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  1. #1
    Player
    Avalt's Avatar
    Join Date
    Oct 2013
    Posts
    36
    Character
    Atlas Leigh
    World
    Balmung
    Main Class
    Arcanist Lv 80

    Imagining Astrologian

    Well hello everyone!

    Like many people, I have a crappy job which I hate. However, it A) Pays for my FFXIV habit, and B) Gives me time to envision how jobs could be implemented! Now, as Heavensward draws closer and closer, I find myself very excited about Astrologian.

    And so, yesterday I spent a few hours putting this together. My vision of Astrologian! Some abilities are still a work in progress, and traits haven't been finished. Also the divining deck is something I'm still thinking about.

    I tried to put a little more emphasis on the support side of things, as WHM already has the raw healing power, and SCH has it's mitigation. And so I think it could mesh with either SCH or WHM as a co-healer.

    Anyway, enjoy

    Job Skills

    (Q) = Job Quest reward
    1 – Proto Star (Deals cosmic damage with a potency of 140 and applies a 14 second slow effect. Effect diminishes over time. Slow=10%)

    2 – Southern Crux (Restores target’s HP with a potency of 400)

    4 – Level 4 Death (Deals a darkness based magical attack with a potency of 150. When used on an enemy with a HP percentage that is divisible of 4, there is a 25% chance to inflict death. Can only be used on a target with less than 40% HP. Death effect will not work on bosses. Recast of 60 seconds)

    8 – Cynosure (Restores the users MP over time with a potency of 15 per tick. Prevents casting of offensive magic while effect is active. Effect ends upon reuse)

    10 – Trine (Deals cosmic damage over time with a potency of 30. Duration: 25 seconds)

    12 – Wall (Applies a physical and magical resistance effect to all party members within radius of target. Duration of 30 minutes. Overwrites, and is overwritten by Proshell/Protect)

    Overwriting/Overwritten by protect means that AST would join Conjurer in having a protect/shell technique. It would essentially be the same effect so that a party without a conjurer would have access to an enhanced protect

    15 – (Q) Divining Deck (Grants access to the Divining Deck. Six cards available in a separate menu similar to Fisher’s tackle box)

    15 – (Q) Divination (Activates effect of selected card in the Divining Deck to user and party members or foes within area of effect)

    I went with the Ninja's Mudra ability as the base for this, however as mentioned by a few people this might not be ideal for a healing class - especially in a pinch emergency. The cards could all be set separately however this would clutter up the hotbars.

    18 – Vitalum Vitalis (Resurrects a KO’d target to a weakened state. Applies the effect of Assurance which reduces damage taken by 15%, and reduces damage dealt by 30% for 10 seconds after resurrection.)

    22 – Absolve (Removes up to two detrimental effects from the target and transfers them to the caster. Detrimental effects duration will be reduced to 5 seconds. Silence will be removed and not transferred to the caster)

    26 – Lunar Flare (Applies cosmic damage over time effect to target with a potency of 40 for 15 seconds. Damage dealt is stored and can be used to restore double the amount to a selected target’s HP upon reuse)
    Damage that is “stored” will be kept on a separate pool on the beneficial status bar – if you played Final Fantasy XI, think of the Scholar’s Sublimation ability where they drained their own HP to create a store of MP

    26 – Lunar Wind (When used after Lunar Flare, stored HP will be reduced by 25% before being used on party members within 8 yalms of target party member. Combo action: Lunar Flare) (For example, if Lunar Flare stored 1000 HP, each party member would receive 750 HP when Lunar Wind is used

    30 – (Q) Dispel (Removes a beneficial effect from target)
    While Monks do have One Ilm Punch, part of the uselessness of this skill is due to it being tied into the Monk’s combo attacks. I think as this ability is standalone, it would may not be relegated as such)

    30 – (Q) Erase (Removes a beneficial effect from a target ally)

    I know what you're thinking, this could potentially be abused - however as we're only funning here - this could be used on a Marauder/Warrior on the last second of their Berserk to prevent the Pacification effect. Or, it could randomly cut the recast time for the effect removed in half?

    34 – Cassiopeia (Restores HP to party members in area of effect with a potency of 200. Applies either a healing over time effect– potency 40, or an MP restoration effect - potency 20 for 15 seconds)

    35 – (Q) Leo (Increases damage dealt by party members for 10 seconds (DET increase of 10%). When effect wears off, allies gain an immunity to the Leo effect for 90 seconds.)

    Amended this to make it slightly clearer!

    38 – Interstellar Influence (Allows two cards to be drawn at once by the user. Beneficial effects bestowed will be reduced by half)

    40 – (Q) Comet (Deals cosmic damage to enemies in a target area with a random potency of between 100-200.)

    42 – Animus Augeo (Increases enmity gain for all abilities used by target by 10% for 15 seconds. Recast 120 seconds)

    45 – (Q) Strange Vision (Grants an ally a 20% magical damage bonus, and increases magical damage taken by 20%. Duration of 10 seconds. Recast of 90 seconds)

    46 – Star Reading – (Lowers own damage dealt by 50%, but increases healing magic potency by 50% for 20 seconds. 90 second recast.)

    I decided that 50% would be a perfect increase in contrast to White Mage's Divine Seal (30%) and a Scholar's Rouse (40% for pet). As this is a considerable increase, I'd say it would be only fair that the Astrologian itself would suffer a penalty to their offensive magic to compensate for this huge boost

    50 – (Q) Stellar Wind (Drains 40% of user’s own HP to restore 40% of a target party member’s maximum HP over 10 seconds. Cannot be used when below 60% HP)
    I agree that 40% of a healer’s HP might be a drop in the bucket compared to 40% of a tank’s HP. So I’ve amended this. It will still be a regen effect, however like Sustain on a Titan-Egi/Topaz Carbuncle, the amounts restored per tick are quite noticeable)

    54 – Lunar Nebula (When applied to a single party member after the use of Lunar Flare on a target. Damage dealt will be restored over time for the duration of Lunar Flare. Combo Action: Lunar Flare)

    55 – (Q) Reflect (Grants a 50% chance of negating the next magical attack against the target for 40 seconds. 90 second recast)
    I did toy with the idea of having a 25% chance of negating the attack, or 25% chance of absorbing half of their maximum HP from the attack. However as lyndwyrm said, this would be too random if it were being relied upon in a pinch situation. So I’ve upped the percentage to 50% and added a duration)

    58 – Lunatic High (Increases physical defence of target by 40% while reducing physical attack by 20%. Duration 15 seconds. Recast of 1 minute)

    Amended this to reduce physical attack instead of magical attack

    60 – (Q) Super Nova (Deals cosmic damage with a potency of 250 to a target, and 120 potency to targets within 3 yalms. If there are no additional targets, party members within 5 yalms will receive a HP restoration with a potency of 150. Also grants a random effect from the Divining Deck to party members or enemies within range at full potency.)




    Divining Deck
    Balance – (Removes all negative effects from party members and enemies within area of effect. Cannot remove effects that cannot be Esuna’d for example; Doom/Mini/Toad/Hysteria/Confusion/Charm)

    Ewer – (Deals cosmic damage overtime to enemies within area of effect with a potency of 20. Consumes own MP)

    Bole – (Increases effect of healing magic on party members within range by 20%)

    Spear – (Increases physical attack power of party members within area of effect by 10%. Consumes own MP)

    Arrow – (Increases magical attack/ranged attack of party members within area of effect by 10%. Consumes own MP)

    Spire – (Reduces damage taken by party members by 30% but also reduces damage dealt by 30% for 10 seconds)


    (I just googled the picture, someone had kindly put the Eorzean alphabet beneath. So if I find out who I'm happy to credit :3)



    Some notes

    Lunar Flare's potency is somewhat high for an unstacked Damage over Time spell, and would be somewhat reliant on Cleric Stance for larger heals. I'm going to tweak this a little.
    Level-4 Death was just a fun idea, it's the Astrologian's most powerful spell but can only be used under ridiculous circumstances.

    I would absolutely adore to add a function to combine two cards into one effect with a longer cooldown period, but I've been having some difficulty thinking about what the effects could be! Any suggestions would be welcomed
    (4)
    Last edited by Avalt; 05-15-2015 at 05:44 PM.