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  1. #26
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,071
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Rein_eon_Osborne View Post
    I’m probably gonna be bonked for bringing up yet another old AST cards. But there’s no harm in putting this one out, yeah?[...]
    So after writing out my thoughts on cards revamp couple of days ago, some more ideas that I kept to myself long time ago crept back again and I thought I might as well add them as an addition!
    1. Nocturnal Sect makes a return: this brings back all the axed nocturnal effect from many of AST's kits. Swapping sects in combat becomes possible, albeit with incurred adverse effect when done manually. Exactly what adverse effect is still not yet decided but it'll most likely be increased MP expenditure and slow effect temporarily.
    2. Benefic I upgrades into Benefic II. Potency is reduced to 600 per shot.
    3. Removal of Astrodyne, Celestial Intersection, Minor Arcana, Neutral Sect, and (lol) Undraw.
    4. Essential Dignity potency now scales between 250p to 1300p. Minimum threshold remains at 30% target's health.
    5. Draw loses their charges. Recast is knocked down to 25s. MP restoration is bumped to 8% per draw. All cards gives 6% damage with a secondary effect (exact potency is not yet properly thought) for the same duration:
      1. Balance = increases physical damage.
      2. Spear = guarantees critical direct hit on all AAs.
      3. Arrow = haste+.
      4. Spire = increases magical damage.
      5. Ewer = MP Regen and halves MP cost.
      6. Bole = reflect some damage taken back at their attacker.
    6. Playing card for yourself restores an additional 6% MP, grants 10% haste for same duration, and deals damage to surrounding enemies in 10y radius ala today's Lord of Crown but at random potency of damage ranging from 100p to 300p.
    7. Royal Road makes a return with slightly tweaked conditions:
      Royal Road
      Consumes currently drawn arcanum to empower the next card play.
      Consuming Balance, Spear, or Arrow increases the potency of next card played by 50%.
      Consuming Bole, Ewer, or Spire increases the buff duration by 10s.
    8. Three charges of Redraws makes a return. The recast for these charges are now 20s.
    9. Earthly Star's radius increase is now locked behind tiered phases. First 10s it remains as the old 8y Stellar Burst. At 11s to 19s, the radius grows to 12y. If it detonates on its own at 20s, it grows up to 20y radius. Potency remains as it is today.
    10. Exaltation learning level is lowered. Exact level is not quite known but preferrably anywhere from lv56 to 68. Gains 2nd charge at lv86. Their effect is also slightly altered:
      Exaltation (Cooldown: 60s | Charges: 2 | 30y)
      Reduces damage taken by 10% & grants "Exalted Detriment" to self or target.
      Exalted Detriment: Upon expiration, restores target's HP, cleanses one random detrimental status effect, and deals splash damage to surrounding 5y enemies with potency equals to 40% of total compiled damage taken by target when the effect expires. Total damage reflected cannot exceed target ally's max HP.
      Duration: 9s
      Cure Potency: 400
    11. Celestial Opposition now retains a semblance of its HW iteration's effect plus its Diurnal/Nocturnal effects. But with some addition that will look like this:
      Celestial Opposition (Cooldown: 60s) - 15y◯
      Restores own and nearby ally's HP depending currently active sect, stuns nearby enemies, and extends all beneficial effect granted by self by 6s. Upon usage, swaps sect without incurring adverse effect.
      Stun: 6s
      Diurnal Sect: Restores own and nearby ally's HP with a potency of 150 & grants regen with potency of 80.
      Duration: 15s
      Nocturnal Sect: Restores own and nearby ally's HP with a potency of 150 & erects barrier that nullifies incoming damage with a cure potency of 350.
      Duration: 20s
    12. Macrocosmos potency and MP cost is increased. The exact number of potency hasn't been decided yet, but MP cost would be anywhere above 2,000 MP.
    (1)
    Last edited by Rein_eon_Osborne; 04-04-2024 at 03:05 AM. Reason: Merging the previous post for easier read.

    "Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."