Square's smart, they won't add more of a mess to our card system. Right now it functions decently as a jackpot system.
Square's smart, they won't add more of a mess to our card system. Right now it functions decently as a jackpot system.
I really like the tarot system--it really defines an AST, so I hope they build on it (tactfully of course).
Perhaps 2 new card options?
The Lover (Pink Card)
Grants Regen and Refresh on the target with a potency of 50.
RR Effect: Random Effect (Extend, AoE, or Potency Increase for next card).
AoE: Grants Regen and Refresh on all party members within range.
The Fiend (Purple Card)
Casts Paralyze, Slow, Heavy, and Poison onto an enemy.
RR Effect: Random Effect (Extend, AoE, or Potency Increase for next card).
AoE: Casts Paralyze, Slow, Heavy, and Poison onto all enemies in range.
1. This card would probably be clicked off much of the time. Adding more RNG to the card system would only work if the potential rewards were incredibly powerful so that they warranted the risk of getting an undesirable result; RRing a card that would randomly grant Extend, Expand, or Enhance would be a last resort, and no one would ever really want to actually cast a card with a bundled (and weak) regen+refresh effect.I really like the tarot system--it really defines an AST, so I hope they build on it (tactfully of course).
Perhaps 2 new card options?
The Lover (Pink Card)
Grants Regen and Refresh on the target with a potency of 50.
RR Effect: Random Effect (Extend, AoE, or Potency Increase for next card).
AoE: Grants Regen and Refresh on all party members within range.
The Fiend (Purple Card)
Casts Paralyze, Slow, Heavy, and Poison onto an enemy.
RR Effect: Random Effect (Extend, AoE, or Potency Increase for next card).
AoE: Casts Paralyze, Slow, Heavy, and Poison onto all enemies in range.
2. This kind of notion I like. Offensive cards could be a lot of fun, but I feel that they would need their own "deck" since most debuffs in this game are only situationally useful, and we wouldn't want cards that might be completely useless against a given target to be in the same pool with the existing buff cards.
That was just off the top of my head, although you make good points indeed.
I'm fairly certain we are getting more cards...I just want a pink one.![]()
Maybe they could avoid bloating our decks by instead introducing an ability that converts an existing card to a specific arcana...Bole to Lovers (some kind of defensive buff), Balance to an arcana that inflicts weakness on an enemy, Ewer to something that debuffs casters, Spear to a slow-inducing debuff card, etc.
I would die for Nocturnal Sect to convert Draw's current cards into offensive attacks and debuffs. There was one idea that included a "Death spell" card with 400 potency... delicious.
Some sort of temporary buff skill where it heal you to xx% of your hp instantly when you take fatal damage (where you got hit and die), But the aesthetic will not look like a heal, since we are AST it will be something like turning back time
How about debuff skill? maybe a reduce attack speed debuff?
And something to do with card skill, like royal road skill, but this skill is for attacking, so if you draw a card that you dont want (you already redraw and it still a bad card, no use for royal road either), this skill will use your current drawn card to attack the enemy with xxx potency (royal road will affect the attack too so if you use it with royal road bole, the potency will be 1.5)
Last edited by gumas; 01-03-2017 at 01:15 AM.
So, back to the main topic, a new spell idea
As most people pointed, we have more than enough control over the card we get. If we were to have a new card spell, I'd like it to be something situational and not "another buff on top of other buffs"
So here are a few ideas. Cooldown, duration and potency are just "approximate example'
Benediction of the Star
personal buff, 20sec CD, 15sec duration. affect only 1 spell
Some of your spells get additionnal effect depending of your sect
Benefic 1 and 2
Diurn: Leaves a HoT healing for 100% of the healing done over 12sec
Noct: Leaves a shield equivalent to 50% of your healing done.
Aspected Benefic:
Diurn: Double the duration of your heal over time
Noct: Always crit
Aspected Helios
Diurn: Double the potency of the Heal over Time but halve the duration
Noct: Always crit
Essential Dignity
Diurn: Does not trigger the cooldown
Noct: Grant a buff reducing dmg taken by 50% for 4sec to the target
Gravity
Diurn: Apply slow and fatigue to the enemy, reducing movement speed by 75% and AS by 25% for 6sec
Noct: Gravity trigger again 3 sec later.
Stella
Diurn: Root the target for 5sec
Noct: Apply combust 1 and combust 2
The goal is to have more situationnal buff to help us deal with different situations in a more original and interesting manner. Instead of boring buffs like "Increase your heal potency by 30% for 15sec..."
I want Lightspeed reworked. I rather have charges on a short cooldown. Like, Every 30sec we get one charge of Lightspeed, and activating it only affects the next spell. Up to 3 charges.
Fortune
1min last 15sec.
You draw a card with an additional effect. The card you draw does not benefit from Royal Road and can't be stored nor redrawn.
Arrow: Allow casting while moving. Last 15sec
Balance: Next 3 skills will have a garanteed crit, last 15sec. Balance also increase healing potency by 20%(dps and heal basically)
Bole: Prevent death, if death occure, the card is consumed and restore 25% of max health. Last 15sec
Spear: Every second, all your abilities'cooldown are reduced by 2sec. 15sec.
The Ewer: Skill cost no mana, 10sec duration
The Spire: Your skill cost no TP
We're still about card, but we have enough control. Here the idea is to draw a super card, however, since it's a super card, you can only give it to one player and it can't be enhance. (except time dilatation / Astral opposition).
This card would require more thought on use as they can benefiate many job much more than the default stat bonus.
For instance, the spear on a BLM or a Healer on a fight with high movement would be extremely beneficial.
Twlight Shift
45sec CD
For the next 10sec, your Sect is reversed.
>1/3 of Noct spells have "always crit" with no drawbacks (other than the fact that you blew a CD for it)
>Stella now forcibly applies your DoTs for you in Noct
>Dignity in Diurn does not enter CD
>Dignity in Noct has 50% damage reduction on someone
>A. Benefic and Benefic I/II have even better regen in Diurn
>20 second cooldown
I don't even know where to start, niqua. I think you just made an objectively better WHM, though. And Scholar. Double Astrologian party confirmed? 'Cause I think this is what'll make it possible.
Sure, Twilight Shift means that you can choose not to do your job as intended, but this right here?
B U S T E D
The suggested Noct ability here is waaaaaay better than the suggested Diurnal ability. Root is a trash crowd control in this game outside of PvP and the odd raid mechanic, while an AST version of Tri-Disaster would always be amazing.
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