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  1. #451
    Player
    hunter2's Avatar
    Join Date
    Dec 2023
    Posts
    74
    Character
    Hoon Tahtoo
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Here's my rough elementalist WHM design, please take a look https://docs.google.com/spreadsheets...1mvdvf/pubhtml
    The idea is to have similar concepts to BLM - maintaining your self buff and making choices between long, short and instant casts to facilitate movement.
    (0)

  2. #452
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,059
    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."

  3. #453
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Can you shorten Draw cooldown to 10 seconds? 25 seconds is still a bit long.
    (0)

  4. #454
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,059
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by rawker View Post
    Can you shorten Draw cooldown to 10 seconds? 25 seconds is still a bit long.
    I mean I would agree just for the sake of having more cards to draw and play. But then again the cards effect on question are as this post hath described.

    On top of its association with RR addition, I think that would be too OP lmao.

    I opt to have anything that doesn't line up too perfectly with 30s timer because I don't want them to line up with Combust refresh timer.
    (0)

    "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."

  5. #455
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    You can also introduce a hard limit as per the number of drawn cards, can be increased via traits, to prevent Uno card situations just to accomodate the 10s cd on draw. Haha
    (0)
    Last edited by rawker; 04-03-2024 at 06:17 PM.

  6. #456
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,059
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by rawker View Post
    You can also introduce a hard limit as per the number of drawn cards, can be increased via traits, to prevent Uno card situations just to accomodate the 10s cd on draw. Haha
    I will need more elaboration on that lol. Sorry, I can't seem to visualize how that would actually play out.
    (0)

    "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."

  7. #457
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Rein_eon_Osborne View Post
    I will need more elaboration on that lol. Sorry, I can't seem to visualize how that would actually play out.
    Oh sorry. Basically, you get to Draw every 10 seconds. Once you have drawn let's say 3 cards and have not played any, Draw is disabled until you use 1 card or you can still use Draw but it will discard another card from the queue (FIFO). In other words, Instead of Draw getting charges, Play will be the ability that gains charges when using Draw.

    With this, we are now able to pool up to x amount of cards and will have a better grasp of what card will be used first since/next we've pre-drawn it... just held it. I think old AST has the same mechanic but it can only hold 1 card.
    (1)
    Last edited by rawker; 04-03-2024 at 08:08 PM.

    #FFXIVHEALERSTRIKE


    - Seraphism is BAD.
    - Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
    - Give us back Rouse
    - Make pet management rewarding.

  8. #458
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,059
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Isn’t that what “Spread” used to do?
    (0)

    "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."

  9. #459
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Yes. Though I can't remember if Spread can hold more than 1 card.

    I just had a random shower thought... what if AST is reworked to be the only healer that does 2 DoTs and no on demand gcd damage. 1 potent but short duration and 1 not so potent but lasts longer and they just go all out on cards and manipulating buff duration/effects.
    (0)
    Last edited by rawker; 04-05-2024 at 02:48 PM. Reason: Random shower thoughts

    #FFXIVHEALERSTRIKE


    - Seraphism is BAD.
    - Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
    - Give us back Rouse
    - Make pet management rewarding.

  10. #460
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,577
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Rein_eon_Osborne View Post
    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.
    I won't deny that this is interesting, but also brings me the following questions:
    1) Doesn't haste cause drift in most jobs who would have their actions desync'd from the ever prevalent 2min meta? I'm aware that we had something like this before, but also before we didn't have such a strict burst window.
    2) The Ewer would work on a BLM? I imagine it would emphasize some sort of AST+BLM meta immensely if they could remain in their AF phase for the entirety of the Ley Line window.
    (0)

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