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  1. #11
    Player
    carbonx's Avatar
    Join Date
    Jul 2014
    Posts
    56
    Character
    Tai Lhalorn
    World
    Behemoth
    Main Class
    Conjurer Lv 60

    Option 2: Turning Astrologian into a Time Mage healer.

    Because hybrids are hard to balance while maintaining functionality and usability of a class...
    I really don't think a weird cousin of White Mage and Scholar is what is going to sell the class. Give it a distinct identity - imo emphasize time abilities.

    - Make Ascend a Reraise. If applied to a target before death costing 0 mana with a shorter cast time, otherwise treated as a hardcast raise for the normal cost. Change their cross class from BLM to ACN, since they have Lightspeed.
    - Reduce CD of Synastry.
    - Gravity slows, Combust heavies.
    - Get rid of stances. Give them a new lvl 30 skill that speaks to a time mage. Teleportation to move out of AoEs, Levitate which can be applied to self or a nearby party member to avoid a mechanic or hit, or Demi to increase a party's members HP.
    - Give Collective Unconscious a regen and Reflect trait, even if the Reflect is a small percentage.
    - Celestial Opposition could extend all buffs by 5s, not just ASTs.
    - Stella traded for another time mage ability.
    (5)
    Last edited by carbonx; 08-20-2015 at 07:52 AM.

  2. #12
    Player
    Muahbec's Avatar
    Join Date
    Jul 2014
    Posts
    254
    Character
    Veigas Shiffer
    World
    Omega
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by UlricCraft View Post
    1. Increased Helios Range
    2. Collective Unconcious - Allow me to cast or move
    3. Synastry Cooldown Reduced
    4. Aspected Benefic Noct Sect Potency Increased
    5. Time Dilation - Let me target myself!

    Cards are fine, healing potency is fine.

    There's a bunch of other things that could be changed about them, but right now those are my only major issues.

    Edit: List is in order of most annoying to least
    Healing potency may...MAY be fine.
    But cards? no, just no.
    (0)

  3. #13
    Player
    Muahbec's Avatar
    Join Date
    Jul 2014
    Posts
    254
    Character
    Veigas Shiffer
    World
    Omega
    Main Class
    Arcanist Lv 80

    PLEASE DEVS TAKE A GOOD LOOK AT THIS THREAD FOR GOD'S SAKE!

    I want AST to be unique as well as most of the healer community
    So i would take your fourth suggestion.
    And the awesome Time Mage Healer suggestion from carbonx
    SE is completely capable of making AST an unique healer.
    Hybrid is a no no.
    (0)

  4. #14
    Player
    Yhisa's Avatar
    Join Date
    Aug 2013
    Posts
    413
    Character
    Susubi Subi
    World
    Phoenix
    Main Class
    Astrologian Lv 90
    Hmm why not change Nocturnal sect and diurnal sect into dps sect and healing sect makes more sense and just remove cleric stance but make our own cleric stance through one of our sects for example like so

    Diurnal sect
    Healing and cast speed increase by 5%
    Aspect spells now does something else (plz no regen or shields be unoriginal)
    Benefic I now have a chance to make Benefic II instant and cost no MP cost

    Nocturnal sect
    Damage and cast speed increase by 5%
    turns all mind into int
    malefic I now have a chance to make the next malefic II into instant with no MP cost

    Draw
    returns 5% base mp each time u use draw
    14k mp = 700 mp return every 30 sec
    (0)

  5. #15
    Player
    Roxas_Andrade's Avatar
    Join Date
    Dec 2014
    Location
    Limsa Lominsa
    Posts
    302
    Character
    Roxas Andrade
    World
    Famfrit
    Main Class
    Astrologian Lv 80
    Here's my opinion:


    Synastry should have it's bonus reduced in 30 or 40% and be permanent. Also AoE heals and heals on the target itself should also benefit from the bonus.

    People are asking to increase range of Helios and Asp.Helios. Would be good.

    Collective Unconsious should have a 200 potency attack pulse along with the healing pulse, which should work for both sects. Would help with Aoe Damage and AST could stand longer doing nothing else, recovering MP. If not that, cooldown could work for the time used, like: 180sec CD and 18sec skill. if you use the skill for 5 sec, you will activate a 50 sec CD. If you use it fully, you will activate full CD.

    Disable should work with all attacks for it's duration.

    Noct sect should remove the shield thing and add a def/mdef buff of 2 or 3% for 15sec to the aspected skills. This buff would increase up to 5 stacks, while the duration would not increase by itself. It would have a lot more synergy with CO and Time dilation, no needing to reaply buff everytime. Also Bole would be useless, so make it a healing bonus, like a personal mantra.

    People complain about Celestial Opposition, but I really don't think it should change because of the lore. It should have it's cooldown reduced to 60~90sec. If some effect could be added, it would be welcome though. Like self Mp regeneration, an AoE attack or an AoE heal.

    Stella should be Instant and inflict slow.

    Gravity should inflict heavy.
    (0)
    Last edited by Roxas_Andrade; 08-20-2015 at 05:21 AM.

  6. #16
    Player
    RajaVamberaux's Avatar
    Join Date
    Oct 2014
    Posts
    60
    Character
    Raja Vamberaux
    World
    Gilgamesh
    Main Class
    Conjurer Lv 60
    These are some of these changes I'd like to see (can't remember them all and I'm at work at the moment):

    Benefic Proc: Changed to reset timer on ED. This would encourage freer usage of ED and reduce MP issues without changing the playstyle. People have already noted that LA is encouraged to be used earlier than shroud as it reduces enmity gained, not already held, and the MP issues currently are not that bad.

    Gravity applies slow. I've seen people saying heavy but what would that solve exactly? Heavy is only useful in solo situations and niche raid scenarios. I think with gravity - the devs are trying to create a middle aoe bomb between SCH/WHM (holy vs. dots) where Gravity is casted once or twice and then dots are applied, since Ast can't spend as long in cleric stance, which I believe is by design.

    Disable applies to 3 consecutive attacks, not just one.

    Cooldown on Synastry reduced to 60 secs. Timer reduced to 15s.

    Aspected Helios increased to 20 yards.

    I think Spread and Shuffle should both be given at lvl 40 and Astro needs a new ability: [cool name] - Diurnal Sect: Compiles the remaining potency of Aspected Helios healing over time effects on party members and heals each party member with the same potency (basically a WildFire healing effect). Nocturnal Sect: Doubles the remaining shield on all party members. Cooldown 90s.
    ---So basically you would be encouraged to keep aspected up on party members, say you just casted it - there's 500 potency worth of HoTs remaining to be ticked. This move when casted applies a 500 potency heal to all party members (or as little 50 potency when used at the wrong time).

    I also think Gravity should be level 46, Combust II moved to level 52.

    Another thing I've been thinking is that Lightspeed should reduce the GCD to 1.5 secs for the next 2 or 3 abilities (in addition to reducing cast time) - also similar to one of machinist's moves (Rapid Fire). I think this would be more useful than just the instant casts and wouldn't be OP.

    I can't really make suggestions on the cards but I'm fine with each individual card as it is now, but I do think it needs to be something like in a 2.5 minute window (6 cards) each card is drawn precisely once - i.e. the ordering of the cards is random (so you'll just rotate thru the 6 cards like Peach's forward smash in smash bros brawl).
    (3)
    Last edited by RajaVamberaux; 08-20-2015 at 05:36 AM.

  7. #17
    Player
    Yhisa's Avatar
    Join Date
    Aug 2013
    Posts
    413
    Character
    Susubi Subi
    World
    Phoenix
    Main Class
    Astrologian Lv 90
    hmmm why have increase range to helios when only WHM medica II is 25 yrd....whilst Medica I is 15 yrd... we dont need increase range to our heals
    (1)

  8. #18
    Player
    Valoiz's Avatar
    Join Date
    Aug 2013
    Posts
    191
    Character
    Valoiz Valentine
    World
    Goblin
    Main Class
    Astrologian Lv 74
    Permanent synastry.
    Celestial Opposition: Diurnal: At least 300 potency heal + extend buff (to compete agains Indomability) / Nocturnal: restore 20% of the mp + extend buff
    Celestial Opposition: Recast reduce to 90 seconds
    Allow battle stance dancing ( 5-10 sec cd)
    Nocturnal Stance: +10% healing
    Diurnal stance: +10 % casting speed
    Essential Dignity 20 seconds CD
    Disable 10% dmg reduction for 10 seconds / 90 sec CD
    Time Dilatation CD 60 sec
    Collective Unconscious: Diurnal 200 potency heal chanelling + aspected helios HOT // Nocturnal -10% dmg + 100 cure potency chanelling
    Aspected Benefic to 150
    Change party bonus to MIND

    Cards: Buff are random so they need to make an actual diference in party perfomance
    The Balance: +20% dmg
    The Bole: Increase healing recive by 20%
    The Arrow: atack speed +20%
    The Spear: works fine
    (0)
    Last edited by Valoiz; 08-20-2015 at 06:10 AM.

  9. #19
    Player
    Tyla_Esmeraude's Avatar
    Join Date
    Aug 2013
    Posts
    344
    Character
    Tyla Esmeraude
    World
    Excalibur
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Yhisa View Post
    hmmm why have increase range to helios when only WHM medica II is 25 yrd....whilst Medica I is 15 yrd... we dont need increase range to our heals
    >o>

    When people need to spread out in the arena or DPS have Healerphobia and they won't listen, yes it's needed! Aspected Helios on Diurnal Stance, at least (isn't it supposed to be the WHMey stance anyways? Shouldn't it be on par? It's already gimped potency wise, why gimp it even more?) Also Medica 2 is 20y,

    To be honest I would like AST to have a more unique way of healing than a WHM/SCH replica but I think at this rate that'd take a long time to re-design. There's some nice suggestions on this thread, maybe it'll help give pointers to SE.
    (0)
    Last edited by Tyla_Esmeraude; 08-20-2015 at 06:20 AM.

  10. #20
    Player
    Ghishlain's Avatar
    Join Date
    Oct 2013
    Posts
    2,168
    Character
    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    I've been meaning to contribute to this thread for a while, so thanks to the bump xD

    All the ideas I'll be putting below are suggestions I've given some thought to in a vacuum, but not together as a package. What I'm putting down are the ideas I would like to see, but not necessarily all the ideas together because it would be over powered. The goal was to aim for something that either fleshed out the AST package in a more unique fashion or improved some of the desirability of their abilities. Here goes:

    Aspected Benefic
    • ADD Nocturnal Sect Effect: Reduce MP Cost by 10%

    Celestial Opposition
    • ADD "Activates both Nocturnal and Diurnal Sect for 10s"

    Collective Unconsciousness
    • CHANGE Nocturnal Sect Effect: Damage taken Reduced by 20%

    Draw
    • CHANGE the recast to 20s

    Enhanced Benefic
    • ADD Diurnal Sect Effect: Reduce Recast Time to 0s OR Places a 50 Potency HoT on the target for 12s
    • ADD Nocturnal Sect Effect: Reduce MP Cost by 25% AND/OR Increase Potency by 15%

    Essential Dignity
    • CHANGE the recast to 20-30s

    Synastry
    • REMOVE the following text: "Each time you cast a healing spell on a party member not under the effect of Synastry, the party member with which you have the synastry bond will also recover HP equaling 50% of the original spell."
    AND/OR
    • CHANGE the potency to 25% and reduce the recast to one minute.

    Time Dilation
    • ADD Diurnal Sect Effect: Shortens Time Dilation's Recast Time to 60s
    • ADD Nocturnal Sect Effect: Increases Potency of Card Buff by 25%
    (1)

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