[FFXIV] Astrologian in Dawntrail: An Analysis and Thoughts

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  • Опубликовано: 7 авг 2024
  • Thanks for llamatodd for letting me use some of their footage! You can check them out in the links below :D
    This video is my thoughts on the Astrologian job going into Dawntrail, these changes are tentative and are subject to change, especially potencies so keep that in mind. We'll have an updated video after the release of Dawntrail when we have more hands on with the job.
    Llamatodd's Twitch - / llamatodd
    Llamatodd's RUclips - / @llamatoddtv
    Intro: 0:00
    Card System: 0:23
    Raid DPS Value: 3:18
    Oracle: 4:00
    Potency Changes: 4:30
    Helios Conjunction: 4:50
    Essential Dignity: 5:11
    Sun Sign: 5:38
    MP Economy: 6:40
    Overview & Outro: 7:12
    Twitch - / ffxivmomo
    Twitter - / ffxivmomo
  • ИгрыИгры

Комментарии • 322

  • @alchadylan4592
    @alchadylan4592 Месяц назад +171

    AST mains getting a new job each expansion

  • @Mad-Slick
    @Mad-Slick Месяц назад +69

    Just remove every ability and give AST a 78-card deck. Really shake things up.

  • @robsusername1042
    @robsusername1042 Месяц назад +9

    • Ranged card locked out of burst because it’s pulled on odd minutes
    • Holding ranged card is the dominant strategy invalidating changes that were meant to make burst windows less weave-heavy
    • Fewer damage buffs decreases incentive to play them on anyone other than the 1 specific highest DPS every cycle, removing choice and agency
    • Lightspeed still not a reliable movement tool
    • Lightspeed may still be required in burst windows
    • MP management not fixed for loss of cards and Astrodyne
    • Damage not necessarily compensated for missing additional cards from level 30 to current
    • No damage buff to Macro on the 94 trait despite it being a GCD attack
    • Curative and defensive cards overbloat ST healing utility with oGCDs at 30 while other healers wait until 86
    • Curative and defensive cards lose efficacy in most content as players learn mechanics and outgear content
    • Curative and defensive cards redundant as other roles gain powerful self-heals and mitigations
    • Curative and defense cards, unused, contribute to all healers still having no efficient way to dump excess gauge
    • Play I, II, III uninspired button commands

  • @Failingway
    @Failingway 2 месяца назад +132

    Can't wait for 8.0 rework! 😆

    • @RangerRobin0404
      @RangerRobin0404 Месяц назад +10

      Every single expac. I'm waiting for us to just straight up swap out the Sphere for a duel disk and say "the Allagans were duelists".

    • @wolframmm3
      @wolframmm3 Месяц назад +1

      ​@@RangerRobin0404 magic duelist, they shoot their sphere out like a sage, except they only got 1

  • @bigfoxki
    @bigfoxki 2 месяца назад +163

    Summoners: Hey, at least you got something new!

    • @rajabuta
      @rajabuta Месяц назад +2

      What? You don't like dragon with swords? 😂

    • @KDevilBike
      @KDevilBike Месяц назад +2

      I think anyone who is playing current summoner because they like it is not mad about it being very similar. 😅

    • @depoant
      @depoant Месяц назад +2

      Well copium enabling: there's a new dmg spell after searing light, a improved fester, a heal skill during solar bahamut phasr and it's nuke is 1700 potency...I can live with that, not happy, but I had worst before

    • @GerardSharkey
      @GerardSharkey Месяц назад +4

      Stopped playing after Summoner was turned into a kinder garden job. No signs of life to bring me back to the game.

    • @dragumkirisute1998
      @dragumkirisute1998 Месяц назад +7

      ​@@GerardSharkeydude summoner was braindead since 2.0... literally nothing new. Idk what your complaining about but summoner is actually a summoner. DoTs don't make a summoner, a summoner...

  • @c_huvaknunh9138
    @c_huvaknunh9138 Месяц назад +12

    I'm not a healer, nor an AST Main, but I said it before and I'll say it again. Heavenward AST was the most fun and powerful iteration of the job ever.

  • @GlovikXIV
    @GlovikXIV 2 месяца назад +6

    I’ve been refreshing your page since all the media tour stuff dumped for your thoughts on all the healers! Beyond stoked to see this pop up and can’t wait to hear your thoughts on the other 3 🙌🙌🙌 thank you!!!!

  • @riaayo5321
    @riaayo5321 Месяц назад +35

    My problem with this change is having Astral and Umbral draw on the same button, swapping cooldowns in the same way every fight. My initial assumption seeing this change before understanding how it worked felt exciting because I wrongly assumed we would have a choice of which 4 cards to draw and then could utilize those 4 as needed before the next choice.
    But alas... it's just always going to be the same thing, removing the choice of picking one over the other for the mitigation, or a heal, or the damage comp of your party, etc.
    Feels like a mistake to not let us pick every 60 seconds and just have them share a cooldown but be separate buttons.

    • @renatorazzino
      @renatorazzino Месяц назад +11

      I would personally love to see Astral and Umbral Draw have no CD outside of combat so we could freely choose which four cards to start combat with, and then build a rotation from there that's tailored to each fight and party composition.

  • @wulvve
    @wulvve 2 месяца назад +36

    I'm glad you showed the math on the MP. It was my biggest concern as soon as I started hearing that Astrodyne was no longer going to be in play - it's not a good feeling bottoming out in MP for just playing your job correctly. It feels even worse to meld piety for it, especially if you play multiple healers and the others don't need those melds. I miss sleeve draw. I also miss how psyched the static would get when I'd get aoe balance right before a burst window.

  • @zachsroomYT
    @zachsroomYT Месяц назад +5

    I think making umbral and astral draw into 2 separate buttons that shares CD and give MP on draw would be a good start

  • @Sylvie0512
    @Sylvie0512 Месяц назад +4

    i think it's so sweet how content creators are letting each other borrow footage from the media tour ♥

  • @marioman51
    @marioman51 2 месяца назад +64

    This is the first xiv content creator I feel actually accurately describe what’s going on with AST. It just seems so weird and odd. And I’m also imagining in general it’s rdps is going to feel bad with personal potencies not adjusted for the loss in cards.
    I’ve mained ast the past two expansions and I’m honestly severely doubting whether I’ll want to raid with it this expansion in its current state. They usually really good at listening to the community so I hope this gets the good kind of attention.
    Edit: to add to this, all the tanks got a super buff to their big cd that has some sort of healing effect, which makes it really odd/peculiar that AST has now all this single target stuff. It doesn’t add up well

    • @stebasteps
      @stebasteps Месяц назад +1

      I've seen people say there's only like 4 people on the job design team and none of them play healer. It's doubtful but maybe the encounters in Dawntrail will actually warrant that much healing.
      At the very least I expect we'll get some kind of adjustment in a 7.X patch like how AST was the inferior pure healer at the start of 6.0 and then got buffed to be the better one.

    • @CloudedInSanity
      @CloudedInSanity Месяц назад +1

      The rDPS is not going to feel bad, and that is the last thing you should ever worry about, because it always will and always does get balanced. It will outperform WHM in optimized settings, and if anything these changes means it will on average perform better in prog from a DPS standpoint. The job is fundamentally the same with a few less DPS cards, and now some utility cards instead. You will now be able to use Lightspeed for movement without anywhere near as much of a loss to your 2m window, which in itself is a huge benefit for prog.
      Not sure why any of this would make you want to switch off AST...

    • @marioman51
      @marioman51 Месяц назад +2

      @@CloudedInSanity you’re joking right? If they do actually make savage content more difficult and AST cannot come close to rdps of the other 3 healers it will not be wanted in those week 1 prog/week 2 prog first clears. Like I’m imagining a scenario similar to P8S on release where it was quite tight on the tank side and groups would only take gnb/drk because of it.
      If 1) we have to meld piety and 2) we have lower gcd potencies than the other healers 3) are missing rdps opportunities we had before, that’s just a recipe for rough early prog.
      Everyone has to pull their weight in savage prog and if you’re physically not able to or another job does it far easier unfortunately AST will probably get sidelined in PF. Will it be feasible? I hope it will be, but if there is a disparaging difference that’s not good and we should raise concerns so they do adjust and make it balanced.
      Also I’m fairly certain you’ll probably still have to use lightspeed in burst for optimal card output as Momo stated.
      I’m firm in the camp this AST rework made things worse and didn’t really fix anything that needed fixed.

    • @marioman51
      @marioman51 Месяц назад +1

      @@stebasteps yea I believe that’s so for the job design team. I hope encounters will be more healing intensive but that’s not been their trend.
      I only hope if enough raise concerns now they’ll make adjustments before savage comes out and AST feels meh in the first tier

    • @CloudedInSanity
      @CloudedInSanity Месяц назад +9

      @@marioman51 Where is this narrative coming from that AST cannot come close to the DPS of other healers? For the entirety of Endwalker AST has always outperformed WHM if played at a high enough level. It has always been that AST and SCH outperform SGE and WHM in terms of overall DPS in optimized settings, and I see no evidence of that changing heading into Dawntrail. In fact, AST is almost strictly taken to high end world prog groups over WHM because of this fact, and because they have a more flexible healing toolkit. P8S was an anomaly and the devs even admitted so, thinking it will happen again is just pure paranoia.
      1) I literally guarantee that your MP issues will be resolved come launch. They're not going to make it so that one healer has significantly worse MP issues than everything else.
      2) You have always had lower GCD potencies than other healers because you have rDPS.
      3) You have lost rDPS opportunities and you have also gained rDPS opportunities. Divination is now 20s instead of 15s which in itself is a large gain, but it is even more of a gain because with the changes in Dawntrail, almost every job now bursts over a 20s window. Not only is Divination longer, but every single job in the game has stronger abilities to throw into burst.
      WHM is easier than AST, that is the entire purpose of the job and it has literally been that way since the inception of the job. However in the right hands, AST is just more powerful. For a healer, of all jobs, to get blacklisted from PF it would have to be doing so obscenely awful that it just wouldn't happen.
      It will still be optimal to use Lightspeed at 2m windows, however the difference between not using it in DT, compared to not using it in Endwalker isn't even close. If you lose a single GCD because you used Lightspeed in your 2m window, versus using it for a heavy movement segment, then using it in the movement segment is a gain. Currently it's not even possible to desync Lightspeed from a 2m window.
      The only part of AST that got worse with this rework is if you really liked the minigame of Astrodyne. That's literally it... if you liked that minigame then I will agree, it is in fact a loss. However the removal of Astrodyne and the seal system is objectively healthy for the job. I don't think people realize the disparity that exists right now between getting perfect cards with perfect seals compared to mediocre cards with mediocre seals. The difference is absolutely huge, and that's before we even look at getting Lords vs Lady. Now that RNG doesn't exist and your DPS on a pull to pull basis will be significantly more consistent.
      I don't understand how people manage to doom so hard about something that only got really strong changes.
      1) Square has shown that for the entirety of Endwalker that AST and SCH will outperform WHM and SGE when it comes to more optimized settings, and they have shown zero evidence that is going to change.
      2) AST may have "lost" rDPS from cards moving to 1m cycles, but they have gained DPS in other ways via potency buffs, longer Divination, and new abilities.
      3) AST is already a stronger healer than WHM if used properly, and with the changes to cards that gap became even bigger. What did WHM get to compensate for the fact that AST now has 2 utility cards on a 1m CD it can now use? It didn't gain anything.
      4) Neutral Sect was already the stronger cooldown when compared to Temperence in a prog setting, but it now also gained the effect of Temperence by way of Sun Sign.
      5) With draws now being consistent, you can now plan for Lady of Crowns to be used in your healing rotation. On top of that, AST performance will be way more consistent than it was in Endwalker.
      I'm firm in the camp that this AST rework made things way better and fixed a lot of things that needed to be fixed. The only thing I would like to be different is that using Lightspeed in a 2m window wouldn't be necessary under any circumstance. But at least now it's way less of a loss than it was before.

  • @MelvaCross
    @MelvaCross Месяц назад +28

    If they don't make the enemies hit like several trucks and those healing actions end up unnecessary again because tanks get even more selfsufficient...

    • @hayalmatnu9919
      @hayalmatnu9919 Месяц назад +2

      I think the cards are a nice addition for dungeon runs if anything.

  • @billy65bob
    @billy65bob Месяц назад +21

    I was intrigued by them changing draw to pull 4 cards, one of each overarching type.
    But then I was baffled to see that they made 2 complementary deterministic draw skills, instead of retaining some RNG by simply allowing draw to pull one of 16 combinations.

  • @Diethro
    @Diethro Месяц назад +7

    Shoot, I haven't had undraw bound since we got it. Guess I need to find a spot for it so it can get replaced with the new play thing.

  • @guifmurb
    @guifmurb Месяц назад

    Thanks for the video myomyo! Looking foward for the other ones :)

  • @bigtimetimmyjim6486
    @bigtimetimmyjim6486 Месяц назад +5

    I am honestly worried about AST's MP economy for both prog and optimization, seeing shades of 5.0 AST where the MP economy was changed and the shortfall was not adequately addressed.

  • @MyNameIsMir
    @MyNameIsMir Месяц назад +5

    Couldn't agree more with this video. You can really tell when people don't play a job or they don't understand what makes a job enjoyable by the way they discuss about it and I think you nailed pretty well what made AST great. There's no denying that the job will still have the most skill expressive and enjoyable healing toolkit in the game, but FF14 isn't a game with a lot of healing to begin with. Lord and Crown cards didn't feel good to use in EW and I don't think DT will change that; The utility effects of these cards is still, all around, very minor, and I don't see it coming ever useful unless we get something like p8s p2 hard hitting autos again. Bole and Arrow are also very strange cards for this very reason; maybe this changes in criterion dungeons, as I've not done those, but for 8-man, difficult content, most of the healing you'll find yourself doing is AoE, and in that case, just because you made one guy take less damage, it won't magically make you consume less resources to heal the party. Again, these cards will only be useful on tanks, tanks which are already pretty op, and only if it ever takes any real resource to heal them, which honestly, with all the charges of ED we have already, that'd be an hard thing to imagine.

  • @PastelChanWHM
    @PastelChanWHM 2 месяца назад +19

    I’m so glad you brought up the mp concern and macrocosmos potency, not sure if you also noticed they increased lord of crowns from 250 to 400.. lady is still unchanged. I really hope they change how much mp draw refunds , since every other healer has a better way of getting MP back. Like there is an argument that the cards give healing and healing received buff - therefore less extensive healing required. But Aspected Helios is so important to ast, tied to often we cast malefic as mentioned.. being down 2000mp is way too much!

    • @FFXIVMomo
      @FFXIVMomo  2 месяца назад +7

      Omg I had the lord change in the script but deleted it because I was going to move it around but FORGOT TO ADD IT BACK IN. I CAN'T BELIEVE I FORGOT

  • @amypan-mw6iq
    @amypan-mw6iq 2 месяца назад +64

    the lightspeed should be 60s cold down

    • @user-xs6pq8ro9l
      @user-xs6pq8ro9l Месяц назад +6

      Been saying this for a while - 60s cd, two charges, 10s duration. Would already make current AST a lot more enjoyable.

    • @HildagardeGaming
      @HildagardeGaming Месяц назад +2

      The cooldown isn't the main issue as generally you're holding it until you need that mobility so more often than not it will drift even harder at a 60s CD. What they should do to give AST something akin to the freebie skills Sage and White Mage have is return Lightspeed to it's initial effect, reducing the cost of any spells cast during it by 50%.

    • @lore3058
      @lore3058 Месяц назад

      @@HildagardeGamingyou're making no sense whatsoever

  • @jacobgodserv
    @jacobgodserv Месяц назад

    Excellent video! There are things in here I didn't consider, like stacking the mitigations. Thanks for taking the time to make this. I am hopeful that the raid design is going to make sense of the kit we have and once the expansion is in full swing we'll have a better sense of why the jobs are the way they are. Then we can begin the fun discussion of what they might do to add variety in 8.0 😁

  • @Xilibrius
    @Xilibrius Месяц назад +6

    The changes to the card system is gonna massively screw my way of playing. I had macros to play to specific party members since for me personally trying to soft target party members to play cards in-between gcds is incredibly difficult to do with any accuracy without dropping gcds. Now that there are three different play buttons that's not longer viable.

  • @LordGuy
    @LordGuy 2 месяца назад +30

    It would have been sweet to give us 4 or 5 stacks of instant GCDs after we use Draw, while keeping Lightspeed the way it is - or do something to Lightspeed, whichever. Kind of like WHM gets 3 instant Glare IV stacks after they use Presence of Mind. The lack of movement on AST makes me feel like progressing on it would be a mistake for Week 1. Thanks for doing the maths regarding the MP by the way, I didn't even think of that. Great video!!!

    • @FFXIVMomo
      @FFXIVMomo  2 месяца назад +10

      60s recast, 10s duration Lightspeed would've been dope tbh

    • @HildagardeGaming
      @HildagardeGaming Месяц назад

      You'd think that, but with the low cast times on AST spells, mobility is not often an issue, though I feel more Pure Healers will most likely gravitate towards WHM if the MP Economy on AST isn't remedied before release.

  • @kneegrowontharun
    @kneegrowontharun 2 месяца назад +7

    Yay momos back! Do all the healers!

    • @FFXIVMomo
      @FFXIVMomo  2 месяца назад +5

      I plan on it 😇

  • @15ironreaver
    @15ironreaver Месяц назад +1

    After seeing the media tour and now the official job actions I absolutely love new AST. You lose one card in burst and one odd minute card but your burst will now contain lord and oracle meaning you still get to do a bunch of double weaves. It’ll be interesting because you start the duty with Astral draw meaning you will get Astral on odd minutes. So you will need to hold Lord, and weave it before Umbral draw.
    Also since Divination is now 20s will it end up being used a gcd earlier and the card slinging come after?

  • @llamatoddtv
    @llamatoddtv 2 месяца назад +18

    Oh good, one of the spreadsheet enjoyers doing god's work! Thanks Momo!

  • @kataku8609
    @kataku8609 Месяц назад

    Thank you for the video Mr. Momo!

  • @numenos3218
    @numenos3218 2 месяца назад +18

    Do they not have data on how many times skills are pressed? I doubt anyone is using synastry

    • @KissMyKimchi
      @KissMyKimchi Месяц назад

      it's fun to use! but yeah i don't really need it. but its fun. I would rather they change the cards to a to atotal of ten.
      Umbral
      spear dps 10% / 5%
      bole reduce dmg taken by 15% 20 secs
      ewer: mp regen 20secs 5000mp
      The moon: doubles the duration of your next card played
      The lord: 500 potency dmg to all
      astral
      balance dps 10% / 5%
      arrow: in combat run speed bonus 20secs
      spire: barrier of 800 potency
      The sun: reflective shield that dmgs the enemy anytime the target is hit duration 20seconds potency 500
      The Lady: 500 potency aoe heal

    • @Gryphon13
      @Gryphon13 Месяц назад +1

      Same thing for Pepsis and like cure 1 lmao

    • @billy65bob
      @billy65bob Месяц назад +1

      Lot of people use Cure I...
      But it's less because it's good, and more because they got baited by Freecure.

    • @renatorazzino
      @renatorazzino Месяц назад +2

      Synastry is like Sleep.
      Sleep was used a lot during Coil to deal with pesky adds and Synastry was a godsend in Alexander where tank split mechanics were the norm.
      Some new people still play that kind of content synced and removing the skill would fuck up AST for that part since its toolkit at that level relies on it.
      I'd personally like for them to make it like Kardia and being a permanent buff that would transfer a small % of all heals (GCD or not) to a specific target, but even in its original state I don't think it would be good for the game to simply remove Synastry.

    • @tbz709
      @tbz709 Месяц назад

      I use it when raising in old ultimates. Save my ED for tank busters. That's about it though

  • @Bensen555
    @Bensen555 Месяц назад +12

    instead of yet more st heals we don't need why not give ewer the mp regen effect like it originally had and spire gets a flat mp restore like assize or aetherflow.

  • @eightbitheros
    @eightbitheros Месяц назад

    FINALLY I've been counting down the minutes!

  • @goodsherbear
    @goodsherbear Месяц назад +1

    I've been watching all the Astro rework vids I can find, and you're the only person to bring up the issue of having even MORE single target heals and the MP problem. I have no idea what they want this class to be and it feels like they don't either.

  • @chillaah2000
    @chillaah2000 Месяц назад +2

    Healing toolkit is also heavily dependant on how the encounters are designed. They gave so many single targets support skills, I wonder if spothealing will be actually a thing again and not just aoe heal everything every 30 seconds

    • @petrus9067
      @petrus9067 Месяц назад

      I have very low hopes for that especially in normal-extreme lol. They should at least make alliances more like that too

  • @nonemitigation
    @nonemitigation Месяц назад +17

    if these changes existed on basically any other healer (or even a new healer) i'd honestly think they're dope. i don't hate "AST cards, but not random, and more support than raid buff focused to compensate" as a job concept, i especially like the idea of being forced to swap to completely different cards every time you draw one, i just hate that it's replacing the job that's only interesting BECAUSE there's randomness

    • @freili11
      @freili11 Месяц назад

      I feel the same way. It still looks like the most enjoyable healer for 7.0, but it's not what I want from AST at all. I liked adapting to RNG and haven't been happy with AST changes since the ShB rework, but I keep playing it because I still like it more than the other healer jobs.
      I think I'd like this design if AST was a new job. But the memories of StB AST make it feel like a hollow version of something I loved.

  • @Ramone_JiuJitsu
    @Ramone_JiuJitsu 8 дней назад

    It feels busy and refreshing to have multiple things to juggle. The "Delayed" abilities are a ton of fun. Big fan of the rework!

  • @azuremage4403
    @azuremage4403 Месяц назад +3

    Finally, someone else who brings up the MP issue possibly being problematic. Hopefully it'll get something for that, even with all the new junk we're getting. I hope it feels good, but damn, it feels like they're chipping at the fun of AST, though it might just be me

    • @karenpojar2514
      @karenpojar2514 Месяц назад

      I am placing bets that they add +mp per card played back in by 7.1.

  • @AZodiacCancer
    @AZodiacCancer 2 месяца назад +20

    Yeah I was curious about the Mp with the removal of Astrodyne redraw. Rip infinite MP cheatcode.

  • @peppermint7152
    @peppermint7152 2 месяца назад +27

    SHB AST was perfect for me. I know, I know. "Cards boring". But it was active without being too bloated and had some great decision-making.
    The only reason I dislike EW AST is the bloat. I'm not sure what DT AST is supposed to be. As you said, it looks strong, but... kind of all over the place. It's also completely lost what made the job interesting before.
    Looking forward to your take on SCH so you can explain to me why Seraphism is actually totally pog and not just Whispering Dawn 2.0.

    • @FFXIVMomo
      @FFXIVMomo  2 месяца назад +13

      Shadowbringers AST was my baby too even after the sleeve draw removal it was still so fun

    • @Castersvarog
      @Castersvarog Месяц назад +4

      Like genuinely if they changed the cards to have two cards be a damage buff, two cards be a crit buff, and two cards a direct hit buff with each card being better for ranged or melee could have been great.
      But instead it’s Aetherflow but somehow worse.

    • @EclipseHighroller
      @EclipseHighroller Месяц назад +1

      SHB/END was an absolute dumpster fire. Cards were all the same, why even bother with different cards. Now you have actual utility. Someone needs a defense boost? Here’s a card. Someone needs more heals? Here’s a card. Oh you need a shield? Here’s a card. Soooooooooo much better

    • @ventrue7
      @ventrue7 Месяц назад +2

      @@EclipseHighroller SHB had an actually well thought out working system with sleeve draw minor arcana and redraws to get your divination and imo it was the most fun mechanic it got yet then they ruined it in EW. I don't think it needed like utility cards like it had in STB because people were fishing for the same damaging cards anyway there was nothing to bring these cards together like a sign system as SHB did. They obv tried to bring this back and fix it in their mind in this expansion but they completely missed what this job was all about in the first place.

    • @EclipseHighroller
      @EclipseHighroller Месяц назад +2

      @@ventrue7no, Astro cards died with ShB. Their cards got way worse, not only using their versatility, but the attack buff got weaker. It made the cards so boring to play. Hey look, here comes a room wide aoe, here let me defend you with…an attack card. Oh, you want to cast spells faster? Ok! Here is an…attack card. Oh it’s a dps phase? Here’s a…weaker attack card.
      No, the card variety was absolutely needed for Astro. The variety also is needed for their lore, and if their cards are based on tarot, it makes zero sense for a tarot deck for all their cards do the exact same thing
      The closer to HW/SB AST the better. Now we just need Royal road back to customize cards with AOE effects, double potency or double duration. Until then, this is a step in the right direction
      And fyi, those that only fished for the damage up cards and ignored the rest, didn’t know how to actually play AST and lacked the ability to strategize properly so…

  • @SylvalumNight
    @SylvalumNight Месяц назад

    Amazing vid for showing the changes.
    I really am so bummed about the changes to the card system, I really, really enjoyed the busy-ness with Cards and that level of depth and challenge I could get with it. And it’s like you said, I don’t really know where to go for it, at least for a Healer.
    At the very least, it’s a fun system for the leveling experience/lower levels.

  • @LunarSky07
    @LunarSky07 Месяц назад

    Eagerly awaiting your opinions on the SCH changes and WHM. I'm trying to pick a main healer for DT and really can't decide. Except SGE I know I don't like that one.

  • @ridleyroid9060
    @ridleyroid9060 Месяц назад +21

    This rework removes a lot of what I love this job for, which was on the fly decision making that differed pull to pull and allowed you to make use of your knowledge of the fight and other jobs.
    I started playing it in StB and I feel that, minus mp issues, it was in its best place in 5.2, but 5.3 wasnt bad either.
    In DT I likely wont play ast, at least not in raids. Also, why another DR from Neutral sect? It already overgaps whm in DR.
    Healing wise I feel it will still be super strong, which at the same time is a drawback at least in my experience. In p12s for example I felt like I had so many buttons with ast that healing was really easy. I found myself being more engaged by WHM. It could just be job comfort but I feel that ast is just bloated with too many healing abilities.

    • @karenpojar2514
      @karenpojar2514 Месяц назад +1

      AST had ability bloat to compensate for a bad mana economy, especially in four player content. AST had it worse than current Sage for healing a non-warrior tank AND DPS that stands in the stupid.
      "Infinite" mana was added in Shadowbringers (iirc) as a band-aid, and got worse in Endwalker to the point mana may as well not exist.
      It seems they are reversing that trend by bringing back horrible mana regen combined with ability bloat, if only to do something "new" with cards.
      IMO, the new card system could be entirely replaced with extra charges on existing abilities. It would be a potency loss, but have better flexibility. And the existing healing potency is fine as is anyway. The issue was always not having the mana for hard casting heals to save DPS that are not paying attention.

    • @SuperShesh2
      @SuperShesh2 Месяц назад

      The DR is so neutral sect isn't useless on your bar if you don't need to use gcd healing (a lot of the time).

    • @ridleyroid9060
      @ridleyroid9060 Месяц назад

      @@SuperShesh2 When did I say it is usels?

    • @wsrtwetr
      @wsrtwetr Месяц назад

      This. I am a notorious idiot in the game and i enjoyed astro because of how much i have think on my feet and do 3 things at the same time, if i freeze its done. Draw card, attack, heal, play card, mechanics, mitigate. Which one do you do 1st? depends on the card, the fight, your team, and what is going on. every fight is a surprise. And you know when you do well, its because of skill and a bit of luck, not because you pressed specific buttons faster.

  • @vilan218
    @vilan218 Месяц назад

    I have started 2 weeks ago in HW msq, and currently have two lvl 70 (drg, gnb) and lvl 65 Ast. Can you show the changes for GNB and DRG as your videos are more simple to understand vs the other ones out there. Keep it up 💪

  • @OldManInternet
    @OldManInternet Месяц назад +1

    The disparity in the MP management in Endwalker was massive, so I wouldn't be surprised if they were trying to restrict the unlimited mana feel astro had. They just may have over-corrected

  • @HildagardeGaming
    @HildagardeGaming Месяц назад

    Real talk, as an AST main, I'm glad to see someone actually showing concern for our MP economy. Since we're losing Astrodyne and our card draws are halved, all we got is 500 MP a minute alongside Lucid Dreaming. People may point to WHM as a counterargument, given they only have Assize (500 MP every 40 seconds plus a free OGCD heal/damage). However, this doesn't account for the 2 charges of Thin Air, recoverable once a minute which can have a variable value from 400 to 2400 MP saved depending on spell used (more often than not this is being used on Raise or Cure III). They also get Lillies every 30 seconds for more free toys and the upgrades to Presence of Mind granting 3 Free Glare IVs, easily making up for the limited direct MP recovery.
    One suggestion I'd have to help Astros since we have no access to freebie GCDs in our arsenal would be to upgrade Lightspeed. Keep the 15s duration, drop the cooldown to 60s, and give it back it's old benefit of halving the cost of spells used during that time. If ASTs keep their current build style, this could end up being 7 GCDs getting this cost reduction, saving anywhere from 1400-3600 MP (max implying AST has to focus on dropping 3 Ascends in a Lightspeed window with a sub 5 second cast time) a minute.

  • @vkrunk7
    @vkrunk7 Месяц назад

    The other take I was anticipating, and its been accurate to the community. Lets hope there's some adjustments coming DT

  • @harv2703
    @harv2703 Месяц назад +3

    I don't think it hasn't felt like a deck of cards from shadowbringers on. This AST may be good from a gameplay and visual point of view but i find the concept of the job to be dead and ruined. They took out every interesting mechanic bit by bit, starting from tile dilation/old celestial opposition literally being time magic and replaced it with boring and simple prepared healing. They took out a deck made of copies of 6 DIFFERENT cards and replaced with a deck made of 1 card and then with no deck, just 3 cards. They might just rework every ast weapon at this point and make them have just 3 floating cards :D, maybe people will like that too!
    Edit: forgot to mention that to this day i still dont find a single reasonable point for them to remove the stances, i feel like they just do these kind of things to make it easier to keep the game balanced which is a really narrow minded and lazy way of handling changes. Lots of people literally started playing ffxiv because of the uniqueness of this job and there were a lot of articles about how interesting and unique ast was as an healer. Did you ever read any article like that after Stormblood?

  • @FFXIVMomo
    @FFXIVMomo  Месяц назад +23

    One thing I forgot to mention in the potency changes too is that Gravity is no longer a gain on two target either in the current media tour build.

    • @abandonshipify
      @abandonshipify Месяц назад +4

      I just feel like if I was making changes to a job that I knew would be divisive I would, personally, proofread the basic potency numbers before showing it off

    • @bleeeeeeh
      @bleeeeeeh Месяц назад +10

      @@abandonshipify mediatour just doesn't use builds with final potency numbers

    • @abandonshipify
      @abandonshipify Месяц назад +1

      @@bleeeeeeh sure just... feels Bad under the circumstances. would've tried to make as much of an exception as possible

    • @Epurus
      @Epurus Месяц назад +4

      why are you focusing on potencies when literally every video says that its all subject to changes. It is literally DRILLED INTO OUT HEADS that potencies are very variable and that we should not focus on them until the game is released!

    • @FFXIVMomo
      @FFXIVMomo  Месяц назад +6

      @@Epurus Potencies on healer ever hardly change between the media tour build and the live launch and they are also important because they help give an idea of how jobs will play

  • @VentusxBBSxSpero
    @VentusxBBSxSpero 2 месяца назад

    It's possible I'm misunderstanding this but doesn't using Umbral Draw at the start of the encounter essentially mean every 2 min burst will favor ranged DPS?

    • @FFXIVMomo
      @FFXIVMomo  2 месяца назад +6

      The opposite actually, the 2nd card in burst will probably be the more optimal card played (under favored conditions) since we won't have to rush to use it just to draw and can time it to catch the best conditions (Probably). As it currently stands too for some ranged jobs like Dancer you want to throw the card out before they even begin bursting which isn't possible with Astral First

    • @Lunalighte
      @Lunalighte 2 месяца назад

      What likely will be the optimal way to use the new draws is to save the dps card of the 60s window draw and then play both dps cards at once in the 120s, so you can cover both!

    • @VentusxBBSxSpero
      @VentusxBBSxSpero Месяц назад

      @@Lunalighte Actually yeah this makes a lot more sense. Thanks!

  • @ViolentDestruction
    @ViolentDestruction 2 месяца назад +28

    If I leave play 2 and play 3 off my hot bar will I notice it?

    • @aiegis
      @aiegis 2 месяца назад +2

      you would lose the ability to play 4 entire cards, so yeah, you need them

    • @ViolentDestruction
      @ViolentDestruction 2 месяца назад +15

      For what? ​@@aiegis

    • @Jatmahl
      @Jatmahl 2 месяца назад +2

      @@ViolentDestruction You won't notice. Just use only the dps buff cards and ignore the others because astrodyne is gone and healing is easy anyway.

    • @aiegis
      @aiegis 2 месяца назад

      @@ViolentDestruction The Draw action will now draw 3 cards at once, and can only be played by pressing the corresponding Play action. By removing Play 2 and Play 3, you will not be able to use the cards that are drawn on those actions.

    • @FFXIVMomo
      @FFXIVMomo  2 месяца назад +3

      @@ViolentDestruction FOR WHAT!

  • @crossingcommune123
    @crossingcommune123 Месяц назад

    i do believe we'll spawn into encounters with our first set of cards already drawn (mentioned by Happy), which resolves 1 issue. plenty of others but at least that's something.

  • @azu3187
    @azu3187 2 месяца назад +17

    Honestly I don't like the idea of giving every job a big potency burst skill, it just make you feel worse when it doesn't crit. Also healers in 7.0 are looking extremely over-kitted, like why would I ever need so many single target mitigation on AST? It will be very interesting to see how they balance it with damage numbers but honestly I think they are shooting themselves in the foot here.

  • @Charmionn
    @Charmionn Месяц назад +5

    I'd love for more people to watch this and realize the big issues with the AST rework. You're way more level-headed and kind towards SE than I could ever be.

    • @EclipseHighroller
      @EclipseHighroller Месяц назад

      I love watching this and seeing in the comments all the astros that are admitting they never played Astros pre-shadowbringers when the cards were light years better. All those saying SHB Astro is going to be better than DW Astro should see the old cards and how DT Astro is trying to bring the better cards back. Plus the variety matches the lore. The atk boost only actually contradicted the story of Astro, so they made no sense.

  • @MrProg-ey3tl
    @MrProg-ey3tl 2 месяца назад +12

    6:37 :(

  • @DeadEye935
    @DeadEye935 Месяц назад +1

    I do like the idea of mitigative and healing cards but part of me wonders if that wouldn't warrant nerfing things like essential dignity and celestial intersection a bit
    Might try to force myself to use my cards for healing/mit first

    • @renatorazzino
      @renatorazzino Месяц назад

      Keep in mind that cards are accessible since level 30 and for the most part they'll be able to fill gaps that the job had been missing from old content such as SB ultimates and/or synced raids in general.
      Some of it seems overkill at 100, but honestly, all healers and tanks are looking disgusting in DT so we'll see how it goes. Maybe we won't have the abyssos healing exodus from bitches who'll literally die if they press an Aspected Helios or Medica II during prog.

  • @valiant7251
    @valiant7251 Месяц назад +2

    Pretty distraught by the prospect of that rework.
    The RNG aspect paired with busy bursts made the job shine to me.
    It was a challenge both mechanically (kinda) to just pull off the sequence but also to make the micro adjustments needed to play cards on the good targets, redraw etc... (I also liked astrodyne and was surprised to see a lot of people didn't lol)
    I know dooming can get old but AST was the one healer I agreed on playing outside of prog and now I don't really know if I'll still have that avenue with any of the healers.

    • @SylvalumNight
      @SylvalumNight Месяц назад +2

      I’m in the same boat going into prog banking on the AST changes being bearable, and now I don’t have room to change jobs with my group.
      I didn’t mind Astrodyne, but I think what people disliked is just if you had bad rng, you get screwed for damage and that’s it. I liked the *Seals* part of Astrodyne, but Astrodyne itself is kinda an unhealthy button and they could’ve done something better with Seals.

  • @James-kv3ll
    @James-kv3ll Месяц назад +7

    So this is the waiting room the ASTRO rework in 8.0

  • @ImmaPandaRawr
    @ImmaPandaRawr Месяц назад

    I’m assuming they already addressed the mp issue as draw restores 2k mp in its current state at EA release.

  • @klawser
    @klawser Месяц назад +1

    not even mentioning anything about astrodyne since that's a pretty controversial mechanic, but astro's identity has always been related to RNG, and removing that is basically removing half of the job from the game. I personally think having tools to mitigate RNG (like how mid EW they reworked redraw to always give a different seal) would probably make the job feel better instead of removing it completely. Even worse, the "new" card effects being largely redundant with astro's current abilites kinda also makes it kind of awkward since you always your normal abilities on demand and would have to potentially wait every other minute for the card that you need in the case of the new sets. Essentially they removed decision making from throwing cards to your team, removed any buffs played between two minute bursts, and replaced it with a reskinned aetherflow system

  • @Lurki-
    @Lurki- Месяц назад

    I appreciate you Momo.

  • @caveman3461
    @caveman3461 Месяц назад

    I picked up ASTRO back in Stormblood days because I switched from being a scholar since back in heavensward, I felt like Scholar back then was just unable to keep up with MP costs for healing back then and becoming a AST felt different and fun as a buff support healer but lost interest as it felt like AST kept getting dumbed down after each expansion afterwards so once Sage was released I tried that out, once DT drops I'm going to try jumping into astrologian

  • @Rc3651
    @Rc3651 Месяц назад

    I noticed this on the SCH breakdown, but this really feels like they're continuing the design philosophy that they started in ShB. It's not necessarily bad, and it's getting stronger, but it feels like we got lost somewhere along the way?

  • @Sarixis
    @Sarixis Месяц назад +1

    While I welcome 6 different card effects again, Spire and Ewer's effects are easily the most superfluous and would be better served as MP restoration tools or some other utility like a single target Expedient sprint to give a pinch of the old Time Mage feel. I feel like in both prog and optimized environments these cards cause each hand you draw to be 2/3 tank cards so there's no potential for interesting decision making. I will gladly take more AoE damage in the 2 minute burst window over trying to jam 3 DPS cards in that time period and risk clipping.

  • @MaxAntsiferov
    @MaxAntsiferov Месяц назад

    I dread the incoming encounters due to rotating draws alone. Like the sheer fact that it's always the same order rings the bell that It will be a damn buster/raidwide at the start all over again

  • @f117nighthawk2
    @f117nighthawk2 Месяц назад +1

    7:47 i can agree. I assume that they are trying to cater to peoples' complaints about all the cards basically doing the same thing(i can agree), and that you don't always get max astrodyne buffs. but this feels like a very sloppy approach, it just makes everything feel boring and easier.
    I main ast, and astrodyne 2/3 is pretty solid in itself, being nearly a 2nd lucid dreaming and 10% haste for 15 seconds, every 90s. With 3 draws and redraws, it is almost guaranteed to get level 2/3, so the only thing you really 'lose' is the 5% dmg/heal at level 3. given this, it doesent make sense to me why seals and astrodyne just got deleted completely when the level 3 buff was the only thing you would miss 99% of the time.
    think if we are going to remove a powerful utility skill like astrodyne then there should be some replacement that is equally as helpful. maybe you could literally just add a button that gives you astrodyne buffs depending on when its used: umbral draw you get a haste and mp and astral draw you get the 5% buff (or something.)
    I love AST because it feels like I am doing more than just 'healing' and liked the randomness to the cards. Having to redraw quickly to give my dps the best I can offer during divination and in general is my favorite part. I like the multitasking. It makes me feel like im doing my job when I am both healing and dishing out cards frequently without hurting my role's base responsibilities.
    I believe with the additional mechanics it is GOING to feel harder, thats the point. you cant get free buffs without someone working harder.
    When I think about the changes, it feels like they just kinda wiped all the stuff people complained about and called it a day. dawntrail feels like we are just trying to make it as easy as possible while keeping the 'special' feeling, but the 'special' feeling is the extra difficulty. to me, removing the rng and quick thinking is removing part of the heart of AST.
    I do really like the fat gauge with 3 cards. but i want the rng. draw 1 could always be a defensive or utility: the 10% dmg red or the 10% healing draw. 2 could always be a dmg bonus, and draw 3 could always be the healing card. or maybe just have another minor arcana-like thing that would be your random 'utility and support' card deck alongside the dps cards and minor arcana itself.
    maybe have a button that would 'supercharge' one of your cards on a 2m cooldown. like, you could choose to make the dmg card a 10% bonus for its duration instead a 6%.
    there are a ton of ways we would have compromised or reworked ast without deleting the rng.
    i will say i started playing ast in endwalker so removing the whole seal and card rng system feels kinda stupid since it isint even that bad. i can imagine it hurts more for people who have been astro-ing since they started to delete its unique things a while back though.

  • @SenjuNation-YT
    @SenjuNation-YT Месяц назад

    Astro and Sch are my favorites...I hope adjustments are made for astro

  • @syaojyn
    @syaojyn Месяц назад

    I really wanted more timed heals, but I guess sun sign can kinda fill that role. The cards went from encumbersome,... to strange/funky

  • @PrinceSweetBun
    @PrinceSweetBun Месяц назад

    Like WHM, my only issue that I really have with Sun Sign/Divine Caress is the fact they're locked behind their 2m mits Neutral/Temperance. I get that they basically gave the each job the other's with the follow up more or less, but I cannot actually fathon SE giving us something that requires that much overkill. I would have much rather had more agency when to use either one of them when I need/want them, button bloat be damned.

  • @Vanilla-Stinky-Heals
    @Vanilla-Stinky-Heals 2 месяца назад +13

    Love that AST got so many healing abilities , yet Warrior can just do a Dawntrail Dungeon without a healer , love it , why do we exist? just to suffer?

  • @SittinGamer
    @SittinGamer 2 месяца назад +42

    I'm so glad someone isn't just completely enamored by nuAST because its nearly entirely killed my desire to play the job. Its healing toolkit is insane, as always, but the complete removal of card depth has tanked my anticipation. The fact we know, already, based on static comp, what the best card allocation for every two minute barring circumstances like deaths is insanely uninteresting. One melee one ranged every time. No needing to mess with redraws to fish for seals or an opposite role card, carding a tank in a triple melee card window, just one melee and ranged every two minute. Snooze.

    • @alexmaganda5827
      @alexmaganda5827 2 месяца назад +11

      its a bad rework for sure i think i liked shb ast the most

    • @JemuzuDatsWho
      @JemuzuDatsWho Месяц назад +5

      @@alexmaganda5827 I personally loved SB AST, that was peak for me

    • @EclipseHighroller
      @EclipseHighroller Месяц назад +9

      @@alexmaganda5827then you never played ast when it was good. The SHB rework to ast cards was the worst thing to happen to the class per most if not all OG AST mains like myself. Not only did the card variety, and thus the lore and versility, of the class go out the window, but the atk buffs got weaker. SHB cards were boring bland and honestly not as useful as pre-SHB cards.

    • @K3fka_
      @K3fka_ Месяц назад +1

      @@EclipseHighroller AST is in such a weird position because of how frequently it's received reworks. We all have different ideas of what AST "should" be based on when we started playing it, and I think any kind of rework is bound to upset some players. I also started in SHB so I can't say anything about HW and SB AST, but I view most of Endwalker's changes as downgrades from what we had in SHB.
      While I can appreciate the idea of giving us more card variety, most of the card effects in Dawntrail are just going to be more heals/mitigations which are going to be mostly useless outside of high-end content. I already very rarely press things like Synastry, Celestial Intersection, Exaltation, and even Neutral Sect in normal content, which is the vast majority of the content in the game.

    • @robsusername1042
      @robsusername1042 Месяц назад

      Have you not heard about the #ffxivhealerstrike?
      A lot of healer mains are completely over it.

  • @zaytex5000
    @zaytex5000 Месяц назад +27

    I consider the rework a total failure simply from the angle of how AST has been considered as the ''high skilled healer'' with a route for optimisation for healers who wanted something more challenging. I loved AST in ShB, and even in EW despite it getting more bloated and worse vs its Shb iteration. I mained the job simply for its skill expression gameplay and how it offers genuine difficulty if you want it. Now, it'll just feel like the other three healers with a slight difference in some circumstances. I still remember the stress I felt progging P12S on super chain theory 1, classical 1, etc... and had to weave 3 cards out during the 2 minute window, do all the healing checks, and mechanics - genuine difficulty.
    The addition of extra single target healing tools and mitigations doesn't really matter. They won't create encounter design which genuinely needs all of them, they never do with healing toolkits. WHM didn't get any extra charges of benison or aquaveil either, so it's clear to me they didn't create encounter design in DT for them.
    Something you didn't touch on is how the new cards are just existing healer abilities but weaker. The 10% mitigation card is just exaltation, but without the 500p heal. So why would I not press exaltation first in those situations where it's needed? Especially when it's technically a 1 minute cooldown vs 2 minutes. Stacking both for 20% seems overkill as well when tanks are getting stronger mitigations, so it seems these new cards will just sit unused in practically every encounter unless your party is griefing you and just not mitigating appropriately.. The only card which seems genuinely useable is the HoT one for dungeons, or even just topping a tank after a few auto-attacks in savage. The 10% increased healing feels useless outside of maybe putting it on a Scholar for a better spreadlo, and the 400p shield is just.. celestial intersection?
    Really heartbreaking since AST was the only thing keeping me to the healer role. I'd initially prog as WHM on week 1, and then move to AST quickly to begin the avenue of optimisation and I'd be far more engaged and having fun for much longer than if I played literally any other healer. I'd even take it into casual content since I enjoyed cards and if I had nothing to heal, well hey, I still have something to do every 2 minutes.
    I really wish they'd take AST back to ShB-era or leave it as it is, this new iteration where they give you more tools you absolutely did not need whilst removing almost all of its skill ceiling and expression is just mind baffling to me. Part of me wants to say they did it for the casuals, since the only time you'd ever press these new cards is in casual dungeons in earlier expansions when you don't have CI or exaltation yet.
    I could rant all day, but you get the idea =/ - thanks for highlighting the removal of its skill ceiling and expression though, a lot of other youtubers do not mention that and I think it's a core aspect of the ShB/EW AST playerbase and why they loved the job. I still think people won't play AST since it just feels like the other three healers, but now you'll have less of a dedicated minority player base.

    • @milii113
      @milii113 Месяц назад +1

      The redundancy is definitely my biggest gripe, at this point you're just getting temporary charges on abilities that already existed while at the same time gutting the main unique part about the class which it seems they do every expac for the sake of making it more "approachable"? When in the end it just removes class identity. Honestly it just feels like they got enough of an outcry to remove the randomness of the class but had absolutely no idea what to replace it with so they just put a bandaid of "give them a shit ton of extra charges and call it a day".
      And also in the end I really think the card system wasn't that much of a complex thing to understand in the first place and, more importantly when it comes to casual play, you weren't locked out of any healing by not interacting with the card system entirely outside of some mana regen. So anyone who threw up a stink of ast being some enigma of a healer I honestly believe never touched the class in the first place.
      Sorry for the rant on a rant but jeez this rework is probably gonna be the one to shove me off the AST train. Let's just pray that they follow through on their "retuning of class identity" in 8.0 :p

    • @zaytex5000
      @zaytex5000 Месяц назад

      @@milii113 I despise the mindset of ''let's make it more approachable'' because AST's skill floor wasn't very high. You could play this thing in casual content, completely ignore the card system and still do fine. It was only in high end content was optimisation required for you to be worth bringing over a WHM... and if someone doesn't like that... then do not queue the hardest content in the game which requires effort? Or just play the three other healers who's skill ceiling was significantly lower than AST's?
      The card system was a lot more complex in ShB before EW came in with the 2 minute meta. You had to have a thorough understanding of every job, understanding their damage profiles and give them cards accordingly. Whereas in EW, you basically just throw them out in the 2 minute burst window with not much thought since every jobs burst aligns now, the only thinking you do in relation to jobs is knowing which jobs are better to buff... like buffing a MCH over a BRD, cuz a MCH does more damage. But you still had that one card out of the 2 minute burst window which followed Shb thinking to a degree.
      The cards aren't complex per say, they're very simple to understand and there's very little optimisation (what I just talked about) in how you use them, the difficulty is just being able to weave them out perfectly whilst dealing with the variance. But apparently, even that was too hard, so we must remove it for the casuals.
      Healer design truly is, awful.

    • @MasterXL2
      @MasterXL2 Месяц назад +2

      I feel like no one here played or witnessed AST pre-5.0...

    • @wsrtwetr
      @wsrtwetr Месяц назад

      THIS. we dont need another whm. I played astro because i went with the higher spellspeed build, i can literally blink and slide casting feels like i am walking and casting. I want difficult! I know i am not smart but eff me, if i want to play whm, i just go play whm.

    • @FaeAvalon
      @FaeAvalon Месяц назад +1

      Bring back SB astro cards and I'm happy. But they just wont do that ¯\_(ツ)_/¯

  • @aznlink7
    @aznlink7 Месяц назад +2

    Finally someone bringing up the concerns of requiring umbral draw at the start for optimal play. I know this will maybe only matter for like 2% of the player base but it's something well worth noting that I hope gets brought to attention.

  • @cerisedaemon
    @cerisedaemon Месяц назад

    I was a main AST from Heavensward until Dancer came out, it's always a whiplash to see the reworks it goes through every single expansion LMAO

  • @Jesse_Bee
    @Jesse_Bee Месяц назад

    "If you play your cards right wink". I shouldn't of smiled at that.

  • @tintintin2003
    @tintintin2003 Месяц назад +2

    Ast heal is enough.dont need boost heal potency. Why need new mitigation / or booster new heal skill. With new change, only can use Dps boost. Orther play will just waste

  • @iResonate
    @iResonate Месяц назад

    Idk anything about healers, but I enjoyed the video 😆

  • @SokiHime
    @SokiHime Месяц назад +14

    The fixation on drift and strict play has contributed to FF14 becoming more rote and boring.

    • @Muimina
      @Muimina Месяц назад +1

      Highly agree

  • @slayeddreamer3820
    @slayeddreamer3820 Месяц назад +1

    Man, I was hoping the rework would simplify the job but they made it even MORE confusing. What a mess.

  • @whitemoonwolf13
    @whitemoonwolf13 Месяц назад +1

    it's like they heard players asking for sb astro back, and then half assed it thinking we'd be happy cuz different card effects again.
    we're all turning into glue eaters.

  • @basilnottheherb
    @basilnottheherb Месяц назад +1

    I can feel for the players that really want to have Astro be this play a card with what you got situation but are we going to pretend that the card system was worth "on the fly decisions"?
    Astromains and astrocritics have been complaining about how the card system is boring for years and now we're finally at a spot where Astro heals like no one else and has a card system that has more choice but doesn't have the issue of the randomization that made it unreliable in a team-focused RPG.
    I'm going to be honest having the class switch from random to choice of play and order I think is going to make the cards feel more important even if we're not playing as many as we used to and people will find an optimization that makes the game function well with a card system. That's more intriguing than just damage up.
    I will agree the MP costs definitely concerned me, but I feel like it's such an oversight or such a weakness to the class that it has to get patched or be in a different state when the game launches. I've not liked how easy it is for Astro to get their MP back. Makes it feel like MPS not even a problem or a concern for this class, but this is definitely going too far in the other direction

  • @MukamiMei
    @MukamiMei Месяц назад +1

    astro being reworked in every exp since heavensward, the dev team just dont know what to do with astro and thats the true

  • @ruta1133
    @ruta1133 Месяц назад

    Was hoping for lightspeed charge. Got ED charge. Overall, the changes feel pretty halfhearted. They didn't dumb it down so much that it'll kill the job for me. On the other hand, I don't see anything here that'll increase the number of people that'll play the job. I would have liked them to take another crack at noct so WHM/AST was more viable at that mid-skill range PF content, because WHM is just so solid I don't see it being pushed out. The card system may be simplified on one level, but there's still a lot of bloat so it's kind of a plus/minus overall. If MP isn't addressed, I don't see casuals playing, and AST will likely be pushed out of the next ult. A bitter pill that SB ASTs have already once had to swallow.

  • @Chrisderderderder
    @Chrisderderderder Месяц назад +1

    finally someone say it ._.

  • @Fenrisdevil
    @Fenrisdevil Месяц назад

    Homestly OG astro by far was most fun to play.

  • @AlexBearincess
    @AlexBearincess Месяц назад +1

    I'm not a fan? I guess we'll see when it lands but... THREE play actions feels rough, and the potential for the heal/mit actions to be wasted if you just don't need them feels bad. I'm stumped they kept Lord and Lady. Lord is fine, more damage, but Lady is often just overhealing
    Honestly I miss Royal Road / Spread /etc.

  • @VesperOfRoses
    @VesperOfRoses Месяц назад

    Just from the changes I've seen across the healers, I'm *hoping* that healing is going to be more demanding or interesting in regular content to justify these massive increases in healing potential. The swiftcast CD being reduced, pure healers getting more shields/mits, barrier healers getting more burst, they're either making healers OPAF or they're planning on making casual content more demanding for healers. As a healer main, I desperately hope it's the latter.

    • @karenpojar2514
      @karenpojar2514 Месяц назад

      That would drive the casuals away. As they pay the bills... No, the game is not going to get harder.

  • @guffels
    @guffels Месяц назад

    So are we taking bets on where draw is 1000MP on day 1 or if it takes until Savage drops?

  • @SirKaibel
    @SirKaibel Месяц назад

    The biggest issue I see with the card system rework is that cards no longer come up randomly.
    The new cards look cool, but I would’ve rather they pop up randomly.
    A better rework could’ve been having redraw on a lower cd, or giving redraw something that made not using a card useful in someway, like regenerating more mp, etc.

  • @Bruno-rm4zq
    @Bruno-rm4zq День назад

    as a filth casual i kinda like it.

  • @Foogi9000
    @Foogi9000 Месяц назад +1

    How dobyou rework a job and yet somehow make it worse. I swear someone at CBU 3 hates this job.

  • @amypan-mw6iq
    @amypan-mw6iq 2 месяца назад +1

    To be honest, I think the level 100 skills of Whm and Ast are very stupid. It would be better if they could be split. I am still curious as to why SE thinks that 1400 powerful healing is equivalent to 10% damage reduction.

    • @amypan-mw6iq
      @amypan-mw6iq Месяц назад

      In most cases, 10% damage reduction converted into treatment is less than 600 cure potency. There is no doubt that divine care is far more powerful than sun sign.

  • @mattlooly4535
    @mattlooly4535 2 месяца назад +8

    Thanks for bringing us a video momo I’m excited for your thoughts on SCH

  • @LunaNx
    @LunaNx Месяц назад

    As smn well also lose our smn res ability so we gain one lose one

  • @GeneralPuni
    @GeneralPuni Месяц назад +2

    Glad to see they bumped the Draw mp restore to 20% now

  • @princekyun
    @princekyun Месяц назад

    genuinely the ryze of ffxiv

  • @karmaspcs
    @karmaspcs Месяц назад

    MP reg is fine with lvl 100 in ex trials and dungeons. never had any prob. i enjoy astro like back in heavensword. between that and dawntrail astro was pain to play

  • @SuperShesh2
    @SuperShesh2 Месяц назад

    I just am sad i dont have a good low level healer now. Most healers are only marginaly interesting at high levels, and old ast was the only healer in the game to have something other than healing to do during all of downtime (90% of the time) at low levels.
    Now cards only do things every 60 seconds and its not something to manage now and it's mostly healing. The defensive will be great to compensate for bad tanks but otherwise...

  • @enochflask9626
    @enochflask9626 Месяц назад

    I was expecting a rework for synastry 🤷🏻‍♂️

  • @MalachitesBiggestFan
    @MalachitesBiggestFan 2 месяца назад +1

    I was there when momo found the truth in llamatodds stream! Pog! Aware

  • @James-kv3ll
    @James-kv3ll Месяц назад +8

    ….what’s the point of having a deck of cards if you just draw the exact 3 cards you want every single time….

    • @marcusaurelius4777
      @marcusaurelius4777 Месяц назад +2

      It's because you are making use of THE HEART OF THE CARDS!

    • @James-kv3ll
      @James-kv3ll Месяц назад

      Solution? Just make the 3 cards you draw random each time and give us 1 redraw per use of draw.
      Then just ignore the people complaining about randomness even though Astrodyne is gone.
      Oh and remove the lord and lady mechanic. It’s just bloat.

    • @EclipseHighroller
      @EclipseHighroller Месяц назад +3

      You do know rng was gone with ShB right? No matter what you drew, it was an attack buff card.

    • @James-kv3ll
      @James-kv3ll Месяц назад

      @@EclipseHighroller Signs. Astrodyne. Know what you’re talking about before speaking you da.

    • @James-kv3ll
      @James-kv3ll Месяц назад +1

      @@EclipseHighroller Signs. Fcking read your tool tips.

  • @user-wq1db3lk4c
    @user-wq1db3lk4c 2 дня назад

    Damage clears content. Not single target ogcd shields and regens. We had it all now we have nothing.

  • @mrchards37
    @mrchards37 2 месяца назад +1

    So, why play WHM 😂