Quote Originally Posted by Rewind View Post
I know devs are reading this thread and I thought I'd post my ideas for changes to AST as someone who plays both SCH/WHM as well. I was thinking about making my own thread but there's enough out there already.


Cards

Cards typically drawn from draw (Bole, Balance, Spear, Arrow, Ewer and Spire) are "Action Cards" that AST can select to use.
Base duration is 15 seconds.

When you use a "Action Card" e.g Balance it is placed on a 1 minute cooldown
When you use a "Action Card" e.g Balance, the remaining cards are placed on a 30 second cooldown.

Draw, Spread, Royal Road, and Shuffle Function:
Draw instead, allows plays to draw for buffs (20 second cooldown)
This includes;
  • Potency - Increases potency by 50%
  • Duration - Increases duration by 15 seconds
  • Extend - Spread action card to players within 15 yrds
  • Reduce - Reduce the CD of played action card by 10 seconds
  • Aura - Effect emits from player (10 yrd radius)

Royal Road instead, allows plays to gamble for improved buffs. (no cooldown)
This includes;
  • Potency - Increases potency by an additional 100% (total 150% potency)
  • Duration - Increases duration by an additional 30 seconds (total 45 seconds)
  • Extend - No yrd restriction (covers entirity of room)
  • Reduce - Reduce the CD of played action card by an additional 20 seconds (total 30 seconds)
  • Aura - Effect emits from player (25 yrd radius)
  • Fumble - You lose the card

Spread and Shuffle can remain relatively the same - instead you shuffle and spread buff cards, and you can't shuffle and retrieve the same card.

Utility and DPS Spells (work in progress)
If its green it's new.
- Luminferous Aether (No MP cost; Duration 15secs): Reduces Emnity Generation, Refresh potency by 80

- Lightspeed (No MP cost)
  • Diurnal - Duration, 10 seconds - Reduces MP cost by 25%, spell cast time and GCD reduce by 2.3 seconds.
  • Noctural - Duration, 25 seconds - Reduces MP cost by 75%, increases healing potency by additional 10%

- Essential Dignity (No MP cost - CD:40s) - Restores target's HP. Cure Potency: 400 Potency increases the lower the target's HP. (Scales linearly up to 1000 potency).
  • Diurnal - 15% chance aspected benefic will cost no MP (duration: 12 seconds)
  • Noctural -25% chance aspected helios will cost no MP (duration: 12 seconds)

- Synastry (No MP cost - CD:120s) -Generate an aetheric bond with target party member. Each time you cast a healing spell on a party member not under the effect of Synastry, the party member with which you have the synastry bond will also recover HP equaling 50% of the original spell.

Duration: 20s
  • Diurnal - Regen with a cure potency of 40 on both targets
  • Noctural -Erects a magic barrier on both target - 10% chance when barriers are struck, the striker will do 10% less damage.

- Combust (535mp - Instant) - Deals unaspected damage over time. Potency: 40 Duration: 18s

- Combust II (618mp - Cast 2.5) -Deals unaspected damage over time. Potency: 45 Duration: 30s

- Stella (No MP - Cast 2.5 - CD; 30seconds) - Spread a targets combust and combust II to nearby enemies. Restore 5% MP.

- Collective Unconscious (No MP cost - CD: 90s - 15y) - Creates a wheel of fortune around the caster. Effect granted to party members upon entry differs depending on active Sect. Can only be executed when a Sect is active.

Refresh with a potency of 60

Effect ends upon using another action or moving.
  • Diurnal - Regen with a Cure Potency of 200 (duration: 12 seconds)
  • Noctural -Damage taken is reduced by 10% (duration: 12 seconds)

- Celestial Oppossition (No MP cost - CD:120s) - Stuns all nearby enemies. Duration: 4s (PvP 2s) Also extends duration of beneficial effects cast on self and party members by 5 seconds.
  • Diurnal - Restores own and HP of nearby party members (Potency:350)
  • Noctural - Damage taken of nearby party members is reduced by 10% for 10 seconds
Healing stances - Nocturnal & Diurnal
Still thinking a bit more about this - Need to do some potency crunching. Will edit later after work .
Just found this on another thread and, i think the individual card idea is pretty good, since well, we are buffers so we need to have full control on our buffs right?