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  1. #17
    Player
    TatoRazzino's Avatar
    Join Date
    Jul 2015
    Posts
    364
    Character
    Blair Waldorf
    World
    Lamia
    Main Class
    Astrologian Lv 60
    I really like this thread! I thought about five different things, a healing spell and four skills that are related to the cards.

    Constellation
    Spell
    2s cast time, 2.5 recast time
    Range 30y

    Restores target's HP.
    Potency: 600
    Additional Effect: after healing the target, the spell moves to the closest party member while losing 50 potency. This effect can happen a maximum of four times and the same target can't be hit twice. The spell won't move to any targets affected by Synastry.
    Radius: 10y

    This is an idea I got while checking WoW healing spells: there seems to be very interesting healing mechanics that jump from one target to the other, and this can fit the whole Astrological lore (stars that are grouped together by being close to one another). This is basically the AST's version of Cure III, with its own perks and problems. It starts as a 600 potency single target heal that will jump to a different target and heal him/her with 550 potency, then jumps again at 500 potency, until it hits its fifth final target with a 400 heal (a Benefic, basically). The total healing potency will be very high. The Synastry thing is there for a reason: every time Constellation jumps to a different target, it counts as a single target heal, so every hit will be able to interact with Synastry, healing the affected target each time it jumps. The maximum potency the Synastry target will receive is: 1200 (40% of each hit enhanced by 20%). This interaction wouldn't be possible if Constellation could jump to players affected by Synastry. The trade-off is: it can't jump to the caster.

    Arcane Opposition
    Skill
    Instant cast, 60s cooldown
    Replaces the card drawn by it's opposite in the arcanum. Opposition is determined by Royal Road effect affinity (The Balance is swapped by The Bole, The Arrow is swapped by The Spear and The Ewer is Swapped by the Spire).

    Well, Royal Road groups cards in families, so why not allow us to swap them? This will eliminate some of the frustration of getting The Ewer when you need The Spire, for example.


    Arcane Manipulation
    Skill
    Instant cast, 60s cooldown
    Only works when a card is Held (on Spread). Returns the Spread card to your hand, allowing you to use it, Royal Road it or Shuffle it.
    Additional Effect: if a card is Drawn when you use Arcane Manipulation, the cards will be swapped.

    This will allow more control. There are several times (specially pre-pull when I'm setting my card opener) when I get The Arrow and I Spread it to use on my BLM, and then I'm hoping to Draw The Bole, the Spear or another Arrow to Enhance it or Extend it, but then I end up getting The Balance, which would be better for an AoE opener. This move will allow me to swap the cards and shuffle the Arrow that was held to try and get The Ewer or The Spire to Royal Road it. This will also allow the AST to use Spread to save a specific Royal Road buff and then swap it once you get the card you wish for (saving The Ewer and replacing it in your Spread by the Balance, once you get it).

    Prediction
    Skill
    Instant cast, 15s cooldown
    Predicts a future Draw based on the card Drawn at that moment. Execute the command to use the predicts card.

    Additional Effect: when the predicted card is no longer active in the target, a detrimental effect is placed on the user depending on the card effect used. The detrimental effect will instantly consume the card related to the effect if it's Drawn or Shuffled in the future.

    This can be seen as a different version of Spread. Spread basically "consumes" the Drawn card and stores it in another command for future use. Prediction, on the other hand, will simply copy the effect of the card you have on your hand, but it won't consume it, allowing you to basically cast two identical cards at the same time or simply cast one and store another to use in the future. The trade-off is that the card used with Prediction gets registered and it will prevent a future Draw (or Shuffle) of that same card. This is basically a way of "paying" for the card used in advance.

    Providence
    Skill
    Instant cast, 120s cooldown

    Wills a card to Prediction command. Can only be used when no card is stored in Prediction. Execute the command again to change the card. Cooldown is activated when 15s have elapsed or when the card is used.
    Additional Effect: nullifies the detrimental effect of Prediction.

    This is simple: allows you to select a card every two minutes to add it to your Prediction command, free of charge.
    (2)
    Last edited by TatoRazzino; 12-16-2015 at 07:22 AM. Reason: I swapped some names. It looks cooler this way