After the WHM demonstration for Evolved, I have concerns that the 'even simpler than it already was', 'focus more on Healing GCDs', 'damage refund on all Healing GCDs used, etc. is intended to be not just for WHM's gameplay, but for every Healer Job.
So, I decided to write this wishlist for AST, as I have already done so for SCH and SGE, and I might as well complete the set. I am not a fan of the Pure/Barrier split, and so this AST has some Barrier potential, which is what makes it more a 'wishlist' than a 'prediction of what SE will give us'. Still, one can hope, right?
Numbers are of course, subject to balance. The Arcana effects used to be pretty well balanced when I first wrote them (back in Endwalker IIRC), but then Dawntrail came out and further exacerbated the effect of the 2min Raidbuff Window on our damage profile, and so their potencies must be taken with a grain of salt. Just pretend they all deal exactly the same damage because we all trust SE to balance the system perfectly
The Arcana Gauge is changed (again), and now has two slots, with two more 'behind' them. The left is for Major Arcana, which are drawn automatically once every 30 seconds. The right is for Minor Arcana, drawn automatically every 10 seconds. The two slots 'behind', are the 'Spread', and the 'front' slots are the 'Hand'. If the timer to draw a new Arcana hits 0 while the respective Hand slot is full, the newly-drawn Arcana is sent to the Spread. When the Hand slot is emptied, the Spread Arcana moves to the Hand. Two timers, one on the left and one on the right of the Gauge, indicate the time until the next Arcana is drawn.
When an Arcana is held in the Hand, a small symbol appears on the Gauge next to it, indicating the 'preferred role' for the Arcana. This is to help newer players quickly work out who's the best recipient for each Arcana, but the recommendation can be ignored, if you so choose (IE using a Bole to save a squishy Caster instead of using it on the game's recommendation of a Tank)
While there are 9 Minor Arcana for each 'Suit' in the lore, their values do not matter for gameplay.
Only the Suit is relevant, to prevent needless complexity.
The Major and Minor Arcana effects are as follows:
The Balance: Increases the target's damage dealt by 10% for 15s.
The Bole: Grants 20% damage mitigation for 15s. Additionally, grants 2 stacks of Bole's Bulwark, causing the enemy that strikes the bearer of this buff to take 20% of that ally's Max HP as damage and consuming one stack.
The Arrow: Grants 12 stacks of Arrow's Assault, increasing Autoattack rate by 400%. One stack is consumed for each Autoattack dealt under it's effect, and upon consuming all stacks, the Autoattack rate returns to normal.
Grants 16 stacks of Arrow's Assault if the target is a Physical Ranged Job.
Additionally, if the target of this card is yourself, grants you 4 stacks of Arrow's Assault, speeding up the recast time of the AST to 1.0s for the next 4 damaging Spells.
The Ewer: Grants 1000MP over 15s. Additionally, if the target is a Healer Job, grants 4 stacks of Ewer Overflowing, causing the next 4 casts of Glare/Broil/Malefic/Dosis dealt by said Healer to strike a second time for 100% of the spell's potency.
If the target is a Caster Job, grants 1 stack of Ewer Overflowing, causing the next Fire IV/Ruin IV/Holy In White/Enchanted Zwerchau dealt by
said Caster to strike a second time for 100% of the spell's potency.
These second strikes cannot be Critical, or a Direct Hit.
The Spear: Increases the target's Physical damage by 10% for 15s. Additionally, if the target of this card is the AST, all Magic damage dealt by the AST is instead temporarily considered Physical for the duration.
Spire: Increases the target's Magical damage dealt by 10% for 15s.
The Staves: Increases the next 5 attacks dealt by the target ally by 60p.
This increase to potency scales only from the stats and gear of the AST who applied The Staves.
The Rings: Deals 100p in counterattack damage each time the target ally is struck, up to 3 times.
This counterattack's potency scales only from the stats and gear of the AST who applied The Rings.
The Knives: Causes the next 5 Autoattacks to deal a second strike for 60p.
This secondary strike scales only from the stats and gear of the AST who applied The Knives.
The Cups: Causes the target's next 3 Glare/Broil/Malefic/Dosis casts to cost half MP, and to strike a second time for 100p.
This secondary strike scales only from the stats and gear of the AST who applied The Cups. Additional effects are not applied twice.
The Irons: Increases the next 5 instances of Physical damage dealt by 60p.
This increase to potency scales only from the stats and gear of the AST who applied The Irons.
Additionally, if the target of this card is the AST, the next 5 instances of Magic damage are instead temporarily considered Physical, allowing them to benefit from this card's effect.
The Crowns: Increases the next 5 instances of Magic damage dealt by 60p. When used with Royal Road, grants 'Echo' to the next Major Arcana played.
This increase to potency scales only from the stats and gear of the AST who applied The Irons.
Button 1: Diurnal/Nocturnal Attunement
Diurnal Attunement, 0.5s, Ability
Attunes the Arcana Gauge to Diurnal energies, adding additional restorative power to certain actions.
Becomes Nocturnal Attunement while the Arcana Gauge is attuned to the Diurnal.
Upon switching Jobs to AST, Diurnal Attunement is automatically activated.
Nocturnal Attunement, 0.5s, Ability
Attunes the Arcana Gauge to Nocturnal energies, adding additional mitigative power to certain actions.
Becomes Diurnal Attunement while the Arcana Gauge is attuned to the Nocturnal.
Button 2: Malefic/Benefic
Malefic, Instant, 2.5s Recast, Spell, 200MP
Deals Unaspected damage with a potency of 250.
Aspected Benefic, Instant, 2.5s Recast, Spell, 500MP
Restores target's HP, and removes a cleansable debuff.
An additional effect is applied, dependent upon the Arcana Gauge's Attunement.
Cure Potency: 600
Diurnal Attunement Effect: Additionally restores HP over time.
Cure Potency: 250
Duration: 12s
Nocturnal Attunement Effect: Additionally applies Selenomancy, a Barrier effect.
Selenomancy Potency: 450
Duration: 30s
Button 3: Aspected Helios/Selena
Aspected Helios, 1.5s Cast, 2.5s Recast, 800MP
Restores HP with a potency of 450 to all nearby allies, and restores HP over time.
Cure Potency: 175
Duration: 12s
Aspected Selena, 1.5s Cast, 2.5s Recast, 1000MP
Restores HP with a potency of 450 to all nearby allies, and applies Selenomancy, a Barrier effect.
Selenomancy Potency: 300
Duration: 30s
This button is Aspected Helios when Diurnally Attuned, and Aspected Selena when Nocturnally Attuned
Button 4: Ascend
Ascend, 8s Cast, 2.5s Recast, Spell, 2000MP
Raises target ally from KO.
If a Lightspeed charge is available, it is automatically consumed to negate the cast time of this spell.
Button 5: Lightspeed
Lightspeed, 20s, Ability, 3 Charges
Negates the cast time of the next spell.
Button 6: Synastry
Synastry, 40s, 2 Charges
Applies Synastry to the target ally.
Synastry duplicates all of the effects of the next Single Target Spell or Ability used.
Does not transfer Arcana effects.
Duration: 10s
Button 7: Essential Dignity
Essential Dignity, 20s, Ability
Restores target's HP, increasing in potency depending on target's current HP.
Cure Potency: 500
Cure Potency (75% HP or less): 700
Cure Potency (50% HP or less): 900
Cure Potency (25% HP or less): 1200, and guaranteed to Critically heal
Button 8: Play Major Arcana
Play Major Arcana, Ability
Plays the currently held Major Arcana card on the target ally.
Restores 500MP upon playing the Arcana.
Button 9: Play Minor Arcana
Play Minor Arcana, Ability
Plays the currently held Minor Arcana card on the target ally.
Restores 250MP upon playing the Arcana.
Button 10: Royal Road
Royal Road, 1s, Ability
Burns the currently drawn Minor Arcana, to increase the efficacy of the next Major Arcana played.
Balance and Bole grant 'Enhanced', increasing the potency of the Major Arcana's effect by 50%.
Ewer and Arrow grant 'Extended', increasing the duration (or number of stacks) of the Major Arcana's effect by 100%.
Spear and Spire grant 'Echo', causing the next Major Arcana played to leave an 'Echo of Fate' on the target upon expiration.
Echoes of Fate trigger when you play the next Major Arcana after their application, and re-apply their original effect at 50% effectiveness.
Button 11: Redraw,
Redraw, 15s, Ability, 3 Charges
Returns the Major and Minor Arcana in your Hand, to their respective decks, and draws anew.
You cannot redraw an Arcana of the same Royal Road pairing as the one being returned.
(Balance/Bole, Ewer/Arrow, Spear/Spire are the 'pairings' for the Major Arcana)
(Staves/Rings, Knives/Cups, Irons/Crowns are the 'pairings' for the Minor Arcana)
Button 12: Divination/Oracle
Divination, 60s, Ability
Grants 12 stacks of Fate Divined to nearby allies.
Fate Divined effect: Increases potency of weaponskills and spells by 75p.
This bonus potency scales based only upon the stats and gear of the AST who applied it.
Divination becomes Oracle when cast.
Oracle, 5s, Ability
Calls upon the power of the Twelve, dealing elemental damage to target and all enemies nearby it, Twelve-fold.
The element of each strike corresponds to the deity who's power is channelled.
Each strike has a potency of 75.
The default colour of the spell's visual effect varies, dependent upon your Patron Deity.
This colour can be changed by making a pilgrimage to the Mark of the Twelve you wish to honour, and using the /pray emote in front of the Mark.
Button 13: Celestial Opposition,
Celestial Opposition, 60s, Ability
Restores HP to self and nearby allies. Grants additional effects, based on the Arcana Gauge's Attunement.
Cure Potency: 200
Diurnal Attunement Bonus: Regen
Regen Potency: 100
Duration: 15s
Nocturnal Attunement Bonus: Allies take 20% less damage
Duration: 15s
Button 14: Collective Unconscious,
Collective Unconscious, 60s, Ability
Creates and channels a celestial ring around the caster.
Effect Durations on allies and self are refreshed continuously while they remain within.
Movement, facing another direction, or using another action, will cancel the channel.
Duration of each effect is based on the active Arcana Gauge Attunement.
Maximum Channel Duration: 18s
Applies Wheel of Fortune to all allies within the ring.
Wheel of Fortune Effect: Restores HP over time
Wheel of Fortune Potency: 100
Additional effect: Applies Collective Unconscious to all allies within 30y, reducing damage taken by 20%.
Diurnal Wheel of Fortune Duration: 15s
Diurnal Collective Unconscious Duration: 5s
Nocturnal Wheel of Fortune Duration: 6s
Nocturnal Collective Unconscious Duration: 20s
Button 15: Earthly Star
Earthly Star, 60s, Ability
Places an Earthly Star at the designated location. Upon a second activation of the skill, the star detonates,
dealing damage to all enemies within, and healing all allies within.
Duration: 20s
Damage Potency: 250
Additional Effect: Upon placing the Earthly Star, once per second, a stack of Dominance is gained, up to
a maximum of 10. Upon reaching 10 stacks, Dominance becomes Giant Dominance, and the Star visually expands.
Detonating the star consumes all stacks of Dominance, boosting the damage and healing done.
Bonus Damage Potency per stack: 5
Bonus Healing Potency per stack: 20
Additionally, gains bonuses dependent upon the current Arcana Gauge Attunemenent.
Diurnal Base Healing Potency: 540p
Nocturnal Base Healing Potency: 200
Nocturnal Additional Effect: Applies 10% Damage Reduction to all allies within the Star's radius.
Upon gaining Giant Dominance, and the Star's expansion, the Damage Reduction is increased to 15%.
Button 16: Macrocosmos
Macrocosmos, Instant, 90s Recast, Spell, 700MP
Applies Macrocosmos to self and nearby allies. Deals damage with a potency of 250 to all nearby enemies.
Action changes to Microcosmos upon execution.
Macrocosmos Duration: 15s
Diurnal Macrocosmos Effect: For the duration of the effect, 50% of damage taken is compiled. Upon expiration or
execution of Microcosmos, HP is restored equal to the compiled damage, plus an additional heal of 200 potency.
Nocturnal Macrocosmos Effect: For the duration of the effect, 50% of damage intended to be taken is instead temporarily
delayed. Upon expiration or execution of Microcosmos, applies 'Microcosmos', dealing the compiled damage over 15s (split
into 5 'ticks' of 20% of the total compiled). This delayed damage can be blocked by Barrier effects, or reduced via damage
reduction effects active at the moment of Microcosmos' activation.
This action does not share a cooldown with other actions.
Recast of this action is not affected by gear attributes or status effects.
Continue reading...
So, I decided to write this wishlist for AST, as I have already done so for SCH and SGE, and I might as well complete the set. I am not a fan of the Pure/Barrier split, and so this AST has some Barrier potential, which is what makes it more a 'wishlist' than a 'prediction of what SE will give us'. Still, one can hope, right?
Numbers are of course, subject to balance. The Arcana effects used to be pretty well balanced when I first wrote them (back in Endwalker IIRC), but then Dawntrail came out and further exacerbated the effect of the 2min Raidbuff Window on our damage profile, and so their potencies must be taken with a grain of salt. Just pretend they all deal exactly the same damage because we all trust SE to balance the system perfectly
The Arcana Gauge is changed (again), and now has two slots, with two more 'behind' them. The left is for Major Arcana, which are drawn automatically once every 30 seconds. The right is for Minor Arcana, drawn automatically every 10 seconds. The two slots 'behind', are the 'Spread', and the 'front' slots are the 'Hand'. If the timer to draw a new Arcana hits 0 while the respective Hand slot is full, the newly-drawn Arcana is sent to the Spread. When the Hand slot is emptied, the Spread Arcana moves to the Hand. Two timers, one on the left and one on the right of the Gauge, indicate the time until the next Arcana is drawn.
When an Arcana is held in the Hand, a small symbol appears on the Gauge next to it, indicating the 'preferred role' for the Arcana. This is to help newer players quickly work out who's the best recipient for each Arcana, but the recommendation can be ignored, if you so choose (IE using a Bole to save a squishy Caster instead of using it on the game's recommendation of a Tank)
While there are 9 Minor Arcana for each 'Suit' in the lore, their values do not matter for gameplay.
Only the Suit is relevant, to prevent needless complexity.
The Major and Minor Arcana effects are as follows:
The Balance: Increases the target's damage dealt by 10% for 15s.
The Bole: Grants 20% damage mitigation for 15s. Additionally, grants 2 stacks of Bole's Bulwark, causing the enemy that strikes the bearer of this buff to take 20% of that ally's Max HP as damage and consuming one stack.
The Arrow: Grants 12 stacks of Arrow's Assault, increasing Autoattack rate by 400%. One stack is consumed for each Autoattack dealt under it's effect, and upon consuming all stacks, the Autoattack rate returns to normal.
Grants 16 stacks of Arrow's Assault if the target is a Physical Ranged Job.
Additionally, if the target of this card is yourself, grants you 4 stacks of Arrow's Assault, speeding up the recast time of the AST to 1.0s for the next 4 damaging Spells.
The Ewer: Grants 1000MP over 15s. Additionally, if the target is a Healer Job, grants 4 stacks of Ewer Overflowing, causing the next 4 casts of Glare/Broil/Malefic/Dosis dealt by said Healer to strike a second time for 100% of the spell's potency.
If the target is a Caster Job, grants 1 stack of Ewer Overflowing, causing the next Fire IV/Ruin IV/Holy In White/Enchanted Zwerchau dealt by
said Caster to strike a second time for 100% of the spell's potency.
These second strikes cannot be Critical, or a Direct Hit.
The Spear: Increases the target's Physical damage by 10% for 15s. Additionally, if the target of this card is the AST, all Magic damage dealt by the AST is instead temporarily considered Physical for the duration.
Spire: Increases the target's Magical damage dealt by 10% for 15s.
The Staves: Increases the next 5 attacks dealt by the target ally by 60p.
This increase to potency scales only from the stats and gear of the AST who applied The Staves.
The Rings: Deals 100p in counterattack damage each time the target ally is struck, up to 3 times.
This counterattack's potency scales only from the stats and gear of the AST who applied The Rings.
The Knives: Causes the next 5 Autoattacks to deal a second strike for 60p.
This secondary strike scales only from the stats and gear of the AST who applied The Knives.
The Cups: Causes the target's next 3 Glare/Broil/Malefic/Dosis casts to cost half MP, and to strike a second time for 100p.
This secondary strike scales only from the stats and gear of the AST who applied The Cups. Additional effects are not applied twice.
The Irons: Increases the next 5 instances of Physical damage dealt by 60p.
This increase to potency scales only from the stats and gear of the AST who applied The Irons.
Additionally, if the target of this card is the AST, the next 5 instances of Magic damage are instead temporarily considered Physical, allowing them to benefit from this card's effect.
The Crowns: Increases the next 5 instances of Magic damage dealt by 60p. When used with Royal Road, grants 'Echo' to the next Major Arcana played.
This increase to potency scales only from the stats and gear of the AST who applied The Irons.
Button 1: Diurnal/Nocturnal Attunement
Diurnal Attunement, 0.5s, Ability
Attunes the Arcana Gauge to Diurnal energies, adding additional restorative power to certain actions.
Becomes Nocturnal Attunement while the Arcana Gauge is attuned to the Diurnal.
Upon switching Jobs to AST, Diurnal Attunement is automatically activated.
Nocturnal Attunement, 0.5s, Ability
Attunes the Arcana Gauge to Nocturnal energies, adding additional mitigative power to certain actions.
Becomes Diurnal Attunement while the Arcana Gauge is attuned to the Nocturnal.
Button 2: Malefic/Benefic
Malefic, Instant, 2.5s Recast, Spell, 200MP
Deals Unaspected damage with a potency of 250.
Aspected Benefic, Instant, 2.5s Recast, Spell, 500MP
Restores target's HP, and removes a cleansable debuff.
An additional effect is applied, dependent upon the Arcana Gauge's Attunement.
Cure Potency: 600
Diurnal Attunement Effect: Additionally restores HP over time.
Cure Potency: 250
Duration: 12s
Nocturnal Attunement Effect: Additionally applies Selenomancy, a Barrier effect.
Selenomancy Potency: 450
Duration: 30s
Button 3: Aspected Helios/Selena
Aspected Helios, 1.5s Cast, 2.5s Recast, 800MP
Restores HP with a potency of 450 to all nearby allies, and restores HP over time.
Cure Potency: 175
Duration: 12s
Aspected Selena, 1.5s Cast, 2.5s Recast, 1000MP
Restores HP with a potency of 450 to all nearby allies, and applies Selenomancy, a Barrier effect.
Selenomancy Potency: 300
Duration: 30s
This button is Aspected Helios when Diurnally Attuned, and Aspected Selena when Nocturnally Attuned
Button 4: Ascend
Ascend, 8s Cast, 2.5s Recast, Spell, 2000MP
Raises target ally from KO.
If a Lightspeed charge is available, it is automatically consumed to negate the cast time of this spell.
Button 5: Lightspeed
Lightspeed, 20s, Ability, 3 Charges
Negates the cast time of the next spell.
Button 6: Synastry
Synastry, 40s, 2 Charges
Applies Synastry to the target ally.
Synastry duplicates all of the effects of the next Single Target Spell or Ability used.
Does not transfer Arcana effects.
Duration: 10s
Button 7: Essential Dignity
Essential Dignity, 20s, Ability
Restores target's HP, increasing in potency depending on target's current HP.
Cure Potency: 500
Cure Potency (75% HP or less): 700
Cure Potency (50% HP or less): 900
Cure Potency (25% HP or less): 1200, and guaranteed to Critically heal
Button 8: Play Major Arcana
Play Major Arcana, Ability
Plays the currently held Major Arcana card on the target ally.
Restores 500MP upon playing the Arcana.
Button 9: Play Minor Arcana
Play Minor Arcana, Ability
Plays the currently held Minor Arcana card on the target ally.
Restores 250MP upon playing the Arcana.
Button 10: Royal Road
Royal Road, 1s, Ability
Burns the currently drawn Minor Arcana, to increase the efficacy of the next Major Arcana played.
Balance and Bole grant 'Enhanced', increasing the potency of the Major Arcana's effect by 50%.
Ewer and Arrow grant 'Extended', increasing the duration (or number of stacks) of the Major Arcana's effect by 100%.
Spear and Spire grant 'Echo', causing the next Major Arcana played to leave an 'Echo of Fate' on the target upon expiration.
Echoes of Fate trigger when you play the next Major Arcana after their application, and re-apply their original effect at 50% effectiveness.
Button 11: Redraw,
Redraw, 15s, Ability, 3 Charges
Returns the Major and Minor Arcana in your Hand, to their respective decks, and draws anew.
You cannot redraw an Arcana of the same Royal Road pairing as the one being returned.
(Balance/Bole, Ewer/Arrow, Spear/Spire are the 'pairings' for the Major Arcana)
(Staves/Rings, Knives/Cups, Irons/Crowns are the 'pairings' for the Minor Arcana)
Button 12: Divination/Oracle
Divination, 60s, Ability
Grants 12 stacks of Fate Divined to nearby allies.
Fate Divined effect: Increases potency of weaponskills and spells by 75p.
This bonus potency scales based only upon the stats and gear of the AST who applied it.
Divination becomes Oracle when cast.
Oracle, 5s, Ability
Calls upon the power of the Twelve, dealing elemental damage to target and all enemies nearby it, Twelve-fold.
The element of each strike corresponds to the deity who's power is channelled.
Each strike has a potency of 75.
The default colour of the spell's visual effect varies, dependent upon your Patron Deity.
This colour can be changed by making a pilgrimage to the Mark of the Twelve you wish to honour, and using the /pray emote in front of the Mark.
Button 13: Celestial Opposition,
Celestial Opposition, 60s, Ability
Restores HP to self and nearby allies. Grants additional effects, based on the Arcana Gauge's Attunement.
Cure Potency: 200
Diurnal Attunement Bonus: Regen
Regen Potency: 100
Duration: 15s
Nocturnal Attunement Bonus: Allies take 20% less damage
Duration: 15s
Button 14: Collective Unconscious,
Collective Unconscious, 60s, Ability
Creates and channels a celestial ring around the caster.
Effect Durations on allies and self are refreshed continuously while they remain within.
Movement, facing another direction, or using another action, will cancel the channel.
Duration of each effect is based on the active Arcana Gauge Attunement.
Maximum Channel Duration: 18s
Applies Wheel of Fortune to all allies within the ring.
Wheel of Fortune Effect: Restores HP over time
Wheel of Fortune Potency: 100
Additional effect: Applies Collective Unconscious to all allies within 30y, reducing damage taken by 20%.
Diurnal Wheel of Fortune Duration: 15s
Diurnal Collective Unconscious Duration: 5s
Nocturnal Wheel of Fortune Duration: 6s
Nocturnal Collective Unconscious Duration: 20s
Button 15: Earthly Star
Earthly Star, 60s, Ability
Places an Earthly Star at the designated location. Upon a second activation of the skill, the star detonates,
dealing damage to all enemies within, and healing all allies within.
Duration: 20s
Damage Potency: 250
Additional Effect: Upon placing the Earthly Star, once per second, a stack of Dominance is gained, up to
a maximum of 10. Upon reaching 10 stacks, Dominance becomes Giant Dominance, and the Star visually expands.
Detonating the star consumes all stacks of Dominance, boosting the damage and healing done.
Bonus Damage Potency per stack: 5
Bonus Healing Potency per stack: 20
Additionally, gains bonuses dependent upon the current Arcana Gauge Attunemenent.
Diurnal Base Healing Potency: 540p
Nocturnal Base Healing Potency: 200
Nocturnal Additional Effect: Applies 10% Damage Reduction to all allies within the Star's radius.
Upon gaining Giant Dominance, and the Star's expansion, the Damage Reduction is increased to 15%.
Button 16: Macrocosmos
Macrocosmos, Instant, 90s Recast, Spell, 700MP
Applies Macrocosmos to self and nearby allies. Deals damage with a potency of 250 to all nearby enemies.
Action changes to Microcosmos upon execution.
Macrocosmos Duration: 15s
Diurnal Macrocosmos Effect: For the duration of the effect, 50% of damage taken is compiled. Upon expiration or
execution of Microcosmos, HP is restored equal to the compiled damage, plus an additional heal of 200 potency.
Nocturnal Macrocosmos Effect: For the duration of the effect, 50% of damage intended to be taken is instead temporarily
delayed. Upon expiration or execution of Microcosmos, applies 'Microcosmos', dealing the compiled damage over 15s (split
into 5 'ticks' of 20% of the total compiled). This delayed damage can be blocked by Barrier effects, or reduced via damage
reduction effects active at the moment of Microcosmos' activation.
This action does not share a cooldown with other actions.
Recast of this action is not affected by gear attributes or status effects.
Continue reading...