
Originally Posted by
Triaste
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).