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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.

  2. #2
    Player Sanguisio's Avatar
    Join Date
    Dec 2013
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    591
    Character
    Sanguisio Alorea
    World
    Phoenix
    Main Class
    Goldsmith Lv 50
    I like your post

    Also, do I see an AHS fan here ^^
    (1)

  3. #3
    Player
    Avalt's Avatar
    Join Date
    Oct 2013
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    36
    Character
    Atlas Leigh
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Sanguisio View Post
    I like your post

    Also, do I see an AHS fan here ^^
    I am indeed an AHS fan! I thought the name Vitalum Vitalis was perfect for a Resurrection spell

    Also really hoping for some Astrologian/Dark Knight/Machinist news in the near future! I'm chomping at the bit
    (0)
    Last edited by Avalt; 02-09-2015 at 11:27 PM.

  4. #4
    Player
    lyndwyrm's Avatar
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    Aug 2013
    Location
    Gridania
    Posts
    165
    Character
    Poponemu Totonemu
    World
    Malboro
    Main Class
    Conjurer Lv 70
    These are just my perceptions/opinions/observations about what you've listed. Any criticisms are intended to be constructive.

    1 – Proto Star (Deals cosmic damage with a potency of 110 and applies a 10 second slow effect. Effect diminishes over time. Slow=10%)

    --I actually think the potency of this could be a little higher, given stone is potency 140, and has a longer heavy effect.

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

    --Basic cure, check.

    4 – Level 4 Death (Inflicts instant death on a target. Can only be used when target’s level is divisible by 4 and at 4% HP. Can only be used on certain targets, not bosses. Recast of 40 seconds)

    --If it can only be used on non-raid, non-boss, mobs, then I would up the HP threshold to more like 40%, or anywhere beneath 40%. At 4%, just about anything could kill it. In balance with the much higher HP threshold, you could add a flat miss chance of 30-50% to make it less powerful.

    8 – Focus (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)

    --Combines MP management with limiting DPS, effective in my opinion.

    10 – Trine (Deals cosmic damage over time with a potency of 20. Duration: 15 seconds)

    --This is defininitely underpowered, proto star deals more in total. If you upped the potency to 30, it'd be better than proto star, but still worse than aero. Of course, if the MP cost is low enough to justify it, then that's that.

    12 – Wall (Applies a physical and magical resistance effect to all party members within radius of target. Duration of 30 minutes)

    --(pointing out the obvious) This probably wouldn't stack with protect, but would at least alleviate the need to cross-class CNJ skills.

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

    --With the variety of effects given in the Deck, I'd probably seperate them out across a few more levels.

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

    --Also, I'm not quite sure what the "(Q)" means.

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

    --An enhanced raise, if they added the buff, I think it'd be traited in later as opposed to being immediately available.

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

    --If the wording was changed to "detrimental effects duration will be reduced to 5 seconds." then it would be much better. As for silence, the ability could also just have no effect on that effect.

    26 – Lunar Flare (Applies cosmic damage over time effect to target with a potency of 70 for 15 seconds. Damage dealt is stored and can be used to restore a selected target’s HP upon reuse)

    --I'm not quite sure where this would be stored, also, the DOT is quite powerful, has a total potency that is equal to Bio II, and a DOT potency 30 higher than anything in the game currently. I might instead, depending upon how it was stored, reduce the potency to 35 or 30 and say it can heal 2-3x the damage dealt.

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

    --For an AOE heal of this type, have an 5-8y burst around the target that was dealt the damage, for example? I would stick with the reduced potency and multiplied heal for lunar flare though.

    30 – (Q) Dispel (Removes a beneficial effect from target. 50% chance of being able to bestow effect upon party member)

    --I love this, but at the same time... one-ilm punch is in the upper eschelons of useless skills in the game. The possibility to bestow it to a party member would require targetting multiple times, so I'd probably just apply it to self. Though, it could also be throw on any random party member, with still limited usefulness compared to applying to oneself.

    30 – (Q) Imbue (Bestows a removed beneficial effect upon party member when used within 5 seconds of using Dispel. Combo action: Dispel)

    34 – Cassiopeia (Restores HP to party members in area of effect with a potency of 120. Applies a healing over time effect for 10 seconds – potency 30)

    --If you upped the duration to 12 secs, the total potency would still just be 240, lower than medica. This is again ok if the MP cost is low enough, but I'd probably up the time to 18secs or the potency to 40 (for 12 secs still)

    35 – (Q) Leo (Increases damage dealt by target for 10 seconds. When effect wears off target cannot receive this effect again for 2 minutes)

    --Slap a 90sec cooldown on this (for ~10% DMG) and it'd be great for AOE pulls, burn phases, and general DPS boosting. This kinda falls into "support" which we don't have a whole lot of at the moment, mostly BRD and SCH, so I'd be happy to see more support-y skills.

    38 – Interstellar Influence (Allows two cards to be drawn at once by the user. Beneficial effects bestowed will be reduced by 50%)

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

    --The high range of damage has been kind of a staple for comet/meteor in past FF games, but to be honest, I don't think people would like it. In 1 player games, they can reward large damage range skills with a higher average damage, but for MMOs, they really can't do that, or else it would end up being the go-to class for whatever it did in that fashion. The damage range given doesn't seem unresonable, but it'd still have to cost a pretty hefty amount of MP, 250-350 I would think.

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

    --Has the possibility to be abused/misused, but doesn't seem large enough to cause much of a problem even if that happened. It does seem large enough to assist tanks, but most tanks don't have issues with aggro anyways, so it would have a limited usefulness. Maybe it could keep threat off of a ninja that popped every skill they have right at the start of a pull, but it still isn't that big.

    45 – (Q) Strange Vision (Grants a target a 20% magical damage bonus, and increases damage taken by 30%. Duration of 10 seconds. Recast of 90 seconds)

    --I'm not a huge fan of causing allies to take more damage, also that abuse/misuse issue, but one way or another, for the duration and the fact it's just magic damage, I'd reduce the damage taken increase to 15-20%.

    46 – Star Reading – (Lowers own damage dealt by 50%, but increases healing magic potency by 20% for 15 seconds. 90 second recast.)

    --A nice healing buff, but divine seal is overall better, so it might be worth tweaking numbers. Also the reduction to own damage in addition with the "Focus" skil mentioned earlier, seems redundant.

    50 – (Q) Stellar Wind (Drains 40% of user’s own HP to restore the amount over time to a party member. Cannot be used when below 60% HP)

    --Hmmmm, this is a big chunk of HP to lose. Also, if used on a tank with twice your HP, then relatively speaking, it should heal more than it drains, maybe only 1.5 but still.

    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 25% chance of negating the next magical attack against the target. 1 Minute recast)

    --Combination perfect dodge/featherfoot except for magic. Seems pretty good, the duration is something that could come up, whether it's 10secs or 60secs would affect whether or not it would be useful to use on raid members as a pseudo-static buff, or just when someone is dying. But if someone is dying, then the 25% isn't a great chance of helping.

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

    --Great for tanks, take mostly physical damage, still has high MDEF, and magic normally hits for less. I would probably reduce the numbers though, maybe 30% buff, and 20% penalty. Then again, post-50, the buff could be kept at 40% (the 40% penalty still irks me though).

    60 – (Q) Super Nova (Deals cosmic damage with a potency of 240 to a target, and 120 potency to targets within 3 yalms. Also grants an random effect from the Divining Deck to party members or enemies within range at full potency.)

    --Sounds like a nice capstone, even if it's not healing focused.


    -Divining Deck-

    Balance- considering the range and multi-effect removing capabilities, this would either have to be nerfed or pushed post-50. I'm not saying I wouldn't want to see it, but considering SCH doesn't even get leeches until lv40, I'd at least reduce it to a single target or one debuff.

    Ewer- seems reasonable.

    Bole- also seems reasonable.

    Spear/Arrow- fits the theme quite well, and the more buffs the better.

    Spire- It certainly has uses. Though, I'm again a little worried about the damage debuff to the party, and that it could be used "at a bad time"
    (0)
    Last edited by lyndwyrm; 02-10-2015 at 05:19 AM. Reason: got spoiler working

  5. #5
    Player
    ruskie's Avatar
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    Aug 2013
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    1,966
    Character
    Asny Rak'nys
    World
    Cerberus
    Main Class
    Bard Lv 70
    Must say it is a nice list of suggestions. For level 4 death I'd go with it as a finisher move. Only accessible below 20% of target HP, similar CDs to other finishers(assassinate, mercy stroke, misery's end), either make it a % to weaken target or if as killing blow a small AoE heal based off of the damage done. I'd make it insta cast as well.
    (0)

  6. #6
    Player
    Avalt's Avatar
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    Oct 2013
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    36
    Character
    Atlas Leigh
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Your suggestions are muchly appreciated! I've made a few additions to several of the abilities
    (1)

  7. #7
    Player
    Asheilin's Avatar
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    Aug 2013
    Location
    Limsa
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    320
    Character
    Ahmira Duskbloom
    World
    Behemoth
    Main Class
    Dancer Lv 80
    The idea is good but after reading it twice I'm still left thinking they really lack the ability to heal on their own without a sch/whm ... This is a problem in ANY content that runs a single healer; as soon many of the abilities stem off waiting or small potency. They have too many dps abilities for being a STRAIGHT healer.
    (1)
    "Welcome to the ranks of the blue mages. However, at this moment you are but an empty vessel--a base creature, weaker than the most ordinary mortal. A blue mage must wrest her strength and vitality from her enemies. Show me your hunger for unrivaled power! This is the only guidance I shall give you."
    ~ Final Fantasy XI Treasures of Aht Urhgan

  8. #8
    Player
    Avalt's Avatar
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    Oct 2013
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    36
    Character
    Atlas Leigh
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Asheilin View Post
    The idea is good but after reading it twice I'm still left thinking they really lack the ability to heal on their own without a sch/whm ... This is a problem in ANY content that runs a single healer; as soon many of the abilities stem off waiting or small potency. They have too many dps abilities for being a STRAIGHT healer.
    You raise a good point, I did tend to focus this theorycraft Astrologian more along the lines of a support healer - focusing on a light party scenario. It would shine more when teamed up with a WHM or SCH.

    Thanks for the read
    (0)

  9. #9
    Player
    Charissa's Avatar
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    Location
    Gridania
    Posts
    8
    Character
    Yuria Nanto
    World
    Faerie
    Main Class
    Scholar Lv 90
    I'm a little concerned about the reduction of magical defense in regards to better protecting tanks. Tanks don't really have much magic damage mitigation, and I think taking what little magic defense they have away from them would hurt a little bit. I'd either like to see tanks get a buff/cooldown for magic defense, or some kind of Apocatastasis that the Astrologian could use to help tanks out on things like Ramuh Ex and whatnot. =)
    (0)

  10. #10
    Player
    Eloah's Avatar
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    Jan 2015
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    Gridania
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    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    I have some "amendmants" to your initial ideas. I myself have made job speculations that can be viewed here http://tinyurl.com/ff14arrjobs. However, where you created ideaa for a current, though not released job, mine are speculations for future jobs. Please feel free to give me your feedback as well. Doing these types of things will hopefully convince SE that we want these jobs, lol.

    Anyway here are my alterations:


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

    -This move may have been revised already but it seems good. I would change the duration to maybe 15s, since most of the durations follow either a 3 or 5 rule, 5s, 10s, or 18s, 21s etc. And maybe up the slow percentage, even Heavy is 40%. And while it may just be a personal preference, I might change the name, most magic spells have a one word name, maybe something like Photon.

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

    - As Lyndwyrm said your basic cure so no issues, Though maybe just call it Crux, since that is the constillation's name, it just lies in the south.

    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)

    -This ability is a little confusing, this is how I would rework it, hopefully you played XIII to understand this a little, also the ability will be on a regular cooldown

    Death - Deals darkness based magical damage to an opponent with a potency of 150, can only be executed when target's HP is below 20%. Additional Effect: has a 10% chance of instantly killing the target.

    -this allows the ability to be a viable skill, but not over powered, the effect could be increased via a trait, to maybe 15% and then 20%.

    8 – Focus (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)

    -Usually this ability is used to strengthen you magical damage, so I would keep it that way, they can have a different skill for MP regeneration. I would make it increase your magical damage by a percentage, like 15% or so. If you are lookign for a MP recovery move might I suggest a Goad equivalent, Bless. Self recovery can come later.

    Bless - Increase the recovery rate of a targets MP for 21s.

    10 – Trine (Deals cosmic damage over time with a potency of 30. Duration: 20 seconds)

    -Usually Trine is an electric attack so maybe use another constellation name here or something related to the stars, like Antlia, I would add a regular flat potency between 50-80 and then have the DoT for 18s or 21s, remember the 3 or 5 rule SE seems to be using

    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)

    - I wouldn't have an ability that overwrites Protect, instead maybe an effect that can stack with Protect and Galvenize, that last for a set amount of time. Or maybe a revese "Protect" for the enemies. And also another name change; sorry Wall is usually synonymous with Protect, lol.

    Caelum (chisel)- Reduces the Physical Resistence of all enemies within range by 10% for 21s, Trait Bonus: Adds Magical Resistence.

    The skill could either be on a normal cooldown, like Protect, or a a short timed cooldown like 30s-60s.

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

    -This idea sounds okay, but might not be practical, since while fishing you have time to select your bait, but during fast-paced battle that might not work so well. While I don't know how the deck will be implemented, my guess is either it's part of their weapon and will be used as regular attacks, or they will be similar to the mudras and different combinations will produce different effects.

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

    -Same as above.

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

    -I would just make this a standard raise ability, the buff/debuff feels like overkill. Plus any buff/debuff like this should be its own ability not attached to the Raise skill. And while I get the idea for the name, again it doesn't seem right. Using the idea of what the name means I would suggest the constellation Libra, though people might think it's the traditional ability Libra(ry), which is not named after the constellation at all.

    22 – Sacrifice (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)

    -This doesn't sound like an ability I would like to use. regardless of who it is, someone is going to have these statuses. And personally, if I am the healer, I think it is better for someone else to have them, not me, so that I can heal them through it. If they die I can revive them, but if I die, them we all might die. Additionally what statuses would be transfered, not always is the first ailment I see, when I use Esuna/Leeches, the first one to be removed. I would rework this skill, maybe try this?

    Musca - Removes one detrimental status ailment from a party member. Trait Bonus: Removes two status ailments at once.

    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

    - I am going to count these as one move, this could be a move that depending on the card being used is either a HoT or a DoT. I would forget about the storing damage thing, how that system would work I don't know and we have nothing so far to base it on; FFXI aside since that is a different game, with a different system. here is how I would set up the skills.

    Lunar Flare - Create a designated area that inflicts damage over time to all enemies within range with a potency of 30 for 30s. Shares a timer with Lunar Wind and cannot be used at the same time. Enemies lose the effect if they move out of range.

    Lunar Wind - Create a designated area that does healing over time to all party members within range with a potency of 150 for 30s. Shares a timer with Lunar Flare and cannot be used at the same time. Allies lose the effect if they move out of range.

    30 – (Q) Dispel (Removes a beneficial effect from target. 50% chance of being able to bestow effect upon party member)
    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)

    Dispel is a good move but I wouldn't make it anymore then it is. Maybe a trait bonus could make it that there is a 25% chance of removing all of the beneficial effects from the target.

    30 – (Q) Imbue (Bestows a removed beneficial effect upon party member when used within 5 seconds of using Dispel. Combo action: Dispel)

    - This ability would be removed since Dispel doesn't have the effect you suggested. Although you could make it their MP recovery move in some way.

    34 – Cassiopeia (Restores HP to party members in area of effect with a potency of 120. Applies a healing over time effect for 15 seconds – potency 40)

    I would make this a standard aoe heal with a higher potency, maybe 200 or 250, depending of the circumstances. But if you want and added effect why not add MP recovery. Like a trait bonus could be adding the Bless status for 18s or so.

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

    - While the boost to damage and Det is great, what do your allies get an immunity to, and for what reason. I would just make this a damage and Det boosting move no added effects are needed.

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

    - While I don't know how the cards would play, this moves seems nice if they are implemented as you invisioned. The only thing I would change is remove Influence, Interstellar sounds "cool" enough on its own, lol.

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

    - I would make this their aoe magic spell similar to Blizzard II or Fire II, but since they wont have the benefits of Astral Fire maybe up the potency to 150. Meteor is usually the random damage spell, whereas Comet is usually standard damage.

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

    - I can't really see an issue with this ability other than possible abuse.

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

    - This ability would be better is it was the magical equivalent of Blood for Blood, and have it only effect the caster. It could even have a trait bonus to reduce the increased damage that benefits only Astrologians.

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

    This ability doesn't seem bad, but why not just have it increase healing potency without the nerf. Normally abilities like this that contain multiple forms of "output" abilities, enmity, strength, healing, etc, are persistent abilities. If you would like it as a persistent ability I would recommend changing the percentages to 25% each. If you want just a regular cooldown I would omit the damage dealt portion of the ability, since it wouldn't be needed while using it anyway.

    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)

    -I would just make this similar to the Arcanists Sustain ability, and have it restore the targets HP for a percentage over time, maybe 10%, though that might be too high. But I would maybe make this a cooldown skill instead of a regular one.

    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)

    - Since the other skill was reworked this ability seems unnecessary. However, maybe it either be a single target DoT, or similar to Summoners Fester, where any enemy within Lunar Flare will suffer greater damage.

    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)

    - Black Mages already have a magic negating move, so Reflect may need to be reworked. Or maybe it could work exactly like the Black Mage moves but has a duration of like 10s and only negates the next magic attack, but it would be easier to use since it would be on a regular cooldown.

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

    - This ability doesn't seem bad, though, I'm not sure sacrificing one defense for another works, maybe the reduced state should be attack, for the traditional counted balance of attack and defense.

    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.)

    Having a move that damages and enemy and restores a targets HP isn't bad, but the potencies need to mesh well. The main damaging potency should be the same for all enemies within the targeted area, unless it is a DoT as an added effect. This ability would also be on a cooldown, like a minute to a minute and a half. How does this sound,

    Super Nova - Deals cosmic damage to all enemies within range with a potency of 200, and creates an area of effect that deals damage over time with a potency of 20 for 21s. Additional Effect: creates and area of effect that provides healing over time with a potency of 150 to all allies within range. Both enemies and allies lose the effect if they move out of range.


    From what I read of your card abilities they all seem viable, but I wont make any suggestions or alterations to them since I dont know how they will be utilized. But they skills you created with them are good.
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    Last edited by Eloah; 02-27-2015 at 08:04 AM.