Uh..wow. Didn't expect them to keep the cast time reduction.
Ewer seems to be restoring around 400 MP per tick as well.
Uh..wow. Didn't expect them to keep the cast time reduction.
Ewer seems to be restoring around 400 MP per tick as well.
It would be more with Celestial OP and RR buffs (or less, as well).
Do we have any word on the TP regen? I'm assuming we'll be burning Spire for RR more than Ewer, unless the TP regen is something crazy. RR into AoE for spire is still a buff to the card, IMO.
Spire was around 30tp a tic. Pretty sure it's still RR food.
how much total tp does it give? as NIN I much rather get the TP than attack bonus since I'm running on fumes alot these days
You two are a match made in heaven. When's the wedding?
50 AST now, entirely through FATEs, so could use a couple logic checks.
First, probably overthinking it but what is the ideal card combo to have for opening a boss fight? AoE Balance would be my first guess, but how about AoE Spear?
Second, card methodology in a dungeon or a boss fight. What's my angle? When do I want to Shuffle/Spread/RR something vs using it? My guess would be like
Dungeon: RR or Shuffle Bole (if doing small pulls) or Arrow/Spear(?), Spire on a TP job if needed for AoE, use Balance on demand. Ewer?
Boss: Spread Bole or Balance for tankbusters or burst phases. Maybe spread Ewer, or would you just use that? Do you even RR anything if it's a continuous fight, or just throw it out?
Had a random thought when I saw the thread bumped:
There should have only been 3 cards with 2 effects each (an Astral effect and an Umbral effect, bam) and when you draw the card you can choose which of the 2 effects you want.
Less RNG, same amount of variety.
Check please, SE.
Never spread bole or ewer. Five % DR or a low potency refresh aren't gonna help or save anyone.
Best way to start an encounter in my practice has been either extended bole/enhanced bole on the tank for extended dps uptime from yourself in dungeons.
For raids I'd try to get a spread balance + celestial opposition to extend the buff on everyone.
In all honesty, royal roading during a fight is personal choice and usually only happens during a spear or spire draw, but even those can have limited use. Everything else you either want to use or spread to yourself.
Honestly haven't screwed around with AoE Spear that much myself, as its effects are 1. not very noticeable to myself, unlike all other cards and 2. not retroactive on CDs that are already ticking down so it really heavily depends on what use you think you'll get out of it over Balance in a given situation. I think using Spear (aside from on yourself for your own recasts since you can actually control which abilities of yours are going on CD) probably would be best at the beginning of a boss fight when everyone is hitting their big CDs. It's easily the most misunderstood card currently and I struggle with its usage.
o_O
Granted when I spread Ewer I usually end up not needing it, and it's best for long and difficult fights rather than dungeon junk. But when you're low mp you have 3 choices. Lumi, Lightspeed, and Ewer. If those first 2 aren't up you really, really want to Ewer yourself. It helps. Whoever you're healing with will also be very grateful for Ewer if they're burning through their mp at a good speed. SMNs like it because free MP and it can help your bard keep songs up for a bit, but it might still screw with BLM math, not really sure on that.
Bole is amazing to have spread before trash pulls. Bole + A.helios + A. Benefic + time dilation on tank and you're good to dps for a while. Obviously you're going to get a lot more out of ewer or bole if they're extended.
Personally, and this goes for most fights, I'm usually gonna try to RR ewer/spire and spread Balance because it can potentially benefit everyone. Other spreads really depends on what you think will make the fight easier. But expanded Balance is useful literally all the time so unless I have some specific alternative in mind that's the combo I'm always going to aim for. After that, deciding what to shuffle is usually fairly easy if you have an idea of what you want/need.
RR during ongoing fights really depends on what card you pull when your RR recast is up and how long the rest of the fight is going to be. Obviously you don't want to RR near the end of a fight so it's just a little basic math to figure out rest of fight duration + card pull recast. All situational and based on your own judgment. I will sometimes throw out un-RR'd cards depending on circumstances (usually balance on highest dps or ewer on myself).
I meant spread as in the whole party as that's what thought he asked about sorry
SE kinda fucked up on giving us an action called Spread then making the RR effect Spread.
Ideal cards and what you get are usually so far apart that you really just need to get used to the logic behind it.
Generally though, all classes can benefit from Balance or Arrow. Along with Bole, these are the cards I primarily try to Spread (Balance/Bole mostly) before a fight starts. Doesn't really matter what RR you have generally unless you have the time to get something specific. For dungeons/4man I try to avoid RR AoE as much as possible, for 8 man it's a lot better but only if you can Balance/Arrow (and then you're going to use Celestial OP/TimeD anyway).
Balance on the best DPS, generally easiest card to use.
Bole on tanks (along with Regen and TimeD, gives you a lot of time to nuke).
Arrow on any class, even healers can benefit from lower cast times. I generally use this on DPS.
Spear on yourself or SMN/BRD (I haven't checked BRD or jobs with lots of oGCDs but I'd think it would be good for them) or tanks, generally you can't predict how people use CDs until you know the fight better so it requires a bit of communication for other people. On yourself you want to use it before you L.Aether, Celestial OP and Lightspeed. If you're hesitating with using it though just Shuffle or RR.
Ewer on anyone having MP issues, usually this means yourself.
Spire is good for any situation that relies on AoE damage, but generally better to Shuffle.
For RR during fights, only if you can't Spread the card you have and can't use the card you're holding immediately (getting balance before a boss goes into fuck you mode for instance). If there's something in that fight you know is troublesome I generally try to setup my Spread and RR effects to counter that ASAP.
So, I thought this was kind of hilarious more than anything but I just got kicked tonight from a DF Pharos for being an AST. The DPS went burn face on the first boss and we all died. I tried to tell them that you have to kill the adds, and that you can't really burn through that boss like others. The MCH said that I just needed to play a different healer class because obviously the problem is super gimp AST and not letting adds run fuck wild (rich, coming from a MCH). Mechanics are hard. Requeued and got put back into the same party. I laughed my ass off. I just thought it was hilarious that people actually have this holier than thou attitude towards AST. Yes, it has problems, but I love the job and it's definitely viable as a healer. Especially in a lv50 dungeon ffs. I dunno, I guess that was just my first bit of real AST discrimination. (Alert the tumblrz). Honestly, as much as people make fun of the DF this was actually my first really negative DF encounter in general. I guess I've just been lucky.
tbh tough AST sucks at lvl 50 dungeons compared to sch and whm. they have no existing aoe dmg form at that lvl ._. (unless you count blizzard 2 ¬.¬). I am fulltiming SCH again since i got it up to 60 2 weeks ago only had AST 60 and the difference is just insane on how much freedom i have to punch out DPS on SCH without worrying much
AST isnt bad but yeah... there is still something missing sadly that the card system isnt able to provide to bring them on an equal lvl as the other 2 healers.
Aside from that your DF group for pharos sirius was serously fucked up!