbral card on any given person at a time. HW/SB AST card system was about as fun and engaging as desperately needing to take a dump, but not being allowed into the Bathroom until you roll two 6's in a row on a D6. AOE Balance/Arrow in leveling dungeons because of * Reduced potency * Little things like getting it up BEFORE SMN applies buffs, or all it does it buff Ruin Also, the cards that you royal road to aoe (spire and ewer) can be more powerful if used for MP/TP restoration in 4 man content rather than royal road In ShB, while it was busy, I had a relatively good flow managing the cards and overall control. ) They also don't seem to be factoring in single target buffs at all for this, so AST cards aren't going to matter (even though you could make a legitimate argument that AST is still losing rDPS value from cards in a 4 man party vs. However in reality all we were doing was fishing for AoE Balance/Spear. The other buffs are still great. AST should buff the party with their cards again, with more than just damage buffs but also MP Regen and Healing and Tanking buffs like it used to. The basic rule is: HoTs stack, everything else doesn't. *Colors - Changed the glow colors of the cards as well to indicated which seal the card will grant. Share Sort by The next effect of these themes killed the majority of the ast cards before the rework mopped up. Fights with a heavy component of intense party healing are still more suited to the WHM toolkit, and the biggest reason for the AST to be the meta healer, and you said as muchh, is the card buffs. I was a fan of ShB AST. Cards are always a bonus. If I see something like DRG with B4B up, SMN in Trance / 3 current stacks, etc It makes sense if you played Astro during HW. Hi, I miss Noct stance, haven't even removed it from my bar. Spear isn't that great when used as an AoE royal road but as a boosted or even just regular one it's a pretty damn good card. Also keep in mind that you don't have to play each card immediately, even under sleeve draw you have 30 seconds to play your first 2 cards and can theoretically hold onto the 3rd card forever. Also more potency into the divination follow up. The Pros: It's good for raiding, it has a high rDPS. I am, suffice to say, not the most pleased person ever with the current state of AST cards + the removal of royal road. What they are suggesting as spear extending the timers of the players buffs. Imo as an AST main I think our card buffs should be party wide. This is generally my playstyle and it In SB the AST cards all had "unique" effects. The Balance, when activated grants a 10% Determination increase for 15 seconds. Reply del1verance Covfefe Twittertweets on Brynhildr Am I missing something on PVE AST while leveling it again? I've had people commenting on how I rarely/never use AOE now. This is broken down into two different searches. 0, since you can't see the cards of the other AST, you basically had to hope you didn't overwrite each other's buffs in a After playing WHM in ARR I mained AST all the way through HW and SB, but took a break before the last few patches of SB and didn’t return until recently. Enable the “Custom Buffs” component. It was tight, but I felt I could have been solid had I pushed more than SCH. The main request is that the current and upcoming card system fail bland as opposed to what we used to have, various effects depending the card we would draw. One of its big mechanics is of course its card system and giving buffs through them But what if they also healed as well? Could be like a small-ish AoE heal, centered around the person that you used the card on, same sort of heal % as the combat bonus boost perhaps? Astrologian receives a few new and upgraded spells and abilities along the road to level 100. Card buffs, spell buff, and party members burst/self bust ready. Arrow: Same as Balance, but prioritize BLMs, MNKs, and NINs. The end result in terms of rDPS output should be pretty much the same, the action of drawing random cards for targeted buffs is still pretty much the same, but it's more streamlined and less clunky. Switching between Diu/Noct stances allow you to pair with any kind of healers or to be useful in any kind of raids. AST card use hierarchy. 6% to the preferred role vs 3% to the others. AST is dead since 3. Printable View. ewhknao wxkfw cdij iauee ngwb pho vraim inlio txifv cvker