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  1. #671
    Player
    Poisonous's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    136
    Character
    Leezil Paige
    World
    Balmung
    Main Class
    Scholar Lv 80
    It occurred to me today that part of the problem with Collective Unconscious, especially in Nocturnal Stance, is that it only does what you can already do in your current stance while "preventing" you from doing anything else.

    I feel like the spell would be more useful and interesting if it either:

    1. Had the opposite effect of the Sect you're currently in. For example, provide shielding while in Diurnal Sect and regen while in Nocturnal Sect.
    2. Had some effect from both Sects. For example, while in either Sect, provide reduced regen and shielding.
    (1)

  2. #672
    Player Sanguisio's Avatar
    Join Date
    Dec 2013
    Posts
    591
    Character
    Sanguisio Alorea
    World
    Phoenix
    Main Class
    Goldsmith Lv 50
    CU needs to be a placed AOE, or have its potency ramped up to quantify the immobilization. Maybe even turn it into a focus spell which drains MP while it is up.

    At the end of the day WHM/SCH both over heal content and they do it very easily, imo once MP issue is address AST will be fine to do end game content. Yes a card buff would be nice but its not like AST is crap.
    (1)

  3. #673
    Player
    Triaste's Avatar
    Join Date
    Jan 2015
    Posts
    8
    Character
    Elize Lyrielle
    World
    Shiva
    Main Class
    Alchemist Lv 50
    While the class is fun, it def. feels like it is on the weaker side. Both in DPS, and in Healing/Shielding.

    What annoys me most though are that some skills are more or less useless, or much too situational. Or just "weaker" versions of existing spells.

    So, to make everything more dynamic, here are some proposed changes, that'll never be implented, but whatever, I'm bored

    Malefic - Won't miss if Combust is active on the target.
    - The next Malefic II will not miss the initial target, and has a small AoE effect.

    Malefic II - Restores 50% mp cost if the initial target has Combust II on it.

    Lightspeed - Toggelable Stance. Does what it does now, additionaly reduces the GCD by 1 second. Spells remain their original strength but cost 50% more mp while in this stance.

    Stella - Boring but nice looking spell, it MAY have its uses, but I doubt anything would change at all if this spell didnt even exist. - Though with a toggelable Lightspeed kiting would be possible ... until the target is immune, or manacosts become unmanagable.

    Royal Road - CD removed.

    Spread - CD removed. Held Cards grant half of their bonus to the AST. Cannot draw, when a Card is held. Royal Road consumes the held card if used.

    Disable - 30 second Cooldown, restores the reduced damage as MP to the caster (if multiple targets are hit, only from the target that received the highest damage.

    Shuffle - CD renmved - MP cost added 10% max MP

    Noctunal Sect - 5% healing bonus removed, instead increases potency of shields by 25%. Diurnal/Nocturnal Sect can be switched mid combat, cost 10% max MP when in combat.

    Synastry - Toggelable "Stance", does what it does at, increases MP cost of single-target healing spells by 25%. A mini-fairy so to speak.

    Gravity - MP cost doubled, damage reduced to 100 potency, additionally deals 20% of remaining MP as damage.
    ... kinda simulates the gradually weakening effect of the traditional gravity Spells.

    Time dilation - Its kinda ... boring

    Collective Unconscious - Cast time 1 second, CD reduced to 5 seconds. Deals 100 "heal" potency damage to enemies standing inside. Recovers 0,5% mana per tick, heals party members for 100 potency.
    Diurnal: Potency increased to 150.
    Nocturnal: 10% damage resistance removed, as long as allies stand inside the shields from Nocturnal sect are doubled.
    Cannot be stacked with another AST. Moving or Casting cancels the effect.

    Celestial Opposition - 150 sec cooldown, instant AoE heal at 400 potency, for every % of max mp missing, this spell is 1% stronger and has a 1% lower cooldown up to a max of 50%.

    Well thats kinda it, makes some spells more interesting to use, gives generally more to do without the CD managment (which we dont have yet), that both other healers have, instead focuses on mp managment(which we kinda have).
    (1)
    Last edited by Triaste; 07-01-2015 at 09:09 PM.

  4. #674
    Player
    Krixus's Avatar
    Join Date
    Jun 2015
    Posts
    136
    Character
    Krixus Rayne
    World
    Famfrit
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Triaste View Post
    lots of bad ideas.
    I'm very glad you arnt on the developing team for creating skills.
    (1)

  5. #675
    Player
    Lycinder's Avatar
    Join Date
    Jul 2014
    Posts
    110
    Character
    Muriel Murconic
    World
    Shiva
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Triaste View Post
    Malefic - Won't miss if Combust is active on the target.
    - The next Malefic II will not miss the initial target, and has a small AoE effect. Oh hey that would make me put Malefic back on my hotbar, good idea

    Malefic II - Restores 50% mp cost if the initial target has Combust II on it. Less restore mp more just make it cost less (middle man removed) though I'm not sure on this idea to be honest

    Lightspeed - Toggelable Stance. Does what it does now, additionaly reduces the GCD by 1 second. Spells remain their original strength but cost 50% more mp while in this stance. I prefer lightspeed as a cooldown and would instead want it to remove GCD and have a shorter length to make up for it

    Royal Road - CD removed. What is the point of the cooldown anyway? Agreed.

    Spread - Held Cards grant half of their bonus to the AST. Cannot draw, when a Card is held. Royal Road consumes the held card if used. NO!

    Disable - 30 second Cooldown, restores the reduced damage as MP to the caster (if multiple targets are hit, only from the target that received the highest damage. Disable is fine and effective as it is

    Shuffle - CD renoved - MP cost added 10% max MP The cooldown makes sense since removing the RNG state will just make the whole draw mechanic pointless, and I would not want to be burning mana on the card mechanics thanking you.

    Noctunal Sect - 5% healing bonus removed, instead increases potency of shields by 25%. Diurnal/Nocturnal Sect can be switched mid combat, cost 10% max MP when in combat. 5% Healing bonus is fine as is, being able to switch stance at a cost of a chunk of mana though is in fact A VERY GOOD IDEA

    Synastry - Toggelable "Stance", does what it does at, increases MP cost of single-target healing spells by 25%. A mini-fairy so to speak. Mana burn is a big problem for astrologians already, synastry as a cooldown is fine as is.

    Gravity - MP cost doubled, damage reduced to 100 potency, additionally deals 20% of remaining MP as damage.
    ... kinda simulates the gradually weakening effect of the traditional gravity Spells. Lets take our only AoE damage skill make it weaker make it cost double mana and basically make it so an Astrologian who wants to not be made useless will only use it once if at all \o/ yeah no, terrible idea.

    Time dilation - Its kinda ... boring I quite enjoy Time Dilation, it would be nice if I can cast it on myself though

    Collective Unconscious - Cast time 1 second, CD reduced to 5 seconds. Deals 100 "heal" potency damage to enemies standing inside. Recovers 0,5% mana per tick, heals party members for 100 potency.
    Diurnal: Potency increased to 150.
    Nocturnal: 10% damage resistance removed, as long as allies stand inside the Shield from Nocturnal sect are doubled.
    Cannot be stacked with another AST. Moving or Casting cancels the effect. I am pretty sure in nocturnal with the big aoe hits (which is what its made for) a percent damage reduce is going to always be stronger then doubling our weak shields which we would need to place beforehand...Actually this looks like a big nerf to an already pretty weak skill...Why?

    Celestial Opposition - 150 sec cooldown, instant AoE heal at 400 potency, for every % of max mp missing, this spell is 1% stronger and has a 1% lower cooldown up to a max of 50%. Not quite sure about this, celestial stasis is meant to have an effect like stopping time for 5 seconds which is why mobs are stunned for 5 seconds and beneficial effects are increased by 5 seconds, also making it only effective if we have burned our mana might not be a good message to Astrologians.
    Edit: after thinking it through I have decided that this is indeed a bad idea.


    Well thats kinda it, makes some spells more interesting to use, gives generally more to do without the CD managment (which we dont have yet), that both other healers have, instead focuses on mp managment(which we kinda have).
    I kind of see what you are getting at and some ideas you have are pretty good but quite a few are terrible (See bolded notes) a lot of those work against MP management and will effectively kill our mana earlier rather then make it last longer.
    To be honest there is too many big changes to that when Astrologian only needs a tweak to our current toolset rather than a massive overhaul.
    (0)
    Last edited by Lycinder; 07-01-2015 at 09:34 PM.

  6. #676
    Player
    Triaste's Avatar
    Join Date
    Jan 2015
    Posts
    8
    Character
    Elize Lyrielle
    World
    Shiva
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Lycinder View Post
    I kind of see what you are getting at and some ideas you have are pretty good but quite a few are terrible (See bolded notes) a lot of those work against MP management and will effectively kill our mana earlier rather then make it last longer.
    To be honest there is too many big changes to that when Astrologian only needs a tweak to our current toolset rather than a massive overhaul.

    Well the nubers as per se are just that numbers nothing set in stone. Its more mechanics that I was after, and to make it different from the other healers. As it stands, we have lower damage than SCH, lower healing than WHM, and more mana Issues than both.

    Its not even that healing would change much with those changes - pure healing would most likely be unaffected. Lightspeed/Synastry, would be the equivalent of the WHM/SCH cooldowns, enabling us to cast a lot faster, although with unsustainable cost - but you are not supposed to use it for more than some casts anyway.
    Sure if those cooldowns would be used we would be harder on the mana. Thats why at least a spell has to have some regeneration on it, and a channeling spell like Collective Unconscios would fill that role, cast whenever possible - basically positioning would be rewarded (An the spell actually used) - also the mechanic on disable is for that encourages its use too.
    And to be honest 10% isnt that much, its 1k on a 10k hit, shields would cover that at least, for everything weaker its a + , for everything higher we have disable.

    Celestial Opposition ist quite bad, interfering with stun resist timers, or the stun portion just not working on enemies. Can also be understood as opposing fate (as written in the stars) by keeping everyone from certain death instead of stopping/prolonging time.

    And yup, thats more an overhaul, we prolly will get some numbers fixed (as with all the other classes - and it will do what its supposed to.) But one can think about alternatives anyway, if only for fun
    (0)

  7. #677
    Player
    RichardButte's Avatar
    Join Date
    Mar 2011
    Posts
    1,107
    Character
    Richard Butte
    World
    Hyperion
    Main Class
    Machinist Lv 90
    Quote Originally Posted by VitalSuit View Post
    What spear bug? You mean that it doesn't affect cooldowns that are already used? That's not a bug, that's how it works... It's only reducing the cooldowns of skills you haven't used yet. If the skill already goes on cooldown then it's going to take that full cooldown before spear was used.
    It has to be a bug, that or Spear is far and away the most worthless card in the deck.

    The problem with Spear is simple: RNG will be a factor in drawing this card, so you cannot expect to draw it. Therefore, what are you supposed to do? Hold off on your cooldowns in the hopes you draw a Spear? Ask your PARTY to do the same? Do you waste the spread slot on it?

    It's too situational, and although that describes many of the AST's abilities and cards, this one is particularly bad because people will be blowing CDs as soon as they happen throughout the course of a battle. No one is going to wait for you to maybe draw a Spear.

    With the bug fix, it'll be the AST's best card because an AoE Spear will reduce every ticking cooldown by 10%, and that's HUGE, way bigger and better than a 10% damage buff every 30 seconds that pans out to being less effective than a SCH running Selene for DPS output.
    (2)

  8. #678
    Player
    Lycinder's Avatar
    Join Date
    Jul 2014
    Posts
    110
    Character
    Muriel Murconic
    World
    Shiva
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Triaste View Post
    -snip-
    The idea of having synastry and lightspeed as toggleables just isn't going to work I am strongly in support of Synastry as it is and Lightspeed to rather be actually useful (some edit to GCD) than being something which drains mana MORE.
    I use celestial opposition for mana management with its effect increase, I'd rather it keep that and maybe have some kind of "celestial attuning" effect after the 5 seconds which gives us some mana.
    A percentage mitigation for collective consciousness is going to be much better for Astro come Alexander because we are going to be expecting BIG hits I mean if scholar had that effect for their Sacred soil for T11's crit nerve gas before echo and overgearing people would die no matter what, aspected helios is a weaker shield than you think I would rather it not be our aoe mitigation to rely on even if doubled.
    On that note I think the mana regen channel effect of Collective unconsciousness might be nice.

    You agree that we have mana issues, why are you suggesting things which will kill our mana more?
    (0)
    Last edited by Lycinder; 07-01-2015 at 10:48 PM.

  9. #679
    Player
    AlexanderThorolund's Avatar
    Join Date
    Apr 2015
    Location
    Garlean Empire
    Posts
    513
    Character
    Eros Crux
    World
    Louisoix
    Main Class
    Machinist Lv 70
    I love the visual effect of Gravity, it looks so cool.
    (0)

  10. #680
    Player
    Krixus's Avatar
    Join Date
    Jun 2015
    Posts
    136
    Character
    Krixus Rayne
    World
    Famfrit
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by AlexanderThorolund View Post
    I love the visual effect of Gravity, it looks so cool.
    As do I! And I like malefic II also.
    (0)

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