By the way, are we able to place this topic as a dev tracker or something? Time mage seems to be a popular choice for most people.
Hmm... interesting too. Time mage from FFT also gets reflect so maybe if Time mage is added then SE can give the spell reflect like some of the colibri has.
Ooooh! I just got another idea. Time mage can have a return spell that allows the Time Mage to warp a person to their home nation in the present. See, and people said that Time mage wouldn't work.
Last edited by Chronofantasy; 03-21-2011 at 06:10 PM.
Lol Alot of people thing that Time Mage is a failed job to have because spells that would be learnt as main spells that other jobs have to merit for. SE always been good at making jobs fit in.
Lmfao D:< NU UGH!.
**MOVED to the appropriate THREAD**
----------
Ok, from reading your last post, you could just say "Give that to *blank* job" or "*Blank* job does that" lol but FFXI already has mages that share the same spells so that's nothing new^^ I just knew you'd ask this question even before reading your following post, so I took the liberty of brainstorming some possibles. Again the purpose of this is to just begin the thought process of what role a Time Mage could actually play in FFXI, so it's not to say there aren't better ideas or spells that can follow. I pray you to have an open mind about all this lol. Here goes:
----
Battle Related Spells:
Pull- increases the enmity of the party member standing in front of you.
Push- reduces the enmity of the party member standing in front of you.
Expand- deals compression damage to the target and reduces the amount of TP gained by the target and movement speed
Contract- deals compression damage to the target and reduces a targets attack damage and defense
Implode- deals compression damage to the target and may cause amnesia
Stretch- deals compression damage to the target and increases the potency of piercing damage
Bend- deals compression damage to the target and increases the potency of blunt damage
Tear- deals compression damage to the target and increases the potency of slashing damage
Snap- deals compression damage to the target and increases the potency of all damage types
Twist- deals compression damage to the target lowers magic defense
Fold- deals compression damage to the target. May double physical and magic damage inflicted on a target
Shape(circle,triangle,square,flat)- deals compression damage to the target. May triple physical and magic damage inflited on a target. Circle: may triple piercing dmg Triangle:may triple slashing dmg, Square:may triple blunt dmg, Flat:may triple magic dmg
Collide- deals compression damage to the target and smashes a target into another near by enemy.
Crush- deals compression damage to an enemy and lowers it's attack speed
Bury- deals compression damage to an enemy and blinds the target
Uproot- deals compression damage to an enemy and chokes the target
Enhancing Spells
Float- raises a party member just above reach of an attacking monster for a short time(would look like the animation for "Jump" and cause a monster to miss 3 melee rounds)
Fly- raises a party member high above reach of an attacking monster for a short time(would look like the animation for "High Jump" and cause a monster to miss 4 melee rounds)
Reflect- Cancels a enemy's attack towards a target yet returns it upon the enemy.
Heavy Weight - -5% attack speed, increases attack dmg while reducing subtle blow.
Light Weight- +5% attack speed, increases subtle blow while reducing attack dmg.
Blood flow- halves the duration of an enfeebling effect.
Invisible Wall- reduces the chance of being detected by sight.
Silent Ground- reduces the chance of being detected by sound.
Odor Bubble - reduces the chance of being detected by smell.
Crystal Wall- Absorbs a certain amount of damage from physical and magical attacks
Crystal Spikes- Covers you with magical Air spikes. Enemies that hit you take piercing damage.
------
And this is just dealing with the whole "Physical Space" control thing lol!! Ok, now... again, these are just concepts of how these mages could help out a party scenario, so there would be plenty of other areas to shine in with some thought. Honestly I wasn't really sure why I kept seeing the term "Time Mage" on different message boards, but after thinking about it, these mages would be awesome to have in a party if they had spells like the ones above lol.
Last edited by kingfury; 03-22-2011 at 07:23 AM.
Demi -Dark (element not skill) based elemental damage spell, like lightning or fire but darkness element.
Stop - Bind + Paralyze
Mute - Silencega
Xfer - Removes Elemental Resistances (or decreases it)
Lock - Lowers enemies Evasion (that's all it does)
Rub - Death Equivalent, It rubs out their existance.
Fear - Makes the enemy unable to attack, low success rate.
Mini - Shrinks the enemy, lowers attack and defense, but the enemy can still cast magic.
Frog - Turns enemy into a Frog (Poroggo) and charms them for a few seconds.
Berserk - Enrages one enemy, and increases it's attack power and speed but the enemy is only able to use normal attacks.
Barrier - In the vein of Protect and Shell, Barrier would increase defense against all TP based attacks and weapon skills (but nothing else).
Fog/Amnesia - Makes the enemy unable to use tp attacks
Bravery - Increases target ally's physical attack power
Faith - Increases target ally's magical attack power.
Sap - Would act as Poison does, except it would affect the target's MP instead of HP
Scathe/Scourge - Much Like Blizzaga or Thundaga, this spell would be the non-elemental equivalent, dealing non-elemental damage in an Area of Effect.
Ruin/Comet - Ruin or Comet would be the single target counterpart to Scathe or Scourge, dealing non-elemental damage to a single target enemy.
Disable - Paralyze spell that has very low success rate but once landed, causes full paralysis (enemy can still move but cannot perform any actions).
Vanish - Combat Invisible spell, much like blink except it would be able to target an ally. It would give the target a third eye - like buff, they would be able to absorb the next physical attack. Would not work against magical attacks.
Old - Lowers the target's level by 1.
Edit: All of the spells I personally listed just now are pre-existing spells from other Final Fantasy games. I may have tweaked a few here and there because they'd be overpowered otherwise.
Last edited by Zyeriis; 03-22-2011 at 10:49 AM.
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |