(EDIT: To sum up:)
I didn't work very hard on total balance, just did enough to get an idea of things like lengthy casting times mitigated by the job's own abilities.
I was also thinking there could be some Job Abilities to allow "Throwing" to be deadly accurate, but have it based on planetary movement such that there are two abilities: One learned very early so that standing east of a target is required. The Time mage is "stopping" the object so that it hits its target incredibly hard. The second ability, learned near level cap, allowing the Time Mage to push the "thrown" object forward. This way, a set of abilities is required to give Time Mage any significant damage opportunities. Recasts of these abilities will, of course, need to be quite high.
From this idea, I thought it wouldn't bee too much of a stretch to have "Comet". A high level spell that alters time around an object in space to align its trajectory to that of the enemy target's location.
I wanted to remove the "space" aspect from previous incarnations of Time Mage and make it all be explained by manipulating time somehow.
EDIT: Also, I basically wanted them to be incredibly weak, valuable only by the manipulations they can cast on others. Agility and evasion, however, be high enough that most hits would miss them, but their weaknesses mean those few hits will hurt big time. As I said elsewhere, I thought a full alliance of them would be able to tackle Dynamis at about Lv75; maybe stretch that up to Lv99, instead.
MP very low, with lots of equipment for boosting that. Make their lengthy casting times and recast timers require very careful use of the abilities that relieve those burdens.

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