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Brightshadow
01-21-2013, 02:25 AM
Hello everyone, since the expansion "Seekers of Adoulin" will introduce new jobs I think that the game really is going in a great direction and I think that for the expansion after "Seekers of Adoulin" they should think about adding Time Mages because it would add another fan favorite and it would add a new dimension of gameplay to the game that has yet to be seen with any of the other jobs. Here is a framework concept of how a Time Mage could potently work.


Time Mage (TIM)

The masters of time and space, Time Mages (TIM) are able to influence the direction of time to offer a better opportunity for their allies, or to hinder their enemies with their inescapable future. Although time magic exists in vana’diel these mages are actually very well known for their use of dimensional magic which allows them to bend light and space to their will. Time Mages are also fairly different from the other magic users of vana’diel due to their interesting techniques such as rewinding time to recover their allies’ health or curse their enemies by wreaking there health with the effects of aging.


http://ff5.guide.free.fr/screenshots/jobs_cg/time_mage.jpg

Obviously the most appropriate setting for Time Mages would have been in “Wings of the Goddess”; however, that is no longer possible, but I think that they would fit in perfectly in the distant lands of the south because not much is currently known about the continent, and since the Mithras have such a close relationship with the tarutaru I would imagine that there culture has a great understanding of magic and I think it would be very interesting if the job was similar to summoner and it was actually a lost forgotten art that is recently rediscovered by the adventurers of the middle lands.


Roles

• Enhancer: Primary
• Debuffer: Primary
• Healing: Secondary
• Damage: Minor



Magic Skill Rating

• Dimensional Magic: A +
• Time Magic: A –


Combat Skill Rating

• Club: B + (Access to all the magic based weaponskills.)
• Dagger: B – (Access to all the magic based weaponskills.)
• Staff: D
• Evasion: E


Armor

Time Mages use usually cloth armor or what a black mage would normally wear; the only difference is the weaponry since Time Mages are more commonly known for carrying a club or a dagger. In addition you want intellect for damage dealing and debuffing spells, and mind for healing and buffing spells. Another detail I wanted to add is that the time mage is not capable of learning physical weaponskills by themselves they must have a subjob that learns physical weaponskills to unlock it for that weapon.


Dimensional Magic Skill


http://images.wikia.com/finalfantasy/images/7/7e/Ff5Time.gif

The dimensional magic skill is a new magic skill only available to time mages it is used for the unique spells that the time mage gains throughout their journey, the effect of this category on spells is that it determines the strength and accuracy of the spells; and unlike the other casters that use mana for their spells the time mage has an addition resource called temporal spheres which is somewhat similar to finishing moves. The animation is unique as well it creates gray rays that go outward from the caster and when fully channeled a clock appears in the middle of the caster hands and it starts spinning rapidly.


Time Magic Skill

The Time magic skill was added in order to move all the time related spells currently in the game into one category in order to prevent time mages from gaining access to the other magic skills which would allow them to cast certain buffs and debuffs at the same potential as the other professionals. In addition these are the spells that would be shared with the other mages of course with the exception of the higher tier spells.


Time Magic Skill Rating: [RDM: B+/ SCH: B+ / WHM: C +/ BLM: C -]


~Moved Spells~

These include all the tiers of the spells

• Slow
• Haste
• Gravity
• Regen
• Refresh
• Bind
• Warp
• Teleports
• Tractor
• Escape
• Retrace
• Recall
• Comet


Changes
• Comet: Is removed from the black mages spell book.
• Slow II: Is made into a regular spell.
• Slow: The potency of slow is adjusted for the new tiers.
• Haste: The potency of haste is adjusted for the new tiers.
• Regen: The potency of regen is adjusted for the new tiers.


Temporal Spheres

Temporal spheres are somewhat similar to finishing moves; whenever you cast a time based spell you have a 35% chance of building a temporal sphere and when you build a sphere it gives you access to your dimensional magic. Similar to finishing moves a green sphere appears as a buff at the top of your screen, and whenever you build an addition sphere a new number appears next to the sphere; the maximum amount of spheres you can buildup is 3 as a subjob and 4 as a time mage at level 50 or higher; also whenever you cast any dimensional based spell the required temporal spheres are consumed in addition to the mana cost that is required.


Job Abilities


• Temporal Benevolence
-Level 1
-Description: Resets time to the point before the encounter happened, and allows you to use dimensional magic at full potential without the requirement of temporal spheres.
-Recast: 1 hour
-Duration: 1 minute
-Notes: Recovers your alliance health, mana, and TP to the point before the encounter even happened also resets all of your alliance abilities except for their special ability. In addition the enemy also has his health and mana recovered.

• Temporal Seal
-Level 30
-Description: Increases the duration of the next enhancement or debuff used on the target.
-Recast: 10 minutes
-Duration: Varies
-Notes: The next enhancement or debuff used on the target has its duration increased by 4 times.

• Clockwork Reversal
-Level 50
-Description: Reverses the time around the target allowing them to activate certain items that can only be used during a certain time of day.
-Recast: 3 minutes
-Duration: 5 minutes
-Notes: The target receives a moon or sun icon based on the current time in vana’diel allowing them to use certain items that only activate at night or day; however, if used while the appropriate time frame is in effect the ability instead prevents the benefits from the item until the ability is manually removed or until it wears off.

• Esoteric Intensification
-Level 80
-Description: Consumes temporal spheres to convert it to mana, the amount converted depends on your maximum temporal spheres and how much mana you currently possess.
-Recast: 1 minute
-Notes: 1 temporal sphere is required to recover 10% mana, you will always get the maximum amount of mana that you can recover of course assuming that you do not have the resource filled, and you have the appropriate amount of temporal spheres to convert.

• Chronological Intensification
-Level 90
-Description: Consumes mana to convert them to temporal spheres, the amount converted depends on your maximum mana and how many temporal spheres you currently possess.
-Recast: 1 minute
-Notes: 10% mana is required to create one temporal sphere, you will always get the maximum amount of temporal spheres that you can hold of course assuming that you do not have the resource filled, and you have appropriate mana to convert it into a sphere.



Job Traits

• Resist Bind
-Level 5

• Resist Slow
-Level 8

• Fast Cast
-Level 10

• Resist Bind II
-Level 20

• Resist Slow II
-Level 23

• Clear Mind
-Level 25

• Fast Cast II
-Level 30

• Resist Bind III
-Level 40

• Resist Slow III
-Level 43

• Clear Mind II
-Level 45

• Fast Cast III
-Level 50

• Temporal Augmentation
-Level 50
-Description: The amount of temporal spheres that you can possess is increased by 1, and instead of having a 35% chance of building one temporal sphere you will gain 2 spheres if a sphere is successfully gained.

• Time Veil
-Level 55
-Description: The next spell cast under the effect of your temporal seal becomes an area of effect.

• Resist Bind IV
-Level 60

• Resist Slow IV
-Level 63

• Clear Mind III
-Level 65

• Fast Cast IV
-Level 70

• Last Quicken
-Level 77
-Description: When at critical health you receive the effect of quicken and haste.

• Resist Bind V
-Level 80

• Resist Slow V
-Level 83

• Clear Mind IV
-Level 85

• Instacast
-Level 90
-Description: Your spells have a 20% chance of becoming instant cast.

• Fast Cast V
-Level 90


Spell List

1. Slow
-Level 1
-Description: Reduces an enemy’s attack speed.
-Category: Time Magic

2. Regen
-Level 3
-Description: Gradually restores the target’s HP overtime.
-Category: Time Magic

3. Bind
-Level 4
-Description: Binds an enemy in place, immobilizing it.
-Category: Time Magic

4. Rewind
-Level 5
-Description: The party member selected goes back in time to recover minor HP, MP, and TP, requires one temporal sphere.
-Category: Dimensional Magic

5. Quicken
-Level 7
-Description: Increases the target spellcasting speed.
-Category: Time Magic

6. Demi
-Level 10
-Description: Deals non-elemental damage based on the enemy current health, requires one temporal sphere.
-Category: Dimensional Magic

7. Haste
-Level 13
-Description: Increases target’s attack speed.
-Category: Time Magic

8. Warp
-Level 14
-Description: Transports you to your home point.
-Category: Time Magic

9. Stagger
-Level 15
-Description: Absorbs some of the damage you receive for a short duration; however, after that buff expires you receive the damage again over the next 10 seconds, requires one temporal sphere.
-Category: Dimensional Magic

10. Slowga
-Level 16
-Description: Reduces the attack speed of all enemies within the area of effect.
-Category: Time Magic

11. Gravity
-Level 17
-Description: Weighs an enemy down and lowers its movement speed.
-Category: Time Magic

12. Tractor
-Level 18
-Description: Drags a knockout target towards you.
-Category: Time Magic

13. Escape
-Level 19
-Description: Transports party members within area of effect out of a dungeon.

14. Starfall
-Level 20
-Description: Opens the sky unleashing a flurry of stars upon the enemy dealing moderate damage, and inflicting the enemy with attack down, requires 2 temporal spheres.
-Category: Dimensional Magic

15. Slow II
-Level 21
-Description: Reduces an enemy’s attack speed.
-Category: Time Magic

16. Regen II
-Level 23
-Description: Gradually restores the target’s HP overtime.
-Category: Time Magic

17. Float
-Level 24
-Description: Makes a friendly target float, increasing their movement speed, and allowing them to avoid earth based attacks.
-Category: Time Magic

18. Vanish
-Level 25
-Description: Warps away the enemy to defend yourself; however, the enemy doesn’t drop any experience or loot, requires one temporal sphere.
-Category: Dimensional Magic

19. Warp II
-Level 26
-Description: Transports the target to their home point.
-Category: Time Magic

20. Hastega
-Level 27
-Description: Increases the party attack speed.
-Category: Time Magic

21. Regain
-Level 28
-Description: Gradually increases the target’s TP overtime.
-Category: Time Magic

22. Disable
-Level 30
-Description: Locks the enemy out of a random elemental school of magic for a short duration, if the enemy is casting a spell it prevents them from casting from that school of magic, requires 2 temporal spheres.
-Category: Dimensional Magic

23. Teleport-Dem
-Level 31
-Description: Teleports all the party members to the dem teleportation crystal.
-Category: Time Magic

24. Teleport-Holla
-Level 31
-Description: Teleports all the party members to the holla teleportation crystal.
-Category: Time Magic

25. Teleport-Mea
-Level 31
-Description: Teleports all the party members to the mea teleportation crystal.
-Category: Time Magic

26. Haste II
-Level 33
-Description: Increases target’s attack speed.
-Category: Time Magic

27. Refresh
-Level 34
-Description: Gradually restores the target’s MP overtime.
-Category: Time Magic

28. Comet
-Level 35
-Description: Deals dark damage to an enemy requires 2 temporal spheres.
-Category: Dimensional Magic

29. Teleport-Altep
-Level 36
-Description: Teleports all the party members to the altep teleportation crystal.
-Category: Time Magic

30. Teleport-Yhoat
-Level 36
-Description: Teleports all party members to the yhoat teleportation crystal.
-Category: Time Magic

31. Teleport-Vahzl
-Level 36
-Description: Teleports all party members to the vahzl teleportation crystal.
-Category: Time Magic

32. Quicken II
-Level 37
-Description: Increases the target spellcasting speed.
-Category: Time Magic

33. Slowga II
-Level 39
-Description: Reduces the attack speed of all enemies within an area of effect.
-Category: Time Magic

34. Rewind II
-Level 40
-Description: The party member selected goes back in time to recover minor HP, MP, and TP, requires 2 temporal spheres.
-Category: Dimensional Magic

35. Slow III
-Level 41
-Description: Reduces an enemy’s attack speed.
-Category: Time Magic

36. Recall-Jugner
-Level 42
-Description: Teleports the party back to the Jugner crystal.
-Category: Time Magic

37. Recall-Pashh
-Level 42
-Description: Teleports the party back to the Pashh crystal.
-Category: Time Magic

38. Recall-Meriph
-Level 42
-Description: Teleports the party back to the Meriph crystal.

39. Retrace
-Level 44
-Description: Transports qualified target party member to their nation of allegiance in the past.

40. Demi II
-Level 45
-Description: Deals non-elemental damage based on the enemy current health requires 2 temporal spheres.
-Category: Dimensional Magic

41. Regen III
-Level 46
-Description: Gradually restores the target’s HP overtime.
-Category: Time Magic

42. Hastega II
-Level 48
-Description: Increases the party attack speed.
-Category: Time Magic

43. Stop
-Level 50
-Description: Petrifies the enemy for a short duration, and inflicts them with defense down for the duration they are petrified, requires 2 temporal spheres.
-Category: Dimensional Magic

44. Quickport
-Level 51
-Description: Teleports you a small distant in front of you, requires one temporal sphere.
-Category: Dimensional Magic

45. Regain II
-Level 52
-Description: Gradually increases the target’s TP overtime.
-Category: Time Magic

46. Haste III
-Level 53
-Description: Increases target’s attack speed.
-Category: Time Magic.

47. Undo
-Level 54
-Description: Reverses back time to prevent the target from receiving a debuff; however, this spell must be cast within a small time frame of 8 seconds if not the spell will have no effect, requires one temporal sphere.
-Category: Dimensional Magic

48. Portal-Windurst
-Level 55
-Description: Opens up a portal that allows all party and raid members to enter Windurst.
-Category: Time Magic

49. Portal-Bastok
-Level 55
-Description: Opens up a portal that allows all party and raid members to enter Bastok.
-Category: Time Magic

50. Portal-San d’Oria
-Level 55
-Description: Opens up a portal that allows all party and raid members to enter San d’Oria
-Category: Time Magic

51. Extend
-Level 56
-Description: Extends the duration of the target buffs and debuffs; however, the effect can be both beneficial and hindering depending on your situation, can be cast on both enemies and friendly targets, requires 2 temporal spheres.
-Category: Dimensional Magic

52. Quicken III
-Level 57
-Description: Increases the target spellcasting speed, in addition has a chance of making the target next spell an instant cast.
-Category: Time Magic

53. Reverse
-Level 58
-Description: The next 3 hits that you receive will heal you instead of deal damage; however, it doesn’t work on area of effect damage, and healing spells will instead deal damage to you, requires 2 temporal spheres.
-Category: Dimensional Magic

54. Rewind III
-Level 59
-Description: The party member selected goes back in time to recover minor HP, MP, and TP, requires 3 temporal spheres.
-Category: Dimensional Magic

55. Slowga III
-Level 60
-Description: Reduces the attack speed of all enemies within an area of effect.
-Category: Time Magic

56. Refresh II
-Level 61
-Description: Gradually restores the target’s MP overtime.
-Category: Time Magic

57. Stop II
-Level 62
-Description: Petrifies the enemy for a short duration, and inflicts them with defense down for the duration they are petrified, requires 3 temporal spheres.
-Category: Dimensional Magic

58. Comet II
-Level 63
-Description: Deals dark damage to an enemy. Successive use enhances spell potency, requires 3 temporal spheres.
-Category: Dimensional Magic

59. Bind II
-Level 64
-Description: Binds an enemy in place, immobilizing it.
-Category: Time Magic

60. Stagger II
-Level 65
-Description: Absorbs some of the damage you receive for a short duration; however, after that buff expires you receive 75% of the damage over the next 10 seconds, requires 2 temporal sphere.
-Category: Dimensional Magic

61. Starfall II
-Level 66
-Description: Opens the sky unleashing a flurry of stars upon the enemy dealing moderate damage, and inflicting the enemy with attack and accuracy down, requires 4 temporal sphere.
-Category: Dimensional Magic

62. Warpga
-Level 66
-Description: Warps all your party members back to their home point.
-Category: Time Magic

63. Demi III
-Level 67
-Description: Deals damage based on the enemy current health, requires 3 temporal spheres.
-Category: Dimensional Magic

64. Tractorga
-Level 68
-Description: Pulls all knockout allies in your party towards you.
-Category: Time Magic

65. Disable II
-Level 69
-Description: Locks the enemy out of a random elemental school of magic for a short duration, if the enemy is casting a ability it prevents them from casting from that school of magic, requires 4 temporal spheres.
-Category: Dimensional Magic

66. Addle
-Level 70
-Description: Decreases the enemy’s magic accuracy and increases its spellcasting time.
-Category: Time Magic

67. Graviga
-Level 71
-Description: Weighs all the enemies within the area of effect down and lowers there movement speed.
-Category: Time Magic

68. Slow IV
-Level 72
-Description: Reduces an enemy’s attack speed.
-Category: Time Magic

69. Hastega III
-Level 73
-Description: Increases the party attack speed.
-Category: Time Magic

70. Moonlight
-Level 74
-Description: Summons a moon on top of the party that increases the power of sleeping spells, and increases the regeneration rates of healing effects and resting, requires 4 temporal spheres.
-Category: Dimensional Magic

71. Portal-Jeuno
-Level 75
-Description: Opens up a portal that allows all party and raid members to enter Jeuno.
-Category: Time Magic

72. Portal-Aht Urhgan
-Level 75
-Description: Opens up a portal that allows all party and raid members to enter Aht Urhgan.
-Category: Time Magic

73. Portal-Adoulin
-Level 75
-Description: Opens up a portal that allows all party and raid members to enter Adoulin.
-Category: Time Magic

74. Portal-Gha Naboh
-Level 75
-Description: Opens up a portal that allows all party and raid members to enter Gha Naboh.
-Category: Time Magic

75. Regen IV
-Level 76
-Description: Gradually restores the target’s HP overtime.
-Category: Time Magic

76. Gravity II
-Level 77
-Description: Weighs an enemy down and lowers its movement speed.
-Category: Time Magic

77. Mute
-Level 78
-Description: Silences all the enemies within range of the party, and prevents them from casting a spell from that elemental school for a short duration.
-Category: Dimensional Magic

78. Float II
-Level 79
-Description: Makes a friendly target float, increasing their movement speed, and allowing them to avoid earth based attacks.
-Category: Time Magic

79. Demi IV
-Level 80
-Description: Deals damage based on the enemy current health, requires 4 temporal spheres.
-Category: Dimensional Magic

80. Stop III
-Level 81
-Description: Petrifies the enemy for a short duration, and inflicts them with defense down for the duration they are petrified, requires 4 temporal spheres.
-Category: Dimensional Magic

81. Floatga
-Level 82
-Description: Makes the party float, increasing their movement speed, and allowing them to avoid earth based attacks.
-Category: Time Magic

82. Haste IV
-Level 83
-Description: Increases target’s attack speed.
-Category: Time Magic

83. Regain III
-Level 84
-Description: Gradually Increases the target’s TP overtime.
-Category: Time Magic

84. Comet III
-Level 85
-Description: Deals dark damage to an enemy. Successive use enhances spell potency, requires 4 temporal spheres.
-Category: Dimensional Magic

85. Stagger III
-Level 85
-Description: Absorbs some of the damage you receive for a short duration; however, after that buff expires you receive 50% of the damage over the next 10 seconds, requires 3 temporal sphere.
-Category: Dimensional Magic

86. Quicken IV
-Level 86
-Description: Increases the target spellcasting speed, in addition has a chance of making the target next spell an instant cast.
-Category: Time Magic

87. Refresh III
-Level 87
-Description: Gradually restores the target’s MP overtime.
-Category: Time Magic

88. Sunlight
-Level 88
-Description: Summons a sun on top of the party that increases the power of fire spells, and increases the accuracy of all party members 4 temporal spheres.
-Category: Dimensional Magic

89. Addle II
-Level 89
-Description: Decreases the enemy’s magic accuracy and increases its spellcasting time.
-Category: Time Magic

90. Reverse II
-Level 90
-Description: The next 5 hits that you receive will heal you instead of deal damage; however, it doesn’t work on area of effect damage, and healing spells will instead deal damage to you, requires 3 temporal spheres.
-Category: Dimensional Magic

91. Slowga IV
-Level 91
-Description: Reduces the attack speed of all enemies within the area of effect.
-Category: Time Magic

92. Rewind IV
-Level 91
-Description: The party member selected goes back in time to recover minor HP, MP, and TP, requires 4 temporal spheres.
-Category: Dimensional Magic

93. Bind III
-Level 92
-Description: Binds an enemy in place, immobilizing it.
-Category: Time Magic

94. Slow V
-Level 93
-Description: Reduces an enemy’s attack speed.
-Category: Time Magic

95. Haste V
-Level 93
-Description: Increases target’s attack speed.
-Category: Time Magic

96. Hastega IV
-Level 94
-Description: Increases the attack speed of all party members within the area of effect.
-Category: Time Magic

97. Old
-Level 95
-Description: Reduces all of the enemy attributes, requires 1 temporal sphere.
-Category: Dimensional Magic

98. Youth
-Level 95
-Description: Increases the friendly target attributes, requires 1 temporal sphere.
-Category: Dimensional Magic

99. Regen V
-Level 96
-Description: Gradually restores the target’s HP overtime.
-Category: Time Magic

100. Gravity III
-Level 97
-Description: Weighs an enemy down and lowers its movement speed.
-Category: Time Magic

101. Demiga
-Level 98
-Description: Deals non-elemental damage to all the enemies within the area of effect, based on the enemies health, and requires 4 temporal spheres.
-Category: Dimensional Magic

102. Float III
-Level 98
-Description: Makes a friendly target float, increasing their movement speed, and allowing them to avoid earth based attacks.
-Category: Time Magic

103. Solar Eclipse
-Level 99
-Description: join with your comrades to activate a powerful solar explosion to destroy your enemies, each time mage requires 4 temporal spheres.
-Category: Dimensional Magic

Brightshadow
01-21-2013, 02:26 AM
Reserved!!!!!!!!!!!!

Trisscar
01-21-2013, 02:36 AM
http://cdn.memegenerator.net/instances/250x250/22110572.jpg

Brightshadow
01-21-2013, 03:13 AM
The thread has been fully added hope you guys enjoy :)

PS: how do you add pictures to a post I added one from google images and tried bing images but no matter what I do just a big x comes out?

Ziyyigo-Tipyigo
01-21-2013, 03:22 AM
how do you add pictures to a post I added one from google images and tried bing images but no matter what I do just a big x comes out?

Find the direct URL of an image file. Typically you want a URL that ends in "gif" or "jpg" or something like that.

Alhanelem
01-21-2013, 03:39 AM
Though this is about the 500th time someone has proposed time mage, and I still insist it's pointless to add when common time magic is already in the game and on WHM and RDM, You really did a good job executing your vision, props for that. There's basically only one problem: It stomps all over RDM hardcore, and RDM is already not used enough.

with things like better haste, better slow, better gravity, better regen, pretty much any reason to use RDM at all will be replaced with this job.

Brightshadow
01-21-2013, 03:51 AM
Its true that red mage is in a bad place right now, but this job won't really change much in regards to that; however, by definition red mages have always been stronger at lower levels and weaker at higher levels what caused massive damage to the red mage was scholar because it was basically a red mage in a nutshell without the melee aspect which has never really been a main part of the job. basically the only thing im really doing is spreading slow II to time mage and introducing a new tier of refresh III that doesn't mean that the other jobs won't get any of those time spells the only thing they can't get is dimensional magic because its unique to time mages.

Trisscar
01-21-2013, 03:52 AM
Though this is about the 500th time someone has proposed time mage, and I still insist it's pointless to add when common time magic is already in the game and on WHM and RDM, You really did a good job executing your vision, props for that. There's basically only one problem: It stomps all over RDM hardcore, and RDM is already not used enough.

with things like better haste, better slow, better gravity, better regen, pretty much any reason to use RDM at all will be replaced with this job.

[Most Interesting Man in the World]I don't always agree with you, but when I do you happen to be right.[/Most Interesting Man in the World]

All kidding aside, I would rather see Square stop procrastinating and fix what's broken with the jobs that already exist in the game than add new ones. Which is why I was against the addition of RNF and GEO. Also for them to stop hating on DRG.

Brightshadow
01-21-2013, 04:20 AM
What do you guys think about the temporal sphere mechanic would it work? Still deciding whether to keep that mechanic or perhaps think of another one.

Alhanelem
01-21-2013, 05:12 AM
but this job won't really change much in regards to that;Well yes, because RDM has been in the LOLtier for quite a while now.

Also, why take Meteor away from BLM? What does meteor have to do with time mage? I like the concepts of the abilities, to be sure. The spell list makes sense, it's just kind of OP and stomps on the toes of RDM. This is why I don't think time mage really fits into the game well. it works a lot better in turn based combat systems, IMHO. Still, I respect the thoughtfulness and effort that went into this attempt- it's more than I can say for a lot of the other threads I've seen trying to invent this job.

Trisscar
01-21-2013, 05:29 AM
it works a lot better in turn based combat systems, IMHO. b.

I should interject and point out that FFxi is, essentially, a turn based game. Why else would there be such thing as 'spell freeze' and the like?

Tamarsamar
01-21-2013, 05:30 AM
http://2.bp.blogspot.com/-7UFZYL_555I/TnEPO7G98HI/AAAAAAAAAdI/WxWtr4QcyGY/s1600/Tim+the+Enchanter.jpg

Demon6324236
01-21-2013, 06:34 AM
Fast Cast, Slow, Haste, Gravity... Really, if this were added I would rather them just delete RDM from the game, and I would give up. RDM has very few unique things to it anymore, almost all of them able to be accessed at roughly the same potency as a sub-job, and your talking about yet another mage job that would steal more of it. Fast Cast already exists from Arts with /SCH, tons of gear now compared to before, and /RDM itself. Slow is something WHM has had, and will continue you have, while SCH/RDM can use the spell just as well as RDM can between weather bonus it can force for itself and its stratagems. Haste, WHM has, SCH can make it last longer than RDM can with /WHM or /RDM. Gravity, cant utilize its -EVA effect, the Weight itself is actually no different from the tier II, so not losing much for SCH here either.

SCH ruined RDM because it brought basically everything RDM has to the table, and more, except for melee. Even melee SCH beat melee RDM for a time, because Embrava allows a SCH to easily build TP with its Regain, you could actually melee and DD as a SCH in NNI right now if you want to because of Shattersoul and its 100% INT mod giving SCH a beastly WS it can spam. Another mage taking RDM abilities like this would simply make the job even more pointless.

The beginning of what you said, "Enhancer: Primary", "Debuffer: Primary", "Healing: Secondary" and "Damage: Secondary" these are all what RDM is statistically. RDM has the highest Enhancing, Enfeebling, and has some decent Healing, and Elemental skills, as well as melee skills. For spells you want to take away RDM's Gravity and Refresh? Two of the last spells to RDM which are unique? Take away our Job Ability which is one of our only five we have ever learned, Spontaneity, which is also our newest one!? Take away Fast Cast which is our most defined Job Trait?! Your following line after Fast Cast is "This trait is replaced with magic accuracy bonus traits in order to preserve the uniqueness of the time mage." This line offends me, that you believe RDM should be basically robbed of more of its uniquities just to allow a new job to be unique itself!

I mean no offense, but after how RDM has been treated since the level cap was raised, and really since before then, more around since SCH was introduced. Adding more jobs which fill roles extremely similar to RDM is just another way to screw the job, and in all honesty, it seems as though this job would be stealing some of Geomancer's unique features as well.

If they were to do anything like this, they should instead just add some of these abilities to RDM and call it a day. RDM would be improved, perhaps obtain a few more unique qualities it lacks in this game right now, and benefit the job rather than crush it even more than it already has been. The last thing this game needs right now is more jobs taking away unique features and qualities of other jobs because we already have to much of a bland mix as it is.

Llana_Virren
01-21-2013, 10:08 AM
I should interject and point out that FFxi is, essentially, a turn based game. Why else would there be such thing as 'spell freeze' and the like?

Players and monsters both act independently of one another. Although actions have varying degree of "delay", everything occurs in real-time. So no, FFXI is not turn based.

Merton9999
01-21-2013, 10:23 AM
I also appreciate the effort you put into the job concept but sorry to say every aspect of it hit me wrong.

One of the general eye-rolling aspects of many new job introductions is that they have essentially taken what forum posters have been suggesting for RDM since 2002 and created a new job for it. BLU, DNC, COR, SCH all have major job functions and roles that were continually requested for RDM. I care for newness more than for fixing old stuff, that's just my preference, but it was still a little irksome to watch that happen.

You've gone a step further and even suggested that spells and abilities be removed from RDM and other jobs and given to Time Mage, which would absolutely ruin it for me. I've never been pissed at a job introduction, but this would infuriate me.

As far as the sphere concept, I may have interpreted yours wrong, but isn't this what they're planning for GEO? We'll have to wait and see how that goes. I'm excited about it, but somehow in the current framework of "kill it as fast as possible" (which admittedly may change based on recent director comments), I want to see how much tolerance people are going to have for having to stand in the right spot to gain buffs.

Brightshadow
01-21-2013, 10:25 AM
Well yes, because RDM has been in the LOLtier for quite a while now.

Also, why take Meteor away from BLM? What does meteor have to do with time mage? I like the concepts of the abilities, to be sure. The spell list makes sense, it's just kind of OP and stomps on the toes of RDM. This is why I don't think time mage really fits into the game well. it works a lot better in turn based combat systems, IMHO. Still, I respect the thoughtfulness and effort that went into this attempt- it's more than I can say for a lot of the other threads I've seen trying to invent this job.

Well while time mage does involve magic it also highly involves space and since meteor is one of there defining spells I think that an adjustment would suit them, but I really didn't just take it away, they are also receiving doomsday to replace it which would function the same.

Brightshadow
01-21-2013, 10:28 AM
Fast Cast, Slow, Haste, Gravity... Really, if this were added I would rather them just delete RDM from the game, and I would give up. RDM has very few unique things to it anymore, almost all of them able to be accessed at roughly the same potency as a sub-job, and your talking about yet another mage job that would steal more of it. Fast Cast already exists from Arts with /SCH, tons of gear now compared to before, and /RDM itself. Slow is something WHM has had, and will continue you have, while SCH/RDM can use the spell just as well as RDM can between weather bonus it can force for itself and its stratagems. Haste, WHM has, SCH can make it last longer than RDM can with /WHM or /RDM. Gravity, cant utilize its -EVA effect, the Weight itself is actually no different from the tier II, so not losing much for SCH here either.

SCH ruined RDM because it brought basically everything RDM has to the table, and more, except for melee. Even melee SCH beat melee RDM for a time, because Embrava allows a SCH to easily build TP with its Regain, you could actually melee and DD as a SCH in NNI right now if you want to because of Shattersoul and its 100% INT mod giving SCH a beastly WS it can spam. Another mage taking RDM abilities like this would simply make the job even more pointless.

The beginning of what you said, "Enhancer: Primary", "Debuffer: Primary", "Healing: Secondary" and "Damage: Secondary" these are all what RDM is statistically. RDM has the highest Enhancing, Enfeebling, and has some decent Healing, and Elemental skills, as well as melee skills. For spells you want to take away RDM's Gravity and Refresh? Two of the last spells to RDM which are unique? Take away our Job Ability which is one of our only five we have ever learned, Spontaneity, which is also our newest one!? Take away Fast Cast which is our most defined Job Trait?! Your following line after Fast Cast is "This trait is replaced with magic accuracy bonus traits in order to preserve the uniqueness of the time mage." This line offends me, that you believe RDM should be basically robbed of more of its uniquities just to allow a new job to be unique itself!

I mean no offense, but after how RDM has been treated since the level cap was raised, and really since before then, more around since SCH was introduced. Adding more jobs which fill roles extremely similar to RDM is just another way to screw the job, and in all honesty, it seems as though this job would be stealing some of Geomancer's unique features as well.

If they were to do anything like this, they should instead just add some of these abilities to RDM and call it a day. RDM would be improved, perhaps obtain a few more unique qualities it lacks in this game right now, and benefit the job rather than crush it even more than it already has been. The last thing this game needs right now is more jobs taking away unique features and qualities of other jobs because we already have to much of a bland mix as it is.

Red Mage actually never was focused as a time magic user, the reason why square enix made that there niche is because of there melee capabilities which I think is a big mistake, plus with the accuracy bonuses they will be able to land more spells. In my opinion what red mage needs is a redesign and I might just do it in my reserved section in the future or a new thread.

Demon6324236
01-21-2013, 10:46 AM
Red Mage actually never was focused as a time magic user, the reason why square enix made that there niche is because of there melee capabilities which I think is a big mistake, plus with the accuracy bonuses they will be able to land more spells. In my opinion what red mage needs is a redesign and I might just do it in my reserved section in the future or a new thread.I would very likely disagree with your redesign of RDM as well. I like how RDM is now, it lacks the gear for melee, it lacks the higher tier spells for nukes, its healing is right where it should be, and its spells lack any real unique quality to them. All that RDM really needs is more access to Light DD gear, native Dual Wield or a job trait that enhances your melee in a similarly effective way, unique spells, and it will be a good job. Unique spells need to have a use of course, and RDM can not out DD a job which is made for it like WAR or SAM, otherwise it would be broken in a good or bad way depending on which of those two things are not done correctly.

Edit:Forgot to comment on your first line, RDM was never focused as a time magic user. Your right, it was built in this game as an Enfeebler, Enhancer, and a Fast Caster, each of these are what you said to either take away from or copy that RDM currently wields, and some of these are the only unique things RDM still has left, if your redesign would be as extensive as you make it sound like it would be, then it would no longer even be a RDM, just some weird new job in RDM skin. Not to mention for them to change some of what you have, they would have to completely redesign RDM's gear selection and current JSE gear such as Artifact, Relic, and Emp gear.

Alhanelem
01-21-2013, 10:51 AM
Well while time mage does involve magic it also highly involves space and since meteor is one of there defining spells I think that an adjustment would suit them, but I really didn't just take it away, they are also receiving doomsday to replace it which would function the same.
There is no reason to replace it with something else even if it funcitons the same (in which case, it would make a lot more sense to just give the same spell to each job). Meteor is the ultimate black mage spell, and you see it cast by a whole bunch of Tarutaru black mages in the game's opening scene. So you want to screw with that and have the game actually give meteor to some other job and not BLM, the job which is seen casting it throughout the game by many NPCs?

Brightshadow
01-21-2013, 10:58 AM
There is no reason to replace it with something else even if it funcitons the same (in which case, it would make a lot more sense to just give the same spell to each job). Meteor is the ultimate black mage spell, and you see it cast by a whole bunch of Tarutaru black mages in the game's opening scene. So you want to screw with that and have the game actually give meteor to some other job and not BLM, the job which is seen casting it throughout the game by many NPCs?

Im actually working on some adjustments right now meteor will no longer be given to time mages.

Edyth
01-21-2013, 12:53 PM
There is no reason to replace it with something else even if it funcitons the same (in which case, it would make a lot more sense to just give the same spell to each job). Meteor is the ultimate black mage spell, and you see it cast by a whole bunch of Tarutaru black mages in the game's opening scene. So you want to screw with that and have the game actually give meteor to some other job and not BLM, the job which is seen casting it throughout the game by many NPCs?

Meteor is Time Mage's ultimate spell. In the game in which the job was introduced, Time Mages wielded Meteor; in its next appearance (FFT), Meteor is the ultimate Time Magic spell, while Flare is the ultimate black magic spell. If Time Mage appears in a particular FF, Black Mages do not get Meteor in that game. Meteor either goes to Time Mage (FFV and FFT) or Alchemist (the two FFTA games).

I actually think that of the FF games where you can change jobs, only FFIII and FFXI let Black Mages use Meteor natively. The ultimate black magic spell is typically Ultima or Flare.

In the 9 job-changing/job-selecting FF games (I, III, V, X-2, XI, XIV, T, TA, TA2), Black Mages get Meteor in 2/9 appearances. Time Mages get Meteor in 2/4 appearances. When they appear together in a game, BLM gets Meteor 0% of the time; Time Mage gets the spell 50% of the time.

Alhanelem
01-21-2013, 03:32 PM
Meteor is Time Mage's ultimate spell.Not in FFXI it isn't. That's all there is to it. You would have SE redo the intro movie and change the chebukkis so they don't cast metor and change shantotto and all that stuff just so XI is consistent with the game that introduced time mage?


Black Mages get Meteor in 2/9 appearances. Time Mages get Meteor in 2/4 appearances.In other words, both jobs have had it the same number of times, therefore neither job really has claim to it at this time.

Trumpy
01-21-2013, 05:27 PM
It sounds to me as if you are merging all the mages together even tossing some GEO in (timespheres is like the aura thing GEO is gettin) making some new abilities and spells for ffxi in the process. Meanwhile completely negatin the need for said pre-existing mages. Sounds like a good job though of explaning it all just i dont see it happening.

I also dont see them removing spells or splitting spells up to tiers like that. they might add tiers but splitting them i dont see it. SE had a hardon for a while tryin to make SCH the regen master so i really dont see that being taken from them. they even have a tier that whm doesnt i think. When they were doin it i remember thinkin I dont see regen as a SCH thing, but i think they did it to make up for no cure 5.

Kieron
01-21-2013, 05:48 PM
Some of these ideas should be handed to RDM instead of creating a whole new job. Their niche is buffing and enfeebling. Hastega should be a given. I'm not sure why RDM doesn't have Boost spells; Gain spells should just be deleted. RDM should have -aga of all enfeebling magic including native Sleepga. Spells like you suggested such as Extend, Quicken, Mute, Regain, Demi all sound like they should be given to RDM.

Lastly from your description, TIM looks like the job to kill off all current mages. There's no need to add another mage with GEO on the way as well.

Metaking
01-21-2013, 08:26 PM
well excluding fft:rotlw any game were ultima and meteor appear ultima is clearly superior i mean one spell your pulling a suv sized rock from outer space the other spell your splitting the atom. Time mages are generaly masters of time and space so yea if they were added meteor would make more sence for them where as blms call on elemental power and well i cant think of a more potent form of elemental fury than an A bomb, also there is a reason we say blms are nukeing >.>;

ps. yes i was always disappointed blm dint get ultima as its top tier spell instead of meteor

ManaKing
01-22-2013, 01:06 AM
Its true that red mage is in a bad place right now, but this job won't really change much in regards to that; however, by definition red mages have always been stronger at lower levels and weaker at higher levels what caused massive damage to the red mage was scholar because it was basically a red mage in a nutshell without the melee aspect which has never really been a main part of the job. basically the only thing im really doing is spreading slow II to time mage and introducing a new tier of refresh III that doesn't mean that the other jobs won't get any of those time spells the only thing they can't get is dimensional magic because its unique to time mages.

So basically just write off RDM entirely is what you are say. Sorry there have been enough jobs that sloppily destroyed previous jobs. No real use out of this one. I personally like Time Mages, but you just basically stole anything you wanted from every mage, which really is almost no different than SCH.
--

Also, Ultima never belonged solely to any job except WHM in FF2. If Ultima exists in a game other than:
It belonged to everyone FF6, FF7, FF8, FFX, FFTA
It belong to multiple people FFT, FFX-2, FFTA2
It belonged to bosses FF9 FFXIII

In the Seiken games it's called Nuke/Burst. Ultima is supposed to be a magic nuclear explosion.

It is generally Black magic, but it that doesn't make it BLMs. If anything, it should be like Impact, so that multiple jobs can use it, because multiple jobs/characters use it in FF games.

Brightshadow
01-22-2013, 01:07 AM
Hey guys, well I currently been busy with work and I have a couple of things I have to do, so a lot of redesign for my thread has been put on hold for atleast 1~2 days; however, I wanted to post a important change I decided to do for the thread let me know if I should reverse it back or if it would function ok.

1.) Removal of time magic Category
2.) Dimensional magic is now the only magic skill for the time mage and the current time based spells remain in the same skill group; however, whenever a TIM is the main job or subbed the animation changes to the dimensional magic animation, and the power of the spell is determined by the highest skill that can effect the spell, but those that are not subbing TIM or are not a TIM keep the white or black magic casting animation.

Brightshadow
01-22-2013, 01:10 AM
So basically just write off RDM entirely is what you are say. Sorry there have been enough jobs that sloppily destroyed previous jobs. No real use out of this one. I personally like Time Mages, but you just basically stole anything you wanted from every mage, which really is almost no different than SCH.

Its not stolen they can still use those spells; plus many of the spells that I had suggested can be used by other mages except the higher level ones like slow II, and refresh II. I have a redesign coming soon it gonna be a bit different than this version so its gonna take a couple of days.

ManaKing
01-22-2013, 01:42 AM
Sounds like you don't really understand how people play this game. If X can use it, and X is the most useful, then Y and Z don't really benefit from it because it doesn't get them on an alliance. If you are going to make a job, at least figure out how it works into alliance mentality besides taking everyone's stuff. There are 16 spots and more than 16 jobs. Some jobs don't have a place already.

RDM eclipsed WHM and then SCH did the same thing. Guess what? WHM got buffed until it was the main healer again, because it's supposed to be the main healer. All you are doing with your time mage is telling RDM and SCH they should never be in an alliance because they wouldn't be needed anymore.

Alhanelem
01-22-2013, 01:51 AM
plus many of the spells that I had suggested can be used by other mages except the higher level ones like slow II, and refresh II.Except your job gets superior versions of all of them. There would be no reason to use the other jobs because their version of these commonly used spells is inferior.

tyrantsyn
01-22-2013, 02:06 AM
Time Mage would be cool but there's just no place for it in XI, to much of what it could be has been handed out to every other job in the game. And in some cases causes with the other job's have been under strict balance issues.

Mention before by other's, Time mage would really put anything useful RDM has under the table. Tho if you want to look at it, RDM and SCH are pretty much your Time Mage job split up. Adding it just wouldn't make much sense other than aesthetic look of the job in artifact/relic/empyrean.

Brightshadow
01-30-2013, 12:44 PM
Hello guys, sorry it took so long but I finally updated the thread its basically a remake of the old one leave your thoughts and hopefully you guys like the new revamp of the thread.

New Changes

-Reintroduction of Temporal Spheres as a new resource.
-Reevaluation of spell list completely changed.
-New Job abilities and changed current ones.
-Weaponskills changed to only allow magical ones.
-Roles changed a bit.