Pretty sure it's just based on level. It restores 133 MP regardless, Flash costs 212
Edit: Derped on Flash cost.
Pretty sure it's just based on level. It restores 133 MP regardless, Flash costs 212
Edit: Derped on Flash cost.
It's one of those standardized things based on level, like MP costs, MP returned on Energy Drain (266 with the x2 trait), Shroud of Saints' MP regen, songs*, etc.
*Don't actually know if songs are more/tick at 50 compared to 30/40.
How I'd tweak PLD:
Remove "no stance" since it serves no purpose. You are either in Sword or Shield and toggle like Defiance, also not interrupt combos. Shield Swipe off the GCD but shield oath only. This would buff MT damage and not be broken when over geared and MTing in sword oath. Add a conal attack, it could even have to be comboed but another form AoE damage. Lower Bulwark to 60 seconds. Getting hit while sentinel is up gives you a chance at resetting Rampart.
Why is there no 'discussion' on Scholar VS White Mage and what they can do with Astrologian about it?
Because healers aren't little bitches
haha exactly >.>
Although I am curious on how astrologian will play out. I feel like it'll be more of a buffing class, considering whm is like all the regen, and sch is the single target healing bomb.
Selecting "cards" to heal is most likely some sort of regen or some "shielding" mechanic like succor isn't out of the realm of possibilities, but I'm thinking its more or less some sort of buffing on the group, and somewhere between both sch and whm in healing. 6 different cards? so I'm guessing stuff like magic defense up, hp regen, random stuff like elemental defenses.
Hopefully, not like the ninjitsu and having to pick card combos, you just pick a card and stuff happens >.>
Randomly, more or less surprised smn's aren't debating about the 2 new pets they will be getting and their abilities (and how they will look possibly bad like the current other egis)
Its best not to read the OF, everyone will complain about anything and everything no matter how potentially retarded it can be.
By the way, anyone like me that does crafting/gathering wonder how those will change in 3.0? Will they get more Gp/CP? Even stronger versions of current abilities? New abilities?
Hoping they keep the current "one gear, for all" type thing going sort of because inventory for gear is kind of screwed without it ;/ (would love a multi purpose mainhand for all crafts...)
Thinking of you Gnomish Swiss Army Knife from wow
http://www.wowwiki.com/Gnomish_Army_Knife
it let you do several professions with 1 tool.
One gear set for crafts is nice that alone is worth investment into artisan gear, however I doubt we will get an multi tool given how game determines your class by what your main-hand is. As for crafting in 3.0 I can't help but get scared about it when I really think about it. 3star to 4star was a pretty rough transition for most when it came to crafting hate to think about such transitions at lv60. Didn't Yoshi mention something about considering crafter specializations somewhere? Ever since they added desynthsis they are giving off the impression they want to move players away from being omni-crafters that can hq everything by themselves.
Considering they said there would be tomestone system for DoL and DoH I would fully expect them to start gating their progress just like combat classes, likely forcing you to pick one to progress at a time.
I do remember that ages ago they said they're thinking about letting you only max limited crafts down the road
Yeah the tombstone thing will for sure "gate" progress, making early.. months? of 3.0 having specialized crafters and gatherers in fields. Although this will be nice for crafters as they will have less competition and can effectively charge out the ass for things, the average player... will probably not be able to afford the obscene prices >.>
Just as new gear per patch... everyone and their grandma can craft it, but it still sells for tons for a good week or 2, just imagine a month or 2 of certain things costing "a ton". Especially if the tombstones for gathering AND crafting are combined, effectively requiring you to make a choice between the 2 for tools to do stuff with. 50-100K HQ ores, ingots from BSM for 200K, intsertpossiblygoodalchemyitem 300K each for NQ (hey alchemy may one day have something useful again, like tawny latex sort of was)
I'm hoping its more or less "for gear" to help crafting (or more so to help people behind on crafting), and not a requirement that you "must have this item" to craft 5star, 6 star.. 7...8 etc
I hope whatever they do with crafting, they require you having Spura w/e to continue the next level of crafts and treat those main hands as relevant tools, because the amount of effort to even get one to have it be obsolete in 2, 5 Lv. quests would be stupid.
edit-
I think with the expansion they'll remove all the star tier from current crafting gear, add some lowbie easy to achieve requirements, and then assign a new set of 1* - 5*(probably to come in 2.5) for the expansion, shifting everything out of master and into a 50(M) tab
Well hopefully Astro isnt just a new card every 10 levels (to make 6 total) and you just perform the action with nothing shuffle/deck related. I'd rather a see a little bit of shuffle to it ala:
1) Press a button, start cycling through a preset card order that never changes.
2) Stop to select the card you need. Apply the action, then the card goes on cooldown.
3) Cycle again, starting at the last card used(which is still on cooldown because balance). Maybe make 1 full cycle take 2 GCD to punish players for not thinking out which cards come next.
So the "rotation" would be something like: Start the fight with #6Tower before pull for shield/armor->When fight starts, begin cycle, stop on #1Balance(next card) and give some sort of buff/damage-> Incoming raid wide damage, begin cycle, skip next card #2Ewer, stop on #3Bole for AoE Regen->First card is off cooldown-> Choose between #4Spear for damage (noone uses #5Arrow) or skip 2 for #6Tower again depending on if the shield/armor is needed.
All other basic GCD heals are "Star signs" and unrelated to the cards.
6 cards, 6 elements(that we've faced against in primals.)
Each card adds an affinity resistance to their cures and aoe potency heals, reducing the amount of damage taken from specific elemental attacks.
Their card deck could greatly support that.
Fire Water Earth Ice Wind Thunder in order of the image above.
Also after looking at the last card, anyone notice Fusoya?
I dunno, might just see a NIN-y healer where you have 6 card abilities all on the same cooldown (and one or more is a Suiton-like "use an out-of-combat in-combat", or turn a single into AoE or whatever).
Or I guess, more like XI Scholar than XIV Scholar is?
I know there was talk on making elements matter a little more.
I'm just really hoping its more engaging than just "spam applicable card vs x element duty"
Either FuSoYa or Ramuh.
I hope someone makes a Astroligan named Miss Cleo.
I seriously doubt they're going to make Astrologian's defining ability be interchangeable glorified barspells, especially in a game where elements don't matter.