
Originally Posted by
Tzain
Got another one.
Astrologist
I'm not too keen on Astrologist as a job, seeing that they seem to be fairly common in Ishgard, and jobs tend to be long-forgotten disciplines.
Here's my take as well as the related jobs:
Class: Astrologist
By the decree of Ishgard's Holy See, the nation's decisions in its eternal battle against the dragonkin falls to the discoveries and research led by its astrologists. The fruits of their labors have yet to lead the theocracy wrong, and as such these men and women apply their trade in the reading and understanding of the stars, and thus, the fate surrounding their comrades and foes.
Using their knowledge of the stars as an interpretation of the past and possible futures, astrologists can sentence foes or save allies from danger. With enough training, these mages can even stave off death within their ranks while bringing certain doom to their enemies.
Weapons: Astrologists use armillary spheres (would have called it astrolabe but we already have a THM weapon bearing that name). Instant-cast spells would release a small light from the sphere, while casting animations should have the astrologist arrange the arrays on his sphere to show he is adjusting celestial arrays. When sheathed the spheres should have a protective cover (i'd recommend a collapsible outer shell).
Concept: A healer with a couple of DPS options for soloing.
Abilities
01 Banish: Deals unaspected damage with a potency of 140. 2.5 second cast time.
02 Situla: Restores HP over time. Instant cast. 30 second duration.
04 Lesath: Delivers damage over time. 21 second duration. Instant cast.
06 Cujam: Delivers unaspected damage with a potency of 10. Inflicts target with 50% slow and 50% gravity. 12 second duration. Instant cast. 45 second cooldown.
08 Convergence: Reduces your magic attack potency by 70%, but allows your offensive spells to heal you and allies within 15 yalms for 100% of the damage dealt. 20-second duration. 5 minute cooldown.
10 Kornephoros: Delivers non-aspected damage over 6 seconds at increasing potency (40/80). 3 second cast time.
12 Pollux: Restores HP of target, and heals a party member with the least HP for 30% of the amount healed.
15 Dispel: Removes one status ailment from target ally.
18 Deneb: Restores 30% of target's MP over 15 seconds. 4 minute cooldown.
22 Banish II: Deals unaspected damage with a potency of 100 and deals additional damage over time for 18 seconds. 3 second cast time.
26 Scutulum: Places a barrier on target that reduces damage taken per attack by 5% and heals target for X HP. Absorbs damage equal to 10% of target's max HP. 3 minute duration. Can only be active on one target.
30 Celestial Stasis: Stops the countdown of healing over time effects on target ally or damage over time effects on target enemy. 20 second duration. 3 minute cooldown.
34 Blink: Reduces enmity by 20%.
38 Mira: Restores own HP and that of nearby allies. Channeled over 6 seconds.
42 Bound by Fate: Creates a tether between target and one party member within 5 yalms. As long as the tether is active, damage is split between the two in a 70/30 split. Last 15 seconds or until damage equal to 25% of the target's max HP has been divided.
46 Delay: Absorbs damage up to 25% of the your max HP, then deals this damage over 18 seconds. Ignores Stoneskin-type effects.
50 Lavos: Target enemy receives damage over time for 9 seconds. On the 10th second, target explodes. DoT effect: 20 Potency. Explosion: 150 potency.
Traits
08 Expansive Mind I: Grants a X% bonus to INT or MND, whichever is highest.
14 Expansive Mind II: Grants an additional x% bonus to INT or MND, whichever is highest.
16 Enhanced Cujam: Cujam now also Disorients target.
20 Enhanced Convergence: Reduces Convergence's cooldown to 4 minutes.
24 Cup of Life: Pollux now heals two party members with the lowest HP.
28 Enhanced Kornephoros: Kornephoros now deals damage over 9 seconds at increasing potency (40/80/120).
32 Expansive Mind III: Grants an additional x% bonus to INT and MND, whichever is highest.
36 Enhanced Deneb: Deneb now restores 50% MP over 9 seconds when used on yourself.
42 Purge: Dispel can now be used on enemies to remove one beneficial status from them.
44 Aegis: Scutulum can now absorb damage equal to 15% of target's max HP.
48 Enhanced Blink: Blink reduces an additional 30% enmity over 6 seconds.
Notes
- As always, potency numbers and percentages can be tweaked and are very negotiable.
- This version of Astrologist is themed around delayed effects and a little more focused on healing. It would be more difficult to play with solo because you have to ensure you live long enough for your attacks do their thing. To give the class a way to defend itself, I felt the Banish line of spells was appropriate.
- Given this new theme, I wanted Convergence to be like Cleric Stance, but decided against it because it would probably lead to Time Mage using this to heal the group while also doing damage. I felt it worked better as a cooldown in case the party were to need extra healing while sacrificing a lot of damage potential.
- Expansive Mind is designed to help push the AST in their chosen direction. If the AST is gearing for MND then they'll get even more bonuses for MND to help them go into healing. If the AST is gearing for INT then expansive mind will do the same for INT. An alternative would be inflicting a penalty on the lower of the two stats and add this amount to the greater stat. This would reduce the chances of balance issues as the AST gains levels.
- The HoT effect from Situla is fairly weak.
- Dispel would start as an ally-only spell, but would become useful on AST and both of its jobs to remove enemy buffs.
- Bound by Fate is a mitigation cooldown. Of course, the downside is that the two targets involved would have to be close for it to work.
- Celestial Stasis literally stops the countdown of any HoT/DoT placed by you on the target. I originally wanted it to affect all HoTs/DoTs on the target, but then the synergy between AST/TIM/GRM and ACN/SMN/SCH would be ridiculous.
- As an example, if you placed Lesath, Banish II's DoT and Lavos on a mob then used Celestial Stasis, the countdowns on all three spells would stop while their effects would still continue. In the case of Lavos the DoT effect would continue and resume where it left off once CS wore off.
- Deneb is in an iffy spot. I wanted to give AST the ability to recharge the MP of one party member or themselves when called for. At the same time, I didn't want to create a refresh-whore scenario again, which is why I decided to give it a long cooldown so that it is used in times of need rather than something other casters would expect the AST to keep on them at all times. More like Innervate (from WoW) and less like Refresh.
- Scutulum would be taken into account AFTER other damage mitigation effects have been calculated. If a PLD with Rampart and Stoneskin on them receives the Scutulum effect, Scut's 5% damage reduction would apply after the hit in question being reduced by Rampart and being absorbed by Stoneskin. I'm not sure on whether the auto-heal effect should proc in the event you take no damage.
- The way Scut works is as follows: If you use it on a paladin with 6000 HP, untraited Scut will create a block threshold of 600 HP. Tank proceeds to eat a Mountain Buster from Titan that after Shield Oath+Rampart would do 2000 damage. Scut mitigates 5% of that, which is 100 HP (knocking MB's damage down to 1900). Now Scut's block threshold is 500 HP. If Titan were to break his rotation and do another Mountain Buster, that's another 100 HP mitigated and Scut's threshold is now 400 HP. Titan would have to do 4 more mountain busters in a row in order for that PLD to lose the Scutulum effect.
- Pollux is a smart heal. Because of its target limit, WHM would still have better AoE heals while AST/GRM would use Pollux to top people off where needed (might prove useful if the Siren's Song mechanic is ever used again).
- Disorient would be a new status effect where a mob's "controls" would be messed up for the duration. On a mob, they would try to wander around unable to do anything. On a player character movement controls would be rearranged (pressing up makes you go left, pressing down makes you go up, and so on). Think the mushroom effect from Earthbound. If that doesn't ring a bell, Wildstar is going to implement a status ailment of that nature. >.>
- Disorient, like other statuses, would also have diminishing returns.
- Delay is a self-preservation cooldown.
- As for some of the ability names: Cujam and Kornephoros are named after two stars in the constellation Heracles ("Club" and "Club-bearer", respectively). Situla is the water jar from the constellation Aquarius. Deneb is a star from the constellation Cygnus. Pollux is a star from the constellation Gemini. Mira is a star from the constellation Cetus (and part of the etymology for the word miracle). Lesath is a star from the constellation Scorpius. Lavos means "big fire". :O
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Job: Time Mage
As with the majority of forces in the world, time and space can be bent by the will of an individual with the right training. In ages past, such individuals existed within a coven known as the Followers of Althyk. Those with the right talent were inducted into the coven as Keepers of Time, or Time Mages, and were charged with ensuring right outcomes, futures and events played out on the stage of history.
It was not long until an ancient empire branded them as fiends when they allowed the heiress to their throne to perish. Not long after the scandals that followed, the coven mysteriously vanished from the face of Hydaelin, and has not been seen since.
Mechanics: Equipping the TIM crystal gives Banish and Banish II a 25% chance to double the potency of your next Kornephoros. Banish II's damage over time ticks have a 10% chance to make your next Gravity frontload its damage and apply its weight effect at full potency for the whole duration. It also reduces your MND (base value + any stat points allocated to MND) by 10% and increases your INT by half of the reduced amount.
Support Classes: ACN (Ruin, Eye for an Eye, Virus), THM (Thunder, Surecast, Swiftcast)
30 Stop: Prevents enemy from moving or acting. Effect breaks if enemy is attacked.
35 Gravity: Afflicts enemy with a weight effect that grows stronger over 6 seconds. Upon ending, target receives non-aspected damage with a potency of 200. 2.5 second cast time.
40 Slow: Slows enemy attack speed by 70% for 12 seconds.
45 Comet: Channeled spell. Channel spell for 6 seconds, causing comets to hit all enemies within a 10-yalm targetted area.
50 Hastega: Increases skill and spell speed of all allies by 80% for 24 seconds. Inflicts all recipients with Temporal Displacement, preventing them from receiving this effect for 7 minutes. 7-minute cooldown.
Time Mage Notes
- Stop joins Sleep and Repose under the "useful crowd control" category. While TIM cannot stop multiple enemies at once, Stop could be spammed to control multiple enemies.
- Here's how Gravity works: You cast Gravity on a mob, applying the unique debuff Gravity. Over six seconds the weight effect increases from 10% to 60%. As soon as the weight reaches its max potency, Gravity wears off and the target takes the damage. Think of a person being slowly burdened by heavy weights to the point they get crushed. Much like Kornephoros, Gravity is NOT affected by Celestial Stasis.
- Comet is there because we can't use Meteor. I guess the closest graphic comparison we have in-game is Starstorm (caster lv2 Limit Break), but taking place over 6 seconds as the Time Mage is channeling the spell.
- Temporal Displacement is there to prevent stacking Time Mages and chain-using Hastega.
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Job: Green Mage
Understanding the theory of aetheric manipulation beyond the bounds of the elements and the stars, ancient academics once possessed the ability to manipulate aether inside the bodies of living creatures, easing their pain while using the patient's own energies in the healing process.
As most of these exercises and theories were tested on flora and fauna, these self-professed "natural medics" were known to most as Green Mages. It was said that at the height of their art, a Green Mage once restored a forest from a desert wasteland with a single tree sappling and a handful of seeds.
Mechanics: Equipping the GRM crystal causes Situla to increases your spell speed by X% whenever it is active. It also reduces your INT (base value + stat points allocated to INT) by 10% and increases your MND by half of the reduced amount.
Support Classes: CNJ (Cure, Stoneskin, Protect, Cleric Stance), ACN (Eye for an Eye, Physic, Virus)
30 Stimulate: Restore target's HP. Greater healing potency if target is under the effect of Situla.
35 Renascence: Revives target ally in a weakened state.
40 Profusion: Infuse energy into a designated area, allowing any allies that step in it to recover HP over time. 12 second duration. 24 second cooldown.
45 Life Font: Marks an ally. Direct healing effects received by them place a healing over time effect on all nearby allies. 15 second duration. 60 second cooldown.
50 Meridian Ripple: Restores 30% of all allies' HP and removes one status ailments from each. 5-minute cooldown.
Green Mage Notes
- The increase to spell speed is meant to encourage a GRM to keep Situla up as much as possible.
- Yes, GRM gets its version of Raise at lv35. I figure if the devs were willing to make SCH wait until lv40 to be able to remove debuffs with Leeches, GRM can afford to wait until lv35 to be able to rez.
- GRM's healing abilities: a direct heal via Stimulate, a weak HoT via Situla, a smart heal with Pollux, (chanelled) group healing with Mira, and a healing zone with Profusion.
- Speaking of Stimulate, without Situla on the target Stimulate's potency is significantly reduced (I'm thinking probably 25-50% of what it can heal for if Situla were up on the target).
- Life Font is heavily inspired of Divine Veil, a 1.0 PLD ability that placed a HoT on people near the PLD whenever the PLD received a direct heal.
- Rather than being for low HP emergencies, Meridian Ripple would shine in situations where some HP needs to be recovered but with buff removal being more important.