I think I'll like this more and I agree with over time or delayed heals etc. I dig that the cards are different now if it means we have more structure to planning cards and buffs and helps with heal planning. The rng was terrible for the class. ShB had a good reign in but it only worked for that expansion. Also no fishing for cards is great
I just hope they’re actually necessary. So much of the time we sit on double intersection stacks and exaltation doesn’t even get used that much. Feel like most of these cards will just be overmitigation/ wouldn’t make a difference on living or dying
I'm mostly happy with the changes, mostly having done speeds/opti with AST I'm glad the RNG is gone, but unless the tanks are going to be peppered with tank busters, I wish the non-dmg cards were a tiny bit more interesting. Overall, I'm excited for the new tools though, AST is going to be a monster with even more mit. Although I am worried about MP economy a bit witohut astrodyne, here's to hoping they change some numbers to help with that!
love the changes but at least for me itll be interesting how i move from 1 button to play cards to 4 buttons. hopefully the transition to get used to it isnt too bad. ill probably keep the current play keybind for the dps cards and assign new keys for the heals/mit cards
the burst looks like you'll double dps card just like how you hold dps cards on current astro so the burst window should still have balance, spear, and lord. + any other cards for mechanical purposes during burst phases. It should still be busy which is good, but not obnoxiously busy for the sake of being busy like it is currently.
@@llamatoddtv yeah same. It’s gonna suck a bit if ast can’t give 3 cards in regard to dps in the buff window but I get the tryna meter to the casuals. It seems that was a bit of the approach. I hope this isn’t pain on controller.
I hope the AST mains are liking the changes now that it's been explained what the cards do! definitely sharing this with my AST friends! Thank you for a great video Todd!
It's been a mix bag tbh. There are some glaring issues with the changes 1. The mana economy since you lose astrodyne and less draws. 2. The overall rdps since you lose giving a third dps card. Ill wait for the final changes they will put in potencies and mp values. Not expecting it to be whm/sge values of potencies even. Just enough for it to be reasonable.
They really shouldn't have removed royal road and sleeve draw. Anyone who fishes for cards just don't know how to use their cards properly. You're just wasting buffs and utility that could have helped the party. None of the cards were ever useless to begin with whenever we had royal road. I never once used undraw or right-clicked any of my cards. The RNG was what drew me to the job initially because of how unpredictable it is, and that WAS the job identity along with the fact that they can switch from barrier to regen heals. I swear some people just need to shut up and play easier jobs and leave the higher skill ceiling ones to those who know how to play it efficiently, but thanks to them, we have butchered jobs like AST, SMN and SCH.
The rng was my least favorite mechanic for the job so I'm excited to give it a try once more going into DT. I didn't play HW AST since I didn't actually pick up the job till SHB (I started in STB but I was very in and out throughout that expac), so I don't have that frame of reference in mind when it comes to the class design. I do agree that I think that the best aspects are the time based mechanics, so having some abilities that rely on pre-planning (like Macrocosmos) would help the job out with keeping it distinct from the other healer roles.
I love that they are removing RNG, but not exactly jumping for joy at the semi-SMN treatment (no more fast card shark RP for me 😂) . I really hope they balance the rdps/dps side of things. I've always thought of AST as the time mage (rip Lightspeed being a unique ability), so maybe abilities and spells messing with the space time continuum! 😆 Something like gw2's Chronomancer may be asking too much, but gimme portals dammit! Even just Aetherial Manip would be nice! Basically I prefer it if AST stayed as the highest skill floor and ceiling healer, since we already have 3 healers that are extremely accessible (2 of which are indistinguishable from each other). But tbh, a lot of ppl did see the SMN treatment coming.
AST is back! That's all I ever wanted, was the cards to do more things than just damage buff and to delete Astrodyne TwT Getting Stormblood vibes with these changes, and I'm ALL for it! Edit: I feels on the Time Dilation and old Celestial
I’m kind of underwhelmed with the card changes to be honest, and the addition another button off Neutral Sect is weird since we’re never really in a situation to make the most use of Neutral Sect on its own, so what is this 10% DR going to do? The cards are really underwhelming and make having no melee/no ranged in dungeons feel really bad. We barely use both stacks of essential dignity as it is, never mind our other single target heals. Just seems like they don’t know what to do with AST. Which hurts as it’s always been my favorite job in the game.
When I saw the showcase, I cringed because I thought Sleeve Draw was back But then I saw the AST play cards 'wrong' based on Melee/Range, and I had hope for a system similar to the old cards WidePeepoHappy
IMO Card effects and Lightspeed Cooldown changes feels bad. Its cool that they want to try to make the job more accessible, and I do like the removal of the symbol system, but we had many of those card effects back in HW and Stormblood. We didn't use support cards back then. They were Royal Road fodder. Nowadays the party has a plethora of self/group defensives and healing cooldowns right now. Ast has a plethora of ogcd and gcd healing cooldowns. Tanks have more self healing and group defensive buffs that nullifies the need for a healer. Unless they finally make dungeons, trials, and Alliance raids more dangerous and engaging, I can't see a time where I will use those cards. And I do hope we get more engaging content.
I was hoping that at least 2 of 3 cards would be damage buffs, we may have too many useless cards unless we get instances that push our mits to the edge! That and will mana be an issue! We will see!
more accessible its a joke at this point how they dumb down every single job ast just became another snooze fest class this rework is a flop all these useless healing and utlity cards we prolly gonna sit on now with how much healing ast already has just revert ast to shb ast at this point it was the best iteration it really feels that they don't know what they are doing with astro
@@alexmaganda5827 bruh, use some punctuations. But yea, Tanks can solo End Walker dungeons without us. They don't need to have 4 cards dedicated to them. Not even for Extreme or Savage content. But anyways, I know that they are trying to listen to the community when they say they wanted job identity back for Ast. Meaning the RNG nature that was stripped in Shadowbringers. They tried the Astrodyne rng symbols but it clipped with abilities and made unlucky openers very frustrating. At this point I see them as just throwing things at a wall and see what sticks. But it seems like they failed to learn the lessons of the past on why card variations was a bad thing. Its more confusing to learn for the casual majority. The way I see it is this. The first half of the majority; They'll pick up ast, thinking it is 'fixed', only to not bother with learning what each card does and drop it anyways because its tedious and confusing. And the Second half will try to use the cards for their intended purpose and think that it's game changing. It's not. Boss monsters will still deal the same damage as every other past expansions, and tanks will still have the same cooldowns that negate any mechanic and heal themselves back to full. Will it be more impactful in ARR and HW Dungeons? Sure. For EW and DT? Definitely not.
I share your sentiment with Time Dilation and old Celes Opposition. Thank you for covering AST ;w;
I still love AST so much! I know it's not quite the same, but I welcome the changes! I MISS THE TIMEY WIMEY STUFF!!
@@llamatoddtv Maybe in 8.0 with this setup they can reintroduce it ahaha. I'm glad the BOLE is back tho!
@@RaikaMaelyn MAYBE, though it's nice to see some old cards being recycled and the extra utility will come in handy, especially at lower levels!
Your video is the best one i've seen about the ast changes, loved it!
That's so kind, thank you!
Welcome back ast. :)
I think I'll like this more and I agree with over time or delayed heals etc. I dig that the cards are different now if it means we have more structure to planning cards and buffs and helps with heal planning. The rng was terrible for the class. ShB had a good reign in but it only worked for that expansion. Also no fishing for cards is great
Aww, kitty purrs and biscuits
Wow a really well made Astro Video! Especially from a Ninja Main! Well done Todd!
Paid actor!
@@llamatoddtv More Like Spite Watcher (Lionel really be punching the air rn at all this success LOL)
Ast look so dope glad for the more supportive abilities they have now vs the generic dps increase.
I just hope they’re actually necessary. So much of the time we sit on double intersection stacks and exaltation doesn’t even get used that much. Feel like most of these cards will just be overmitigation/ wouldn’t make a difference on living or dying
gonna catch a lot of heat with that thumbnail lmao
My ast skill graveyard hotbar continues to grow!!! xD
I love having a hotbar graveyard, lol, cleric stance anyone?
I’m gonna give new Astron a try. It’ll take some thinking to place the Play buttons on my Crosshotbar, but I think I’ve got some ideas in mind already
I'm mostly happy with the changes, mostly having done speeds/opti with AST I'm glad the RNG is gone, but unless the tanks are going to be peppered with tank busters, I wish the non-dmg cards were a tiny bit more interesting. Overall, I'm excited for the new tools though, AST is going to be a monster with even more mit. Although I am worried about MP economy a bit witohut astrodyne, here's to hoping they change some numbers to help with that!
Excellent video, my Llama liege
I am digging these changes!! thanks for covering this todd :)
So pumped to play AST!! Also, what's the song playing in the background??
It was the bgm of the zone!
love the changes but at least for me itll be interesting how i move from 1 button to play cards to 4 buttons. hopefully the transition to get used to it isnt too bad. ill probably keep the current play keybind for the dps cards and assign new keys for the heals/mit cards
Finally someone who pronounces astrologian like they do in-game
Great Video! Cant wait for MADGE TODD on healer :D
Healers have every right to be madge!
the burst looks like you'll double dps card just like how you hold dps cards on current astro so the burst window should still have balance, spear, and lord. + any other cards for mechanical purposes during burst phases. It should still be busy which is good, but not obnoxiously busy for the sake of being busy like it is currently.
If they're not going to give us time effects than I very much would like a new job that has those effects
well....at least the cards aren't gonna determine how much damage you give the team or yourself....
I was hoping for 1 or 2 more damage cards
@@llamatoddtv yeah same. It’s gonna suck a bit if ast can’t give 3 cards in regard to dps in the buff window but I get the tryna meter to the casuals. It seems that was a bit of the approach. I hope this isn’t pain on controller.
I thought I was the only one who liked the changes, this video makes me more hyped to play ast when the new expac releases
gonna have to bring back the cheat sheet for cards when I start levelling it.
Play Card 1 is always damage, Play Card 2 and 3 throw at the tank, that's pretty much it.
If you forget, blue border is for Melee, purple for Ranged.
I hope the AST mains are liking the changes now that it's been explained what the cards do! definitely sharing this with my AST friends! Thank you for a great video Todd!
Ohh thank you! I know most people think NIN when they think of me, but I just love AST, I had to cover it!!
It's been a mix bag tbh.
There are some glaring issues with the changes
1. The mana economy since you lose astrodyne and less draws.
2. The overall rdps since you lose giving a third dps card.
Ill wait for the final changes they will put in potencies and mp values. Not expecting it to be whm/sge values of potencies even. Just enough for it to be reasonable.
They really shouldn't have removed royal road and sleeve draw. Anyone who fishes for cards just don't know how to use their cards properly. You're just wasting buffs and utility that could have helped the party. None of the cards were ever useless to begin with whenever we had royal road. I never once used undraw or right-clicked any of my cards. The RNG was what drew me to the job initially because of how unpredictable it is, and that WAS the job identity along with the fact that they can switch from barrier to regen heals. I swear some people just need to shut up and play easier jobs and leave the higher skill ceiling ones to those who know how to play it efficiently, but thanks to them, we have butchered jobs like AST, SMN and SCH.
I too, miss the old AST! It's lost so much of its charm and personality, I will still play it though
The rng was my least favorite mechanic for the job so I'm excited to give it a try once more going into DT. I didn't play HW AST since I didn't actually pick up the job till SHB (I started in STB but I was very in and out throughout that expac), so I don't have that frame of reference in mind when it comes to the class design. I do agree that I think that the best aspects are the time based mechanics, so having some abilities that rely on pre-planning (like Macrocosmos) would help the job out with keeping it distinct from the other healer roles.
I would like if one of the cards gave us a crit hit or speed lol
Same! 2 damage 1 mitigation or heal per draw would be ideal
I love that they are removing RNG, but not exactly jumping for joy at the semi-SMN treatment (no more fast card shark RP for me 😂) . I really hope they balance the rdps/dps side of things. I've always thought of AST as the time mage (rip Lightspeed being a unique ability), so maybe abilities and spells messing with the space time continuum! 😆 Something like gw2's Chronomancer may be asking too much, but gimme portals dammit! Even just Aetherial Manip would be nice! Basically I prefer it if AST stayed as the highest skill floor and ceiling healer, since we already have 3 healers that are extremely accessible (2 of which are indistinguishable from each other). But tbh, a lot of ppl did see the SMN treatment coming.
AST is back! That's all I ever wanted, was the cards to do more things than just damage buff and to delete Astrodyne TwT Getting Stormblood vibes with these changes, and I'm ALL for it!
Edit: I feels on the Time Dilation and old Celestial
I’m kind of underwhelmed with the card changes to be honest, and the addition another button off Neutral Sect is weird since we’re never really in a situation to make the most use of Neutral Sect on its own, so what is this 10% DR going to do? The cards are really underwhelming and make having no melee/no ranged in dungeons feel really bad. We barely use both stacks of essential dignity as it is, never mind our other single target heals. Just seems like they don’t know what to do with AST. Which hurts as it’s always been my favorite job in the game.
Kitty!
When I saw the showcase, I cringed because I thought Sleeve Draw was back
But then I saw the AST play cards 'wrong' based on Melee/Range, and I had hope for a system similar to the old cards
WidePeepoHappy
IMO Card effects and Lightspeed Cooldown changes feels bad. Its cool that they want to try to make the job more accessible, and I do like the removal of the symbol system, but we had many of those card effects back in HW and Stormblood. We didn't use support cards back then. They were Royal Road fodder. Nowadays the party has a plethora of self/group defensives and healing cooldowns right now. Ast has a plethora of ogcd and gcd healing cooldowns. Tanks have more self healing and group defensive buffs that nullifies the need for a healer.
Unless they finally make dungeons, trials, and Alliance raids more dangerous and engaging, I can't see a time where I will use those cards. And I do hope we get more engaging content.
I was hoping that at least 2 of 3 cards would be damage buffs, we may have too many useless cards unless we get instances that push our mits to the edge! That and will mana be an issue! We will see!
more accessible its a joke at this point how they dumb down every single job ast just became another snooze fest class this rework is a flop all these useless healing and utlity cards we prolly gonna sit on now with how much healing ast already has just revert ast to shb ast at this point it was the best iteration it really feels that they don't know what they are doing with astro
@@alexmaganda5827 bruh, use some punctuations.
But yea, Tanks can solo End Walker dungeons without us. They don't need to have 4 cards dedicated to them. Not even for Extreme or Savage content.
But anyways, I know that they are trying to listen to the community when they say they wanted job identity back for Ast. Meaning the RNG nature that was stripped in Shadowbringers. They tried the Astrodyne rng symbols but it clipped with abilities and made unlucky openers very frustrating.
At this point I see them as just throwing things at a wall and see what sticks. But it seems like they failed to learn the lessons of the past on why card variations was a bad thing. Its more confusing to learn for the casual majority. The way I see it is this. The first half of the majority; They'll pick up ast, thinking it is 'fixed', only to not bother with learning what each card does and drop it anyways because its tedious and confusing. And the Second half will try to use the cards for their intended purpose and think that it's game changing. It's not. Boss monsters will still deal the same damage as every other past expansions, and tanks will still have the same cooldowns that negate any mechanic and heal themselves back to full.
Will it be more impactful in ARR and HW Dungeons? Sure. For EW and DT? Definitely not.
3 ED 2 EZ
IN DA GRAVE!! (still)
I still will take Stormblood AST... Regardless, thanks for the coverage
Astro-login hahaha