What would u like to see on astro in the next expansion?
What would u like to see on astro in the next expansion?
Mimi's Want List
-One more oGCD Healling spell/ability
-Another DoT spell, preferably an AoE OR away to spread both Combusts
-Nocturnal Sect to also increase your damage by 5% to compare to Diurnal's 5% attack speed boost
-Shuffle no longer draws the same card
-One more spell that is effected by the Sects that will help cover their weaknesses
-Maybe one more way to use up cards you currently don't need. :B
Some sort of attack spell based around a black hole. You place it down and it draws enemies into one spot and keeps them there momentarily while damaging them.
Or an attack based around a super nova, a huge galactic explosion that puts a strong burning debuff on enemies.
I like the black hole attack. A sort of Shadow Flare but with the added benefit that it sucks enemies in, could also be quite useful for the tank.
An ability with a long cooldown (maybe called Eclipse) that allows to change Sects mid-battle and applies an effect like +10% healing potency for 10 seconds.
I still haven't unlocked AST but I've seen people ask that its AOE spell get bumped down to level 50. I'm not sure what its current level 50 spell is so I dunno if they'd be losing something critical.
AST's level 50 skills are Nocturnal Sect and Synastry. Suggestions concerning Gravity tend to be that it should be swapped with Combust II (thus Gravity becomes available at level 46, and Combust II at level 52), so that you can use the former in level 50-synced content, not that Gravity should replace a lvl50 skill.
Having gravity traited to be able to be cast on an ally and pull mobs towards the target.
Remove the ressurection from the limitbreak but stop time during the animation (enemies only).
A skill that would remove any buff from the target applying the effect instantly
- for hots it would apply the rest of the ticks as instant heal
- for dots it would burst the rest of the ticks as instant damage
- for card buffs it would apply the effect for each 5 seconds left on the next hit.
(15 seconds of bole left -> 30% DR on the next hit) needs balancing and sth. for arrow though.
Throw - Throw your active card on you target if it is hostile deal 100 potency damage. if it is friendly heal it for 100 potency. Royal road is not applied. Maybe add a hot, dot, dispell, slow, heavy or haste (movement only) buff depending on the card thrown.
I'll just put this thread here since it has parallels to any 4.0 discussion for AST
The AST Move Idea thread
I'm hoping for a Sect swap and the toolkit adjusted / revised / new moves that adds fluidity to the Sect swapping and encourages it.
Posted this in a previous thread similar to this one, but I'm sticking to it.
Here is what I would want to see. WANT being the keyword as all of it I doubt would make it into the game. But its things on my mind that I think would greatly help the class be more distinguished in the community rather then just a watered down alternative.
Remove or adjust Royal Road
The fact it takes 1 minute into a fight to even do what makes AST unique is just stupid.
1. Make it so cards have a native AoE effect (Spire, Ewer, Balance) and native single Target (Arrow, Spear, Bole).
2. Make it so Royal Road makes cards AoE like Time Dilation makes cards duration extended.
New Ability: Wild Card / Discard
1. Make Discard an ability that takes a currently drawn card and discards it from the deck immediately redrawing a new card and removing the discarded card for for 3-5 draws making it not possible to draw. This makes it beneficial but requiring forethought on what you discard. (Drawing too many spires? Discard it for 3-5 draws)
2. Wild Card so you drew a card you like to use and is beneficial (balance, spear, bole) this ability when used on the current drawn card will greatly increase the chances of drawing the card again. Not making it definite draw, but making it at least noticeable.
Nocturnal / Diurnal Sects
Keep Nocturnal as a native Cure Potency buff but seriously.... attack speed for diurnal, forget that garbage and make it so that the MP cost is reduced for all spells making it good if you need to play on the conservation side and spam out AoEs over single targets. Make both of of these natives 10% not 5% because that is just garbage. Also Keep Nocturnal shield as is in PVP, but BUFF IT in regular play!
Celestial Opposition
That shiny ability that is supposed to define the class that people rarely use outside of PVP.
1. Make it so that it doubles all durations instead of increasing by a measly 5%
2. Make it so that increases currently casted sect potency but durations lasting the same.
A. Nocturnal Shield - 250 Potency shield
B. Diurnal Regen - 350 Regen
3. Give it some flat DPS it has a long recast so would it kill anyone to make it a 300-500 potency damage ability to anyone in the AoE...
DPS
1. Make Stella give a DoT on top of the initial damage lasting for 15s
2. Make Gravity give weight as well as reduce healing for all afflicted.
3. New Ability: "Fate Smite" Casting under a sect boosts the power of this ability and inflicts a scaling 100 potency x however many times you heal under a sect. Swapping sects resets potency and caps at 5 stacks and resets if no sect healing is done within 10s.
We're getting the adjustment to Shuffle, finally. :-D
I wonder how they are going to adjust the name? :B
I have mixed feeling about the enmity reduction for the Aspected spells. As of now, only Diurnal's spells generate enough aggro to be an issue, so this affects them way more then Nocturnal's...
And still now word about them trying to balance Nocturnal at all...
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