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  1. #1
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80

    The Green Mage - Concept

    The Green Mage/ GMA is a Class I want to see being added as a needed way to rework finally completely the Scholar and Summoner a well too, because those two use still alot of skills, which belong in my honest opinion to the Green Mage, as they are the caster class, that is specialized in using Alteration Magic to harm their foes and support their allies theme wise, not the other two.

    Green Mage Weapon: The Magic Gloves/Claws - Shares Skins with Monk's Fist Weapons, except Relics. Saw they could potentially use also Maces n Shields , if going for FFTactics Style.

    Start Lore for FF14/ How you get your Class/Job Crystal:
    Occultists are part of a Sub Group of Assassins and such persons like orphans with no home that are a well hidden part of Ul'Dahs Scorpio Circle. An Insider of this group, that is a traitor for them and chased to death gets saved by us in basically last minute and teaches us to thank us for saving his live his history, how he became Occultist and how we could ptentially become one too if we like.
    By doing so becomes over time this Assassin Group more and more aware of us, seeing a danger in us, due to the traitor having told us, that this group exists and that we might find out their secrets that this group is plotting around their leader, who's a Green Mage that is fully obsessed by a void demon of hatred literally controling his actions.
    Defeating that leader around Level 30 results in dividing the Assassin Group up, with the leaders right hand calling for revenge and the leader, who we defeated and saved from his curse, becomes our Mentor, as the weakened curse and together with it the Job Crystel goes over from the curse freed up mentor, to the one, who has slain the Void Demon back into its realm - us.
    The Revenge comes then later around the Heavensward Lvl Arc from 50 to 60, while our new Mentor tells n teaches us first from 30 to 50, what happened to him and now basically us and what a guilt it means to be the bearer of that curse, a meaning the mind loses to grasp over time as the curse gets stronger and stronger, if the bearer of that curse hasn't enough willpower to overcome and control it to end not up like a demon's marionette like him.


    Start Level: 1
    Start Location: Outside of Ul'Dah
    Start Class: Occultist/ OCC
    Damage Attribute: Intelligence
    Sub Attribute: Direct Hit
    Range Gameplay: Medium to Long Range
    Preferred Attack Type: Magic Spells/Skills
    Preferred Attack Style: Damage over Time/ Condition Overwhelm/Synergy Chaining
    Weakness:CC Effects and Silence

    Job Mechanics: Stigmas, Curses, Seals and Scrolls of Forbidden Arts/Sins

    Stigmas:

    Stigmas are the Main Mechanic of the Green Mage, similar to what Lilies are for Whitmages, Ether for Scholars or GL for Monks.
    Stigmas are a Trigger Gauge Mechanic gained over time ad you play the class, having their effects as you get more, or will be consumed to perform magic skills.
    What are Stigmas? A Stigma is a visual appearance, which happens in relation to a fantasy setting like FF14, when you are cursed, or get cursed and which becomes strongly visible, whenever the effects of said curse happen/activate when the Stigma is visible. So with other words, yes, Green Mages curse others, while beung at the same time self cursed for cursing others.

    The gameplay around this principle means, that whenever you cause Curses, then you gain Stigma, that will let you suffer, but so more Stigma you have, lets in return become your Curses more powerful. Its a paradox twisted gameplay mechanic revolving around the principle of risk and reward, so more you take on the risks, so more rewarding can be the results.
    Green Mages can have maximum 5 Stigmas.
    Each Stigma you have decreases 5 % of your Defense, lets you receive 5% lesser Health from Heals and slows your Skill Recharges by 2s.
    However, each Stigma you have increases the Damage of your DoTs by 10%, raises DoT Durations and Effect Range by 10% and lets you cast spells 5% faster with 5% lesser MP Costs.

    Curses:

    A Curse is a special condition, or debuff so to say, that Green Mages are able to cause, by consuming Stigmas by using Seal Spells/Skills with that they literally debuff themself to weaken the curse in themself, to let it not outbreak out of their bodies and lose not control over themself to the demon that possesses you. If that should ever happen, which Green Mages need to learn to control and manifest to overcome their own curse as part of the Green Mage Story Progression/ Job Progression later.
    Certain Skills will cause Curses eventually to targets, like Miasma, or Doom, or Petrification, when that happens, there's a Chance your Stigmas will activate, making like described follow up curses stronger, while you will suffer more under those Stigmatas of your body.
    A Curse Effect will stay on a Target as long a fight lasts and its effects can stack for the case that multiple Green Mages are together. It ends only, if a Green Mage uses a Seal on itself, or dies.

    Seals/Scrolls of Forbidden Arts/Sins:

    Seals are Side Effects of either a Green Mages buff skills, or magic skills of Green Mages being used on themself, like for example using on themself the Bane Spell, with that they will hurt themself, but gain Seals to reduce their Stigma Gauge.
    But Seals can be used also as offensive option to debuff and weaken enemies in waythat only Green Mages can do, with a strong gameplay aspect of either interupting targets, or punishing for doing something/breaking their seals if doing something specific within the duration of the seal effect. But thats kept for later Level 80 plus ^^
    Using Seals increases also your Scroll Bar, enabling you to use ancient Scrolls that contain nearly lost powerful spells, so cruel or powerful, that they were called forbidden for a clear reason, like for example perfoming temporal pact rituals with Void Demons of Emotions, like Hatred, Fear, Joy, Despair and Luck to perform Sins, but this also past Level 80
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    Last edited by Kaiserdrache; 10-31-2019 at 10:16 PM.

  2. #2
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Occultist/ Green Mage Skills:


    1: Bio > A DoT Spell, that poisons single Targets over time. Weakens a victims Attack by 10% for 10s after 10s of Bio Duration.

    2: Miasma > AoE Magical DoT, can cause later Curse Effect/Chance to gain Stigma from cursed Targets. Curse Effect : Slows Attack Speed by 30%, Damage from Auto Attacks is reflected back by 50%

    4: Petrification > A single target Curse that grats 1 guaranteed Stigma, Curse Effect: Target moves slower and can't block/evade attacks anymore.
    As Occultist it has first the effect of stopping a target, as GMA it changes to the effect above.

    6: Shell > A Party Buff that temporarely grants a significant Magic Defense Increase for 10s. Chance to cause Seal on you later.

    10: Float > A Magic Skill, with that you can let the party make float shortly, increasing Move Speed by 50%, immune to ground effects/earth based spells like Seisga and CCs that would push or pull you away for 5s.

    12: Biora > Upgraded Bio with more Potency that hits now surrounding targets.

    15: Silence > Interrupt Magic Spells/Skills, on later levels it becomes a Curse with a duration and curse effect, that deals high damage, should a target use Magic, while under Silence

    20: Shellra > Upgraded Shell with better Recast Time and longer Duration.

    25: Gloom > Direct ranged Damage Magic Spell using Dark Elemental Magic creating a black hole, that implodes, which comes from the dark demon's curse in you, causes AoE damage around the main target that becomes weaker from 2. Hit, target by 50%, after first sucking in nearby targets to its epicenter by a range of 15 yalms around it.

    30: Blood Pact > Consume up to 3 Stigmata to perform a Blood Ritual, causing damage ovef time with Bleedings from appearing Void Demons attacking the Target. so more Stigmas are consumed, so more Atacks do they quickly deal, before disappearing. Each Attack costs you some Health that gets converted to MP.

    35: Miasra > Upgraded Miasma, now with Curse Effect and chance to grant Stigmas

    40: Frog/Shrink > The Frog Spell is a Curse, turning a curseable Target to a Frog, weakening its Defense by 15%, changing its Skills zu Frog Skills. chance to grant 2 Stigmata. Shrink instead is a curse that turns the target small, leading to 15 % Attack Loss and works also a Seal, if used onto yourself, with the side effect that the next skill targeting you will not hit and your next spell used is instant, while you are shrinked.

    45: Bioga > No upgrade, own stronger single target version that causes own DoT aside of Biora. After 10s Bioga it turns to Toxin as curse effect, ending the DoT becoming to damage whenever the target acts with more potency.

    50: Bane > A Seal Skill that reduces guaranteed 3 Stigmata and cause to a target damage based on the removed amount. Spreads DoTs to nearby Targets with 3s renewed Duration per removed Stigma

    52: Shellga > Upgraded Shellra with better Damage Reduction and a barrier effect that activates when hit by magic damage. Better chance to work as Seal.

    54: Miasga > Upgraded Miasra with much better potency and additional Curse Effect: that hitting miasma cursed targets leeches minimal health, so these targets become a Heal Pinata for you and allies.

    56: Desaster > Turns later to Trisaster. Causes Damage to target based ot the number of dots on it, so more various DoTs so stronger it becomes. Grants a guaranteed Stigma. As Trisaster guaranteed 3 Stigmata

    58: Doom > A special deadly curse, requires a Scroll of Forbidden Arts to perform this sinful spell, which can instantly kill targets that are no Bosses/Trials. Low Chance, happens when the timer reaches 0. Higher Chance at Health over 75%, with more than 3 DoTs running on the Target.

    60: Banera > Upgraded Bane, seals now a Stigma more, deals more damage and renews 4s per DoT.

    63: Paralyzation > A curse that can periodically interrupt any actions und ad thus is an upgrade to Silence, Curse Effect Punishment has now more potency and can cause Paralyze to nearby targets.

    66: Gloomra > Simple upgrade of Gloom, more potency, better ranges.

    69: Weight > A curse that turns a Target or even Ally for a while into an iron statue, immune to damage and cc, unable to do anything. works as Seal, if used on itself.

    70: Banega > Further upgrade of Bane, now able to remove all Stigmata, grants big boost to Scroll Bar

    72: Ethereal Blindness > A Scroll Spell, that cause a thick fog of magic, which blinds targets and drains MP from targets to cure MP of Allies.

    75: Weakness > A Scroll Spell, that weakens a Target, so that DoTs with Durations last 10s longer on it and every DoT on the Target reduces for the duration of Weakness the Attack of the target by 1%

    77: Gloomga > Further Upgrade of Gloom for again more range and potency, grants now a bit Scroll Bar points to have an offendsive direct way to to so, aside of Banega

    80: Pact Ritual > Costs the full Scroll Bar, releases your inner demon to attack surrounding targets with it's Evil Claws, which causes to hit targets all negative conditions like a Marlboro's Bad Breath, even if the target is normally immune to them
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    Last edited by Kaiserdrache; 10-31-2019 at 09:59 PM.