I'm finding AST kinda difficult to juggle with the amount of new mechanics it introduces. I'm just come over from SMN so have never really healed before, and haven't got anything like the Royal Road and Shuffle actions. From what I can gather:
- Balance = Damage = DPS
- Bole = Damage Reduction = Tank
- Arrow = Attack Speed Up = DPS
- Spear = oGCD Up (I think?) = Melee DPS
- Ewer = MP refresh = Healer/Caster DPS
- Spire = TP Regresh = Melee DPS
does this look about right?
In a light party situation:
- Try fishing for Balances. Spread your Balances if you're in between pulls.
- Redraw if you don't get a Balance on your first Draw.
- Expanded (AOE) Royal Road mostly sucks in light parties because potency is halved and PUGs are bad.
- Don't be afraid to right click a card if it sucks. Every card you use that isn't a Balance is a DPS loss (it's a bit more nuanced in a light party situation but that's the gist of it)
- Balance on whoever does the most DPS.
- Bole on the tank if they pull big and you're DPSing is probably the most mileage you can get out of this card. Redraw if possible, Royal Road if you don't need.
- Spire if melees are bleeding TPs. Works well with Overpower spam, but not a great card overall if people are doing their job. Redraw if you can, don't Royal Road.
- Ewer is great on yourself if you're DPSing a lot. I personally tend to bottom out on big pulls if they last too long. It can mess up with a BLM rotation so avoid giving it to them. Decent for SMN. Redraw if you can, don't Royal Road.
- Arrow is not as good as Balance but still okay on single target BLM. Can mess with BLM MP ticks when AOEing. It's decent on BRD as well. Royal Road if you can.
- Spear is useless but good Royal Road fodder. Royal Road if you can.