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  1. #1
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by jojober View Post
    WARNING(s): I have not read all of the 72 different AST threads, but probably about 61 of them. Also I'm not in any way a class designer thing, so there's that.

    What about a rework on Noct Stance all together? We as AST want to be different from WHM and SCH, but we also want to be as equally desired. With that in mind, what if we kept diurnal sect the way it is. Sure it lacks the raw healing power of the whm, and it lacks the mitigation of the sch, but with suggested noct changes, maybe that is okay.

    What if in Noct we kind of reversed where are strengths are. In diurnal, our healing is decent, but the support from our cards, that which is supposed to set us apart, is pretty miniscule at best. So what if in Noct, we changed that. Make our heals still there. We are still healers, but make them not nearly as effective. To counter that, tremendously boost our support ability. In noct, make our card support as potent as our healing is in diurnal, but our healing ability as strong as our support is in diurnal. Also allow sect changing during fights but with a somewhat longer cooldown.

    I think this would help give us a more defined role without replacing either of the current jobs and without us being OP. We can be decent backup healers during heal checks with little support, and we can be good support to help with DPS checks, but sacrificing our heal ability and letting our partner pick up more there. I think this also would add a little more strategy to the job since we would need to use good judgment and still have a bit of that risk factor.
    Yea I was thinking the same thing today as I walked the dog. Give Noct the +5 attack speed buff and Diurnal the healing buff. Add a trait for Noct Stance like 15% or 20% chance that potency on next card drawn is doubled. Either change Aspected Nocturnal to a percent based damage reduction or a percent based return heal based on player damage on target. As for Nocturnal Collective Unconscious 10% damage reduction buff + card duration extension or an actually barrier that push mobs out and stops them from entering.
    (2)
    Last edited by Dyvid; 07-24-2015 at 02:57 AM.