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.