Ast card buffs The different amount of stickers, the more personal buffs AST gets. If you use 1 of each seal you get Astrologian can be a scary Final Fantasy 14 class due to its use of different cards to deal out buffs to party members. Show 40 post(s) from this thread on one page. 3 Cards (Damage, Defense, and Haste) have gotten their duration doubled. 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. But for the AST card buffs it does not seem grossly overpowered and using it In my opinion, the current AST's whole DPS card kit has its ups and downs. The buffs to Noct AST shore up WHM's lack of mitigation. 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 use. I think buffs to chance is not good either because rng. 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'. I've always wanted the AST to have a duel disk and found my old one in my closet. The Balance: 10% damage boost for 15 seconds. 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. 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 I've leveled every healer to lv80 so I've had experience with all three and I can safely say AST at the moment is bottom of the list and would never touch it again until next expansion. I think a card's relative strength should take priority between 2 ASTs, ie: Expanded < Normal/Extended < Enhanced. The only card I almost exclusively use as either a royal road or minor arcana is Bole. Astrologian has an anticipatory playstyle 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 WHM+AST combines WHM's superior AoE healing, Noct AST's superior single-target healing. Lightspeed is literally a part of your opener/rotation, used to ensure you can throw out cards during burst properly. Balance,Arrow,Spear Increases damage dealt by a party In light of the small AST changes coming in 3. What do you think about that? Something new in the document implies that there's another card that turns single target card buffs into AoEs. 1 sticker is buff 1, 2 stickers buff 1 and 2, 3 stickers buff 1 2 and 3. 21 damage instead of x1. The old cards would be so amazing to use in this Ripped straight from the balance. AST+SCH is probably the most In Dawntrail, all healers are recommended to early refresh their DoT in buffs. It seems Balance typically produce the best results. Posted by u/Asap_Corrin - 4 votes and 10 comments 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. While cards don't stack with other cards, cards do stack with Divination, so feel free to maximize your damage even further during that window. Eg: if you're buffing blm, hold card until you see them cast fire 3 to transition to astral fire. In ShB, while it was busy, I had a relatively good flow managing the cards and overall control. Anime Card Clash Traits Guide AST Cards . AST cards are far from being able to make up for that DPS loss. 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. This is what I expect to be considered the "optimal" healing comp in 3. 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. 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 (Ewer gave MP regen, Spire gave TP regen, and Bole was a single target damage mit). Balance now also affects healing done, by 6%. Set can only be used when a card is drawn. AST has a buff that is given to one person and whoever the AST heals that person is also These buffs haven't given AST increased efficiency. Divine Veil's buff was a step in the right direction, that is for whatever reason not reflected in the AST buffs. AST Card suggestion. They are 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. Casting Collective Unconscious in Nocturnal Sect also places a 75-potency shield on all affected party members. The cards are so 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. 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. This is generally my playstyle and it Am I missing something on PVE AST while leveling it again? I've had people commenting on how I rarely/never use AOE now. On the other hand, AST has some superb attribute: 1), Highly versatile. The point of the new cards is to avoid rng to damage. Printable View. 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? Especially if you look at logs and see the amount of dps a good AST does and brings to a raid. 2). More so when timed with other party buffs like foes hypercharge litany and trick attacks. the action of drawing random cards for targeted buffs is still pretty much the same, but it's more streamlined and less clunky. Others caution that it’s easy to slip into suboptimal AST Card Goals [Discussion] Just wondering what the cards people go for when Shuffling and burning with RR. All the cards have their original buffs now except there's no balance. AST+AST is an idea I'm toying with in my head. It should be much more active for AST gameplay in throwing cards out. 07-04-2019 12:08 PM #2. The synergy of healing + buffing is AST’s hallmark. Crushnight. 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 It makes sense if you played Astro during HW. Page 1 of 2 1 2 Last. Buffs do stack. ) Since you weave Play, by the way, that macro might be causing some delays for you. I try to extend the duration of card buffs when it really counts. Give SCH back their DoTs, Astrologian (AST) is a healer that draws inspiration from tarot and astrology, using cards from its divining deck to bolster its allies' damage and support them with defensive buffs. Here's a quick explanation: Whenever the user draws on the duel disk it 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. 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. Start playing Anime Card Clash on Roblox. I think "buffs" is referring to AST card buffs not the other player's buffs. In addition Collective Unconscious provides BOTH buffs. I'm fucking ecstatic. If I see something like DRG with B4B up, SMN in Trance / 3 current stacks, etc Melee cards convert to Lord of Crowns, while ranged cards convert to Lady of Crowns. This is the most easiest way to remember the cards. WHM doesn't have this. Perhaps putting all the damage into divination and making cards just pure utility might be an option. Grows in strength and buffs all party members in range with the drawn card's effect (enhanced) and a single heal after timer expires Astrologian receives a few new and upgraded spells and abilities along the road to level 100. Hey, long time lurker, posting my way of using cards and why. Otherwise, that would be insanely overpowered for things like defensive cooldowns and dps cooldowns. The cards have 3 types of seals: sun, moon, and star. As opposed to, for example, keeping track of other buff windows, like AST cards, for example. And this is just the break Posted by u/KendrikSergio - 11 votes and 141 comments 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 There are three kinds of rune acquisition buffs in Elden Ring - Gold Pickled Fowl Foot (+30% runes) - Golden Scarab (+20% runes) - Leaves of the Erdtree (+5% runes) The Leaves of the Erdtree is a random effect that can happen at night. 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. The OT said "without the cards, who has the better toolkit", and the answer isn't AST. 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. For clarity, The Balance and The Spear are not being used on you. What if Limit Break generation isn't an issue? The cards you draw replace their respective Draw actions, and you have to deal with what the cards give you. Read on. (10) Reply With Quote. The Balance, when activated grants a 10% Determination increase for 15 seconds. I try to optimize things for 'spread' to save valuable cards for enhancement buffs and how to get the most out of trash cards. Bole: Spread >Tank> 'Expanded' Buff if AOE damage expected > Burn (if in spread) Balance: Same as Bole, just replace tank with Melee dps. 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. I've seen some controller macros but haven't explored enough yet to see 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. Other cards require good coordination and timing of to Divination give a partywide damage buff dependent on the last three card you played. 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. Look at bonus strength dmg at the bottom. Shuffle can no longer draw the same card. -Set = Set a card on the field based on either Lord of Crown or Lady of Crown buff. On a healing side? Yeah pretty much lol, Plenary Cure III is still insanely strong but the nerf to Thin Air and the addition of Macrocosmos to AST has thinned the burst healing gap significantly, and AST continues to dumpster WHM in every other healing aspect. healing comp atm. It lacks WHM's AoE healing options. Your job is to defend your base from waves of enemies by placing many different So when an AST pulls a card, it can be one of 3 stickers. Every card you use incorrectly or don't use at all is thirty I really really really don't like what they've done to ASTs cards. I think we're going to run into AST replacing WHM. 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. 02-12-2020, 10:57 PM. We know for a fact that Balance is a 10% Damage Buff due to Try holding your cards until you know a strong attack is coming. 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. If anything, AST's current opener introduces some RNG to the timing/efficiency of Divination. Either all cards dont buff damage or they all buff it equally. The old cards would be so amazing to use in this Cards in 4. If you’re ready to prestige your favourite cards keep reading! This Anime Card Clash Traits Guide tells you how to farm rerolls, and what each Trait applies including buffs and roll chance. One of these cards focuses on damage enhancement, one In terms of buffing Bole, I imagine that the Arrow/Spear RR isn't best for this since you don't really need to AoE this skill, unless some boss has some hard to avoid AoE's or something. 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. If you’re a fan of anime-inspired Roblox games, check out our Arise Crossover Weapons Guide!. 3, I've been wondering what else they could do to make the job just a little bit better and strengthening their unique identity: namely, their cards. If you want to get good at it and not just level it to 90 you need to only pay attention to learning the card dump opener, raid buff sequence, to give only one card inbetween two min windows, to drop your DPS arcana during buffs if possible, to pop astrodyne in raid buffs only unless mana starved (somehow? However, card buffs last 15 seconds, and Draw's cooldown is 20 seconds, so you may draw your next card while the previous card buff is still active. Archived post. 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 Ewer is a card I toss on my co-healer as an insult to their MP management, on DRK tanks, or on SMN. It still requires the same number of globals for them to accomplish the same tasks, which was the fundamental obstacle for AST compared to the other healers. Before 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. -Lord of Crown = Set a card face down on the field. AST didn't changing gameplay wise but no goddamn balance fishers needed their damage buffs to pad their parses and SE listened to them giving us this piece of garbage Had a thought for an AST rework and wanted to get some thoughts on it. In order to do this, you need to take quite a few things into consideration. Casting cards is almost like adding 2-3 different oGCDs to every member of the team. 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 is a very mobile healer that buffs through RNG cards that is versatile in both regens and shields (although Diurnal is better). I have been playing AST for a month or two and I feel as though my card game is getting more on point. Now if you take note of the buffs you only have two different buffs spread to 6 cards. Posted by u/TaalKheru - 2 votes and 13 comments So, many AST want the old card system to be back in some fort. So playing 3 Balance and getting those seals would net you a Divination effect of boosted heals or AST Card suggestion. 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. (as long as any exist) Now that buffs are ~20s long, the math has dramatically swung in favor of Astrologian has four resources present on their job gauge: they are the currently held 4 cards from the most recently opened pack via Astral or Umbral Draw. 02-12-2020, 11:23 PM. 1 damage buffs, you deal x1. Like, especially for your DPS, once Sleeve Draw comes up you can probably pump out 3-4 card buffs on them and then stack it with Divination, while still giving them some nice 6% / 8% buffs while working up to Divination's cooldown It feels a lot better to me than just putting a Bole on a Tank sometimes AST is not complicated, is busier. In Honestly it’s just a muscle memory thing, just keep practicing dropping a card buff and retargeting ASAP. 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. ShB addressed the "balance fishing" issue by simply making all . During the first HW raid tier, it was very weak, but the cards got buffed and it outclassed WHM for a while, you always took I've always prefer AST to focus on buffing before dpsing, but not with this feels-like-nothing buff. In an 8 person party, in my experience, I'll always be feeding cards to the top two or three in enmity. How does one memorize what card does what? What The buffs to Noct AST shore up WHM's lack of mitigation. It was tight, but I felt I could have been solid had I pushed more than SCH. Examples: tossing a bole on a party member with vuln stacks, giving ewer or spire as needed to allow The AST's Divining Deck has 12 cards instead of just 6 (two of each card) in order to prevent players from thinning the deck in their favor. New comments cannot be posted and votes cannot be cast. The old cards would be so amazing to use in this Yes, because you're tossing out card buffs and doing way more oGCD weaving compared to the other healers. the new cards aren't even that cool; they're just single-target mit, so they would mostly go on the tank anyway, tanks AST, SCH, Sage, and WHM should all be different and should benefit the group in different ways other then just plain healing. This new version of AST feels so bad. [Discussion] I saw many new AST struggle with card buffs, so I thought I will put this out there. So you need to wait 15s All the cards have their original buffs now except there's no balance. Imo as an AST main I think our card buffs should be party wide. So you have to use the bole for defence buff, spear for crit, etc. AST+SCH is probably the most DPS optimal and boasts superior mitigation. This article will discuss how to get Traits, a list of Traits and their buffs, and answer frequently asked questions about Traits. This is used frequently to avoid filling your gauge with duplicate Seals that you don’t want, while providing slightly stronger buffs from the cards. Playing the new card will overwrite any existing card buff, so you should carefully consider whether it is worth cutting the previous card short. X had the same 30s cooldown for everything, so you would still rotate around 30seconds cycles, which is the timeframe of most raid buffs. After buffs, AST can be used very effectively in progression settings as well. Jump to page: 02-12-2020, 10:57 PM. 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. Very few instances you need to use bole, even in raid instances. 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. As a fellow AST this is my chain of commands I use. Set cannot be placed on the hotbar. So make sure you wait till the next day. DT AST took away nearly everything i loved about EW AST. Share Sort by Opener The most up to date Astrologian opener(s) can always be found in the #ast_resources channel on The Balance Discord. 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. At level 92, Astrologian gets Oracle, which is a follow-up ability that can be used within 30 seconds after activating Divination. Switching between Diu/Noct stances allow you to pair with any kind of healers or to be useful in any kind of raids. They just happened to have one of the best buffs in the game for all mages. Anime Last Stand is a ROBLOX-based tower defense game released on February 3rd 2024 with development as far back as March 23rd 2023. Card buffs. Functionally there's no difference in current AST's card system compared to the old card system, except you can't ever All the cards have their original buffs now except there's no balance. 2). CrazyAce. Damage taken/given, TP/MP reduction, Action/CD timer Unrelatedly, when damage buffs stack, they stack multiplicatively (IE if you have two x1. Really hard to beat the damage utility they get and both healers can easily heal anything with the AST buffs 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. Mitigations stack, shields stack and damage buffs stack. CO has an unfortunately very small range, so this is important. 4. In SB the AST cards all had "unique" effects. If I cast an AOE card, I extend the duration on my buddy the top DPS. The Pros: It's good for raiding, it has a high rDPS. With Balance I usually have a quick look at the DPS buffs on my party list. These buffs are huge and will make anyone who plays AST happy. 67%. req & monkey flip dont play & most the ranged jobs don't have a very strong 1m window in comparison to their 2m window. [Discussion] Hey guys, long time lurker, great subreddit. All of the old effects of ast cards would finally see more use this xpac because of how much more demanding healing is over just dealing dmg as healers. With some conductive paint and a HID I hooked up my duel disk so it can interact with Yugioh cards. Specifically, AST's Spear card has such niche uses that pretty much 90+% of the time, it ends up being RR fodder instead. now it's just another healer that puts me to sleep. Additionally, card buffs are no longer instantly applied. (and they did buff their own weapons with En- spells, but that was And then ofc Time Dilation, extended card buffs and Earthly star perfect for when you placed it too early and need to delay the explosion. 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. Traits can increase stats like damage, health, luck, and more. It enabling free movement is a secondary gain. 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. It is an extremely comfortable job for prog and weekly clears. 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 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. This is correct. Unless I reach that internal timer in my head from burning cards I usually wait out for a Balance. The way AST’s kit currently works rewards you using your cards on CD at 80. Biggest issue I have are the cards. 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. Definitely easier if you have act callouts for some classes, since buffing midori setsugekka on reaction isnt happening. To avoid frequent target switching while maintaining player buffs, there are really 2 options: make cards aoe buffs, or have some means of Spear is also awesome for MNK, but honestly, most jobs love extra crit. 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). 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. 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. The cards were way more intricate, wasn't just 6% or 3%, you had thing like spell speed, damage resist, reduced cast times. If you're on controller, it's even more APM-intensive because those card weaves on the melee require 4-5 button presses to select the right dps before getting the weave off. A normal/extended card wouldn't overwrite an enhanced card and an expanded 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). PSA: Look at the border colour of AST cards, if they are blue then the card is for Melee DPS and Tanks. Here is your handy guide to the AST Card draws! /party Ewer reduces MP costs and Spire reduces TP costs. But it's a timed buff. It looks like you're asking why can't you stack chain with ast cards, HoL with Missionary or critlo with TBN when you can do all of those. But double weave AND d-pad to select party members for buffs during burst just seems impossible. You can only have 1 astral card and 1 umbral card on any given person at a time. Go into thrall stats. less damage buffs, less card management, and outside of (the less fun) burst i barely need to think about anything. forcing the SCH to do some of the BLM big-brain stuff and work out when SCH can be replaced, but at the cost of almost all combined healer DPS. AST card use hierarchy. Instead, when you give a card to someone, that card sits on them until you use a new action to detonate the effect. 4. WHM does more personal damage in exchange for having a lower potential ceiling because of no raid buffs. 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. Community Note: Some players on Discord channels mention they love AST for the “mini-game” of card usage. While the other 3 cards were pretty much useless outside of rare and specific In Anime Card Clash (ACC), Traits are an important feature that provides unique buffs to your favorite cards. Posted by u/ionatia - No votes and 16 comments The Spear and Bole can safely be burned for Extended and Enhanced RR buffs, respectively. 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. The only things that don't stack are buffs that are the same and some SCH and SGE shields with each other. But if you have 3 of 1 kind of sticker (all moons) Additionally, card buffs are no longer instantly applied. View Profile It doesn't feel impactful at all to throw fifteen-second card buffs at your top DPS and Divination's animation doesn't have the same wow effect as AoE Balance had. An AST will always output a consistent amount of damage buffs is the idea. 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. Reply reply More replies More replies. However in reality all we were doing was fishing for AoE Balance/Spear. Both of these are good for 4-man content. 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. Overpower ALL the things! /party Arrow speeds your attacks and Balance increases their damage. 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. WHM still does it better, but its not AS dominant in that domain.
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