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  1. #10
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    657
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Alright, here's what I've got for Astro for my Yet Another Astrologian Rework™, I'm very much open to changes here, especially in regards to card effects and to the use of the old Sects (which are now swappable mid-combat).

    The aim of this rework was to put more emphasis on the time-based elements of Astrologian, bring back unique buffs and effects on cards, and make the main healing spells more desirable and fun to use.

    This healer rework will be the lightest on the amount of new attacks, with only 2 new GCD spells and one new oGCD to interact with them. The new mechanics are Favor stacks proced by Malefic, which allow the use of Fall Malefic, Doomsday from the new Comet spell, a delayed effect which causes a comet to fall on the target after 19s, and Temporal Tragedia, which detonates and speeds up Combust and Comet. Hopefully this won't be too hectic and I'm fine with removing Fall Malefic to keep the damage kit simple. Cards do enough to make Astros lack of damage exciting regardless.

    Anyway, let's start with the damage spells

    Damage spells:
    Malefic IV
    Spell -- 1.5s Cast Time -- 300 MP

    Deals unaspected damage with a potency of 200
    50% chance to gain 1 stack of Favor, up to a maximum of 4

    A proc mechanic feels fitting for a job themed around fortune and luck

    Fall Malefic II
    Spell -- 0s Cast Time -- 1 Favor

    Deals unaspected damage with a potency of 260

    Combust
    Spell -- 0s Cast Time -- 300 MP

    Deals unaspected damage over time with a potency of 70, 15s

    Gravity
    Spell -- 1.5s Cast Time -- 300 MP

    Deals unaspected damage to target and all enemies nearby it with a potency of 130

    The Favor stacks won't be used in AoE, subject to change if people want that

    Comet
    Spell -- 1.5s Cast Time -- 400 MP

    Mark your target with Doomsday, once the effect of Doomsday expires, a comet will fall on the target, 19s, only one Doomsday effect can be active at a time
    If the target dies before the effect expires, the comet will fall where the target was
    Deals unaspected damage to the target and all enemies nearby it with a potency of 350 for the first enemy, and 30% less for all remaining enemies

    Thank you ForsakenRoe for this idea. 19s was chosen so as to not have high sps accidently overwrite and restart Doomsday on the 8th GCD after the previous Comet cast.


    Healing spells:
    Benefic
    Spell -- 1.5s Cast Time -- 800 MP

    Restores target's HP with a potency of 600
    Grants Double Cast Ready if the target is in combat

    Exalted Benefic
    Spell -- 0s Cast Time -- 800 MP

    Restores target's HP with a potency of 900 after effect expiration, 8s
    Grants Double Cast Ready upon expiration if the target is in combat

    Exaltation has been replaced with spells of similar effect, I like the idea of Astro being a delay healer that can reward good play with MP cheap and effective heals

    Diurnal Benefic
    Spell -- 0s Cast Time -- 700 MP

    Restores target's HP with a potency of 250
    Restores target's HP over time with a potency of 250, 15s
    Grants Double Cast Ready if the target is in combat
    *Can only be used under the effect of Diurnal Sect*
    *Changes to Nocturnal Benefic under the effect of Nocturnal Sect*

    Nocturnal Benefic
    Spell -- 0s Cast Time -- 1200 MP

    Restores target's HP with a potency of 250
    Grants a magicked barrier that nullifies damage equaling 220% of the amount of HP restored
    Grants Double Cast Ready upon barrier being completely absorbed
    *Can only be used under the effect of Nocturnal Sect*
    *Cannot be placed on the hotbar*

    Yes, I am bringing back the Sects. Changing Sect will also be allowed mid-combat and it's up to the player to make good use of both shields and regens. I'm open for removing this if it feels too OP.

    Helios
    Spell -- 1.5s Cast Time -- 1000 MP

    Restores HP of self and nearby party members with a potency of 500
    Grants Double Cast Ready if you're in combat

    Exalted Helios
    Spell -- 0s Cast Time -- 1000 MP

    Restores HP of self and nearby party members with a potency of 600 after effect expiration, 8s
    Grants Double Cast Ready upon expiration if you're in combat

    Diurnal Helios
    Spell -- 1.5s Cast Time -- 1200 MP

    Restores HP of self and nearby party members with a potency of 150
    Restores HP of self and nearby party members over time with a potency of 150, 15s
    Grants Double Cast Ready if the target is in combat
    *Can only be used under the effect of Diurnal Sect*
    *Changes to Nocturnal Helios under the effect of Nocturnal Sect*

    Nocturnal Helios
    Spell -- 1.5s Cast Time -- 1500 MP

    Restores HP of self and nearby party members with a potency of 150
    Grants a magicked barrier that nullifies damage equaling 300% of the amount of HP restored
    Grants Double Cast Ready upon barrier granted to self being completely absorbed
    *Can only be used under the effect of Nocturnal Sect*
    *Cannot be placed on the hotbar*

    Censured Detriment
    Spell -- 0s Cast Time -- 800 MP

    Remove a single detrimental effect from the target. If the target is not enfeebled, a barrier is created nullifying the target's next detrimental effect
    Grants Double Cast Ready upon successful removal

    Exalted Detriment is back, but name-changed as Exalted is used for the new delayed heals. Astro differs from WHM cleansing in that it can be pre-emptive with it, up for changes if it's too OP.

    Censured Malady
    Spell -- 1.5s Cast Time -- 1100 MP

    Removes a single detrimental effect from self and all nearby party members. If the targets are not enfeebled, a barrier is created nullifying the next detrimental effect
    Grants Double Cast Ready upon successful removal


    Cards:
    Draw
    Trait -- 1s

    Draw a random Arcanum card, only one card can be drawn at a time

    Draw is now a trait and will automatically draw a card whenever your arcanum is empty.

    Balance
    Increases damage dealt by a party member or self by 10%, 15s
    Grants Solar Astrosign

    Spear
    Increases critical rate by a party member or self by 15%, 15s
    Grants Solar Astrosign

    Bole
    Reduces damage received on a party member or self by 10%, 15s
    Grants Celestial Astrosign

    Arrow
    Increases movement speed of a party member or self, 10s
    Grants Celestial Astrosign

    Open to changes on Arrows effect, single target Expedient feels like a good choice for arrow instead of GCD recast destroying rotations.

    Ewer
    Creates a barrier around target that absorbs damage equivalent to a heal of 500 potency, 20s
    Grants Lunar Astrosign

    Spire
    Restores target's HP over time with a potency of 150, 15s
    Grants Lunar Astrosign

    Open to changes on Ewer and Spire effects, basic heals are boring.

    Play
    Ability -- 30s Recast -- 2 Charges

    Triggers the effect of the drawn arcanum and grants its astrosign
    *Shares a recast timer with Minor Arcana

    Play now has the cooldown of Draw to regulate its usage, hopefully this will cut down on weaving.

    Redraw
    Ability -- 60s -- 2 Charges

    Draws a different arcanum from your deck, will prioritize an arcanum with an unobtained astrosign

    This should cut down on a lot of the randomness with cards. There may be some pushback to this since I know some like the randomness of cards.

    Divination
    Ability -- 120s Recast

    Trigger effects based on currently obtained astrosigns
    Can only be executed after obtaining an astrosign
    Solar sign: Gradually restores own MP with a potency of 60
    Lunar sign: Increases critical rate of self and all nearby party members by 10%
    Celestial sign: Increases damage dealt by self and all nearby party members by 5%

    The change to the astrosigns offering different effects based on current signs was to promote using a variety of cards, including using cards like Bole, Spire, Arrow, and Ewer for an overall damage gain as their signs grant the damage increases. Balance and Spear are still desired. Unlike now, you can only have 1 stack of a sign.

    Minor Arcana
    Ability -- 30s Recast -- 2 Charges

    Becomes Lady while Balance, Arrow, or Spear arcanum is drawn
    Becomes Lord while Bole, Spire, or Ewer arcanum is drawn
    *Shares a recast timer with Play*

    Will act as a card dump again. Don't need the healing effects or signs from Ewer and Spire? Lord will damage. Everyone dropping like flies? Well that Balance won't do much good there, but Lady may help.

    Lady
    Restores HP of self and all nearby party members with a potency of 600

    Lord
    Deals unaspected damage to target and all enemies nearby it with a potency of 400 for the first enemy and 50% less for all remaining enemies


    Abilities:
    Diurnal Sect
    Ability -- 2s Recast

    Regen stance, can use Diurnal Benefic and Diurnal Helios

    Nocturnal Sect
    Ability -- 2s Recast

    Barrier stance, can use Nocturnal Benefic and Nocturnal Helios

    If people feel that swapping between shield and regen might be too op for AST, I'm fine with removing it and returning Neutral Sect

    Temporal Fortuna
    Ability -- 60s Recast

    Dispels Regen effects casted by you, restoring HP equal to the amount of healing over time remaining
    Dispels Exalted effects casted by you, triggering their healing effects immediately

    Temporal Tragedia
    Ability -- 60s Recast

    Dispels Combust effects casted by you, dealing damage equal to the amount of damage over time remaining
    Dispels Doomsday effect casted by you, triggering the comet immediately

    Horoscope
    Ability -- 90s Recast

    Remember the current barrier, exalted, and regen durations and values. Executing the action a second time will apply effects at the remembered values
    Remembered Diurnal Benefic and Diurnal Helios becomes Diurnal Ascendance and Diurnal Horoscopy respectively
    Remembered Nocturnal Benefic and Nocturnal Helios becomes Nocturnal Ascendance and Nocturnal Horoscopy respectively
    Remembered Exalted Benefic and Exalted Helios becomes Exalted Ascendance and Exalted Horoscopy respectively

    These new effects will replace the original effects, make sure to wait until after they have expired before pressing Horoscope again for full value. Using the ability before the shields break or exalted heals expire will trigger Double Cast, the new effects will not trigger Double Cast.

    Double Cast
    Ability -- 15s Recast -- 2 Charges -- Double Cast Ready

    Repeat the previously casted spell with no cast time if you meet the cast requirements

    Yes this CAN be used to increase healing in a pinch with Benefic and Helios, and would even re-enable Double Cast Ready as that's one of their effects, doing so can of course be a potential DPS loss if both stacks are used this way, make sure to plan this carefully.

    The double-casted spell counts as an ability. So while Double Cast Ready can be reproced immediately via double-casted Benefic and Helios, a new spell has to be cast before Double Cast itself can be used again.


    Lightspeed
    Ability -- 60s Recast -- 2 Charges

    Grants 3 stacks of Lightspeed, reducing the cast time of spells by 2.5s

    Lightspeed is on a shorter cooldown with a second charge, but only has up to 3 casts. This should hopefully make it more readily available when it's needed for movement and intense weaving situations.

    Essential Dignity
    Ability -- 40s Recast -- 2 Charges

    Restores target's HP with a potency of 400, potency increases up to 900 as the target's HP decreases, reaching maximum value when the target has 30% HP or less

    Earthly Star
    Ability -- 60s Recast

    Deploy an Earthly Star in the designated area and grants the effect of Earthly Dominance, 10s, changes to Stellar Detonation upon execution
    Executing Stellar Detonation deals unaspected damage with a potency of 200 to all nearby enemies. Also restores own HP and HP of all nearby party members with a potency of 350
    Earthly Dominance changes to Giant Dominance upon expiration, 10s
    Executing Stellar Detonation or effect expiration will deal unaspected damage with a potency of 300 to all nearby enemies. Also restores own HP and HP of all nearby party members with a potency of 500

    Collective Unconscious
    Ability -- 60s Recast

    Creates a celestial ring around the caster, 18s, effect is canceled upon moving or executing another action
    Reduces damage taken by 10%, 5s
    Restores HP with a potency of 100 to self and all party members within the ring, 15s
    Effects are reapplied continuously to self and all party members standing within the celestial ring

    Macrocosmos
    Ability -- 180s Recast

    For the effect's duration, 50% of the damage taken is compiled, changes to Microcosmos upon execution
    Restores HP equal to a cure of 200 potency plus compiled damage when effect expires or upon execution of Microcosmos

    Macrocosmos is no longer a spell, and in turn the damage has been removed. Should still be just as stupidly powerful.

    Healing oGCDs that have remained are largely untouched outside potency tweaks.


    Removed Actions:
    Benefic II - AST gameplay and burst heals revolve more around delayed heals, Benefic I is still kept for those moments where a heal is vital
    Synastry - A skill I would've liked to keep, but button count was too high
    Neutral Sect - Swapping between Nocturnal/Diurnal is now possible in battle, and AST already has stupid high healing, this won't be needed unless I remove Nocturnal
    Exaltation - oGCD to cull
    Celestial Opposition - Another oGCD to cull
    Celestial Intersection - I can't believe it's not another oGCD to cull
    Astrodyne - Good riddance, Divination now has varied effects based on signs
    Draw - Now a trait
    Undraw Why this has survived for so long, I'll never know


    Maybe if I'm bored enough I'll make yet another Dusty MSPaint Flowchart™.
    (4)
    Last edited by TheDustyOne; 06-27-2023 at 09:35 AM. Reason: Minor tweaks to kit