Agreed on the Spear changes. I'd always hoped it would be a +20% cooldown rate during duration + all abilities used during the cooldown require 20% less time to recharge. That way it favors neither long nor short cooldowns, exactly, and has ideal usage, but never no use.
Had always hoped that Gravity would draw enemies affected towards the target over a second, to be honest, slowing movement during the draw. AoE radius increased slightly, and damage based on range from the target. Various players pull adds towards the gather point, Gravity the first to arrive, pulling all into place, stun via CO, and tank has everything ready for their AoEs and dense placement. That said, I'd hate to lose Combust II during 50-sync fights even more than I'd like to have access to Gravity.
Apart from that, Shuffle's already seeing changes, so I'm happy.
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I mean, if I were to go further, I suppose I'd just adjust a few more of the cards:
- While active, Bole reduces damage taken by 10% and duplicates 15% off all periodic healing received. (Does not need to have been active when the HoT was applied, but the benefit will die off with the card's duration.)
:: Now useful for recovery magic and useful in combination with HoTs, rather than only seeing significance as a last resort. (Slightly favors Diurnal; shield duplication not included since that would be much more usable than the naturally limited periodic heal ticks.)
- Ewer reduces mana costs by 20% while regenerating mana. Ewer automatically fades after having saved a maximum of 20% of base MP worth of mana. (~2275 MP) [Value TBD]
:: Same max mana returns for both healers and BLMs. Ewer's maximum MP returns have been increased. Now useful on BLMs as well.
:: Now actually provides enough mana to allow an extra Fire IV and Blizzard 3 on BLMs. Side-note: affects Flare. (Spending more than 1325 mana on a flare will leave you enough mana to Blizzard 3.)
- Spire reduces TP costs by 20% while regenerating TP, to a maximum of 250 TP. (Value TBR)
:: Ideally used before AoE spams to maximize the amount of TP saved. Now ~40% more effective if maxed out. Side-note: affects sprint.
These changes mostly just give additional roundness and more ideal usage situations and targets for the other three less desirable cards.
Edit:
Actually one more thing...
- Royal Road: Expand should should always equal approximately 200% of the total effect (as a sum of affected party members) of the card. The reduction of the card's effectiveness now depends on the number of players being affected.
2 players:100%. 3 players: 66%. 4+ players: 50%
Err, two more...
- Sects are now abilities and may be swapped in combat, but when swapped in combat prevents spells for 5 seconds. This penalty is reduced over time since the last cast, becoming entirely free over two minutes (only one GCD lost after 1 minute, etc.)
- Or some similar limitation while still allowing in combat swaps.
Three...
- Diurnal Sect also reduces MP costs by 5%.
- Nocturnal Sect also increases all potency done (not just healing potency) by 5%.
Welp, that's way too much, but at least it's all out of my head now.