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  1. #11
    Player
    Mibgestalt's Avatar
    Join Date
    Oct 2015
    Posts
    86
    Character
    Keiten Shinkugan
    World
    Exodus
    Main Class
    Machinist Lv 60
    Time Compression It's not that overpowered when you compare it to Ultimecia's version!
    Cast: Instant
    Recast: 120 seconds
    Radius: 15y

    Diurnal Sect Effect: Consumes regen effects you cast on party members and self, and instantly heals their remaining amount.
    Nocturnal Sect Effect: Halves the remaining time on Nocturnal Barrier effects you cast on party members and self, and increases the damage nullified by 50%.

    (I'd also dig if Time Dilation boosted a Nocturnal Barrier by 50-100% in a similar vein)
    (1)
    Last edited by Mibgestalt; 12-11-2015 at 12:37 PM.

  2. #12
    Player
    Warr_of_Lint's Avatar
    Join Date
    Aug 2015
    Posts
    84
    Character
    Glyn Penman
    World
    Balmung
    Main Class
    Bard Lv 55
    Mulligan - Ability
    Range: 30y
    Radius: 15y
    Recast: 60.00s

    Return currently drawn arcanum to your deck, cast a random arcanum on target at 50% potency, and extend effect to nearby targets. Ignores royal road (neither enhances nor expends RR)

    You would use mulligan as you would shuffle, most likely after shuffle has yielded an unfavorable result. I see three ways this plays out:
    Worst case scenario: you get a useless card for the third time in a row and now everyone is buffed by it. Party gets a good laugh
    Likely Scenario: you get a card that's marginally useful. Since the card effect is expanded (hopefully party members were standing close), someone will gain some tangible benefit from the card effect.
    Best case scenario: it's Balance and everyone celebrates.

    The idea of this card is to increase the overall buff time of the AST cards. With bad draws, an AST can be endlessly discarding or RRing their draws. At least this way, the party gets some effect once in a while.
    (3)
    Last edited by Warr_of_Lint; 12-11-2015 at 04:28 PM.
    Our memory of their faces is fuzzy, like an unidentifiable wad of fibers. -Anonymous Epitaph to the Warriors of Lint

  3. #13
    Player
    Nekotee's Avatar
    Join Date
    Nov 2014
    Location
    Uldah
    Posts
    1,574
    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    Ghislain idea are cool
    I like the divergence, sounds like SCH bane on HoT
    Eclipse, à DPS skill affectés by sect... I want this noaw !!!

    Yhisa, your idea in the other change litteraly everything
    Plus your idea about the sect is... What ?
    You remove sect bonus and you say spell will change with the sect and the sect will affect the group... How so ?

    Jacost i support tout alignement with all my heart !
    I'm so jalouse each time a white mage use assize or a SCH use indomitability...
    (0)

  4. #14
    Player
    Yhisa's Avatar
    Join Date
    Aug 2013
    Posts
    413
    Character
    Susubi Subi
    World
    Phoenix
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Nekotee View Post
    Ghislain idea are cool
    I like the divergence, sounds like SCH bane on HoT
    Eclipse, à DPS skill affectés by sect... I want this noaw !!!

    Yhisa, your idea in the other change litteraly everything
    Plus your idea about the sect is... What ?
    You remove sect bonus and you say spell will change with the sect and the sect will affect the group... How so ?

    Jacost i support tout alignement with all my heart !
    I'm so jalouse each time a white mage use assize or a SCH use indomitability...
    Sect would work on group give a group effect whilst ur in that current sect for example

    Whilst in diurnal sect allies have a chance to make there next attack cost free (just a random idea to show what i mean)

    P.S i just want astrologian to be a enchantress which plays by using buffs or enhancements or enfeeblements (would never happen but wishful thinking)
    (0)
    Last edited by Yhisa; 12-12-2015 at 12:23 AM.

  5. #15
    Player
    AzureFlare's Avatar
    Join Date
    Apr 2015
    Posts
    178
    Character
    Lucille Lifeblossom
    World
    Cerberus
    Main Class
    Astrologian Lv 60
    Trine
    Your next Aspected Benefic will add both effects from Diurnal Sect and Nocturnal Sect. The shield value of Aspected Benefic is reduced to 90% (from 130%, to compensate for bigger potency).
    Duration: 5 seconds.
    Cooldown: 60 seconds. Starts upon ability activation.

    Stacked Deck
    Your next 3 Draws will have a 2 second cooldown. Additionally, resets the cooldown of Spread if no card is present.
    Duration: 30 seconds.
    Cooldown: 90 seconds. Starts upon buff consumption.

    Cazimi
    Consumes Combust and Combust 2 on the target, dealing 30% of the remaining damage to the target and anyone around it.
    Range: 5y.
    Cooldown: 40 seconds.

    Falling Stars
    Casting Malefic or Malefic II grants you a stack of Wish. Can hold up to 5 stacks of Wish at a time. Decreases the manacost of Malefic and Malefic II by 50%.
    Buff Duration: 15 seconds.
    Cooldown: 60 seconds.
    Wish Duration: 45 seconds.

    Wish Effect
    Increases attack speed by 4% per stack. Additionally, the following spells consume a stack of Wish for an additional effect:
    Benefic 2: Increases healing by 10%.
    Aspected Helios: Lowers the cast time by 1.5s and the recast time by 1.0s. (Effectively 1.5s base now)
    Aspected Benefic: Increases healing by 10% and lowers recast time by 2.0s.
    Combust, Combust 2: Increases duration by 6 seconds.
    Royal Road, Spread, Shuffle: Reduces the cooldown of Draw by 15 seconds.
    Celestial Opposition: All affected allies will be healed for 150 potency.

    Obviously overbearing if implemented all together, but Falling Stars + Stacked Deck could be interesting in hindsight. It isn't completely overbearing since Expanded RR would overwrite if used incorrectly and it forces the use of the 3 other card skills. Mostly looking at 4.0 more so than 3.0-3.X.
    Idea for Falling Stars, from a healing perspective, is also to turn Malefic into a useful button to gain stacks on and give it a reason to put back on the bars.
    (3)
    Last edited by AzureFlare; 12-12-2015 at 03:58 AM.

  6. #16
    Player
    TatoRazzino's Avatar
    Join Date
    Jul 2015
    Posts
    364
    Character
    Blair Waldorf
    World
    Lamia
    Main Class
    Astrologian Lv 60
    I really like this thread! I thought about five different things, a healing spell and four skills that are related to the cards.

    Constellation
    Spell
    2s cast time, 2.5 recast time
    Range 30y

    Restores target's HP.
    Potency: 600
    Additional Effect: after healing the target, the spell moves to the closest party member while losing 50 potency. This effect can happen a maximum of four times and the same target can't be hit twice. The spell won't move to any targets affected by Synastry.
    Radius: 10y

    This is an idea I got while checking WoW healing spells: there seems to be very interesting healing mechanics that jump from one target to the other, and this can fit the whole Astrological lore (stars that are grouped together by being close to one another). This is basically the AST's version of Cure III, with its own perks and problems. It starts as a 600 potency single target heal that will jump to a different target and heal him/her with 550 potency, then jumps again at 500 potency, until it hits its fifth final target with a 400 heal (a Benefic, basically). The total healing potency will be very high. The Synastry thing is there for a reason: every time Constellation jumps to a different target, it counts as a single target heal, so every hit will be able to interact with Synastry, healing the affected target each time it jumps. The maximum potency the Synastry target will receive is: 1200 (40% of each hit enhanced by 20%). This interaction wouldn't be possible if Constellation could jump to players affected by Synastry. The trade-off is: it can't jump to the caster.

    Arcane Opposition
    Skill
    Instant cast, 60s cooldown
    Replaces the card drawn by it's opposite in the arcanum. Opposition is determined by Royal Road effect affinity (The Balance is swapped by The Bole, The Arrow is swapped by The Spear and The Ewer is Swapped by the Spire).

    Well, Royal Road groups cards in families, so why not allow us to swap them? This will eliminate some of the frustration of getting The Ewer when you need The Spire, for example.


    Arcane Manipulation
    Skill
    Instant cast, 60s cooldown
    Only works when a card is Held (on Spread). Returns the Spread card to your hand, allowing you to use it, Royal Road it or Shuffle it.
    Additional Effect: if a card is Drawn when you use Arcane Manipulation, the cards will be swapped.

    This will allow more control. There are several times (specially pre-pull when I'm setting my card opener) when I get The Arrow and I Spread it to use on my BLM, and then I'm hoping to Draw The Bole, the Spear or another Arrow to Enhance it or Extend it, but then I end up getting The Balance, which would be better for an AoE opener. This move will allow me to swap the cards and shuffle the Arrow that was held to try and get The Ewer or The Spire to Royal Road it. This will also allow the AST to use Spread to save a specific Royal Road buff and then swap it once you get the card you wish for (saving The Ewer and replacing it in your Spread by the Balance, once you get it).

    Prediction
    Skill
    Instant cast, 15s cooldown
    Predicts a future Draw based on the card Drawn at that moment. Execute the command to use the predicts card.

    Additional Effect: when the predicted card is no longer active in the target, a detrimental effect is placed on the user depending on the card effect used. The detrimental effect will instantly consume the card related to the effect if it's Drawn or Shuffled in the future.

    This can be seen as a different version of Spread. Spread basically "consumes" the Drawn card and stores it in another command for future use. Prediction, on the other hand, will simply copy the effect of the card you have on your hand, but it won't consume it, allowing you to basically cast two identical cards at the same time or simply cast one and store another to use in the future. The trade-off is that the card used with Prediction gets registered and it will prevent a future Draw (or Shuffle) of that same card. This is basically a way of "paying" for the card used in advance.

    Providence
    Skill
    Instant cast, 120s cooldown

    Wills a card to Prediction command. Can only be used when no card is stored in Prediction. Execute the command again to change the card. Cooldown is activated when 15s have elapsed or when the card is used.
    Additional Effect: nullifies the detrimental effect of Prediction.

    This is simple: allows you to select a card every two minutes to add it to your Prediction command, free of charge.
    (2)
    Last edited by TatoRazzino; 12-16-2015 at 07:22 AM. Reason: I swapped some names. It looks cooler this way

  7. #17
    Player
    GarnetTribal's Avatar
    Join Date
    Jul 2015
    Posts
    42
    Character
    Garnet Tribal
    World
    Sargatanas
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by TatoRazzino View Post
    I really like this thread! I thought about five different things, a healing spell and four skills that are related to the cards.

    Arcane Manipulation
    Skill
    Instant cast, 60s cooldown
    Only works when a card is Held (on Spread). Returns the Spread card to your hand, allowing you to use it, Royal Road it or Shuffle it.
    Additional Effect: if a card is Drawn when you use Arcane Manipulation, the cards will be swapped.

    This will allow more control. There are several times (specially pre-pull when I'm setting my card opener) when I get The Arrow and I Spread it to use on my BLM, and then I'm hoping to Draw The Bole, the Spear or another Arrow to Enhance it or Extend it, but then I end up getting The Balance, which would be better for an AoE opener. This move will allow me to swap the cards and shuffle the Arrow that was held to try and get The Ewer or The Spire to Royal Road it. This will also allow the AST to use Spread to save a specific Royal Road buff and then swap it once you get the card you wish for (saving The Ewer and replacing it in your Spread by the Balance, once you get it).
    This...is game breaking in the best way possible. Basically, being able to have more control - 60 sec cooldown is fair. Again, considering the class is suppose to be a support/buff class, adding more abilities that make them do their job efficiently is exactly what they need right now.
    (1)

  8. #18
    Player
    NamoNanamo's Avatar
    Join Date
    Aug 2015
    Posts
    122
    Character
    Mimifu Mifu
    World
    Omega
    Main Class
    Conjurer Lv 70
    Distortion of time and space:
    Channel 6sec, share cd with time dilation.

    The target doesn't receive damage while channeling but will receive all the damage(dot) in the end with a 10% damage reduced.
    The dot remains 15 sec and can't be cleansed.

    And maybe a shield like "Give a regen when the shield is broken while in nocturnal sect"
    Example: 150 potency shield with a total 150 potency healing during 15 sec"
    (1)
    Last edited by NamoNanamo; 12-15-2015 at 10:37 PM.

  9. #19
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quincunx
    Uses up a players Drawn/Spread card to inflict a select target with a status effect for 25 seconds. A target can only have one Quincunx effect on them at a time and will be immune to Quincunx for 90 seconds once the effect has lifted. Spread cards has priority over Drawn cards. Instant cast time. 120 second recast.
    Bole: Decrease the target's Damage by 10%.
    Balance: Increase Damage done onto the target by 10%.
    Arrow: Any party member that is with in 8 yalms of the affected target will have their Attack Speed increased by 4%.
    Spear: Increase the likelihood of the target getting hit by a Critical attack by 10%.
    Spire: Any party member that damages the affected target will receive 50 TP.
    Ewer: Any party member that damages the affected target will recover 5% of their MP.

    Medium Coeli
    Use up the user's Drawn card to restore 10% of their MP. Instant cast time. 90 second recast.

    Bhāvas
    Places a 7 yalm star chart in a designated area that increases the MP and TP recovery rate of all party members within it by 25% for 15 seconds. While this effect is up, the user cannot Draw cards and/or use drawn or Spread card effects. Shares cooldown with Celestial Unconscious. Instant cast time. 90 second recast.

    Trine
    Places a barrier on a party member that effect varies depending on what Sect the user is in for 21 seconds. Instant cast time. 60 second recast.
    Diurnal: The barrier converts 25% of damage the affected receives in HP.
    Nocturnal: The barrier damages any enemy that damages the affected. Potency of 80.

    Celestial Retrograde
    Can only be used while the user is under the effect of a Sect. Switches the user's Sect to the other. Instant cast time. 90 second recast.
    (1)

  10. #20
    Player
    TatoRazzino's Avatar
    Join Date
    Jul 2015
    Posts
    364
    Character
    Blair Waldorf
    World
    Lamia
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Mimilu View Post
    Celestial Retrograde
    Can only be used while the user is under the effect of a Sect. Switches the user's Sect to the other. Instant cast time. 90 second recast.
    This is one of the dreams of every AST: be able to change the Sects. But I feel like SE could allow us to switch Sects on the skills themselves, while adding a 90s cooldown, instead of "burning" a new skill just for that. If it's an inconvenience to have two slots occupied on the hotbar, we could simply get an extra level 50 skill (like WHMs got Stoneskin 2) to swap sects. I feel like we need something more out of it if we're going to get an exclusive skill just for that. Anyway, that's a good idea

    A lot of the ideas in here are nice, but some of them would be better on the WHM or SCH toolkit in my opinion. I think that the spells and skills the three healers have so far cover all healing contingencies, so the next spells/skills should be focused on what each healer should be specialized. Or SE could add a spec system inside each job, with a set of skills we could choose from.
    (0)

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