idk i tried
Astrologian
Design Thoughts
Astrologian should have a greater focus on the card system, to differentiate it more from WHM/SCH. There should also be a greater focus on time-based mechanics, emphasizing the class's design around fate. Some healing mechanics will be rather RNG-based, but astrologian should still be able to handle healing while providing robust utility, making it a solid support class but less of a traditional healer. Astrologian will also only have a basic gauge to display their cards, as they do now.
Spells
1.) Benefic: Unchanged. (Basic single target heal.)
2.) Helios: Unchanged. (Basic AoE heal.)
3.) Draw: Draw an arcanum from your divining deck. X second cooldown.
While under the effect of Nocturnal Shift, each arcanum played will have an additional effect.
While under the effect of Diurnal Shift, Draw's cooldown is reduced.
- The Bole: Reduces damage taken.
- The Balance: Increases damage done.
- The Arrow: Decreases cast times, recast times, auto-attack delay, etc.
- The Spear: Increases crit chance.
- The Ewer: Restores MP.
- The Spire: Restores TP.
4.) Shuffle: Unchanged. (Draw a new card.)
5.) Spread: Unchanged. (Though you can now have two cards in your Spread -
regular Draw card, and exalted Arcana).
6.) Exalt Arcana: Your currently drawn arcanum is changed to a healing spell for X potency, with an additional effect based on the original card. This card is automatically added to your Spread. Execute again to use your exalted card. X second cooldown.
- The Bole: Adds a shield.
- The Balance: Increased potency.
- The Arrow: Adds a heal over time effect.
- The Spear: Adds a buff increasing healing receiving by X% for X seconds.
- The Ewer: Becomes an AoE heal centered around the target.
- The Spire: Heals both the caster and the target.
7.) Wheel of Fortune: Applies a buff on all nearby party members, increasing their healing received by X% for X seconds and removing 1 detrimental effect. X second cooldown, X range.
8.) Hand of Fate: Shields the target for X seconds. X potency, X second cooldown. Effect can be stacked with Galvanize.
9.) Retrogradation: Applies Slow and Heavy to the target, and removes up to 2 beneficial effects. (Slow/Heavy effect can be applied to boss monsters.)
10.) Nocturnal Shift: Tips aspect nocturnally, increasing the potency of healing and damaging spells cast, and adding an additional effect to played arcanum. Cannot be used with Diurnal Shift. X second cooldown.
- The Bole and The Balance: Increases buff potency.
- The Arrow and The Spear: Increases buff duration.
- The Ewer and The Spire: Becomes an AoE.
11.) Diurnal Shift: Tips aspect diurnally, reducing cast and recast times, as well as increasing Spell Speed, by X percent for X seconds. Also reduces the recast time of Draw by X seconds. Cannot be used with Nocturnal Shift. X second cooldown.
12.) Malefic: Unchanged. (Basic damage nuke.)
Traits
Expanded Malefic: Malefic will damage up to 3 targets near the original.
Changed Fate: If Hand of Fate's shield is not consumed, it will heal the target for X amount upon expiration.
Celestial Illumination: Targets healed with Benefic have an X% chance to gain a buff reducing their damage taken by X% (small amount) for X seconds. (HP must be restored to have a chance to gain the buff.)
Lucky Star: When you restore HP with either Benefic or Helios, you have an X% chance to restore X% of your MP.
Play Thoughts
With these changes, Astrologian is not an especially good emergency healer. However, their ability to do sustained healing is stronger. Like current Astrologian, they must plan for the future when using their cards and healing. Ideally, you would draw one card for a buff and one card for a heal, alternating between using them. Nocturnal Shift would be better for meeting times with high healing checks, while Diurnal Shift could be used more to help the party's damage. However, both still buff healing and party damage in a way. This is in all honesty probably a design direction that would need more spells to work perfectly but I am not sure.



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