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Thread: Time Mage

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  1. #1
    Player Tsukino_Kaji's Avatar
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    Quote Originally Posted by kingfury View Post
    Here's my take on a Time Mage's AF2 ^^ I say this job would only be limited by lack of imagination. There's so many cool ideas that spring to mind for this job from the way they could uniquely fight to how the spell casting would look.
    -----
    By the way Jeff, when it says "Time and Space" I don't think it's literally referring to "Outer Space" but rather "Physical Space" as in "the boundless, three-dimensional extent in which objects and events occur and have relative position and direction" in terms of them casting Meteor. It would mean they would probably distort the physical space on or around a meteor to port it on top of the unfortunate head of whoever they don't like lol For instance:
    Their Spell "Float" description: "Time Magic distorts "space", allowing self or an ally to float 1h above the ground." This refers to Physical Space ^^ Cool as heck if you ask me, and they would make pimp mages for FFXI.
    Admit it. You only used a taru because there's less of it to draw. lol
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  2. #2
    Player kingfury's Avatar
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    Quote Originally Posted by Tsukino_Kaji View Post
    Admit it. You only used a taru because there's less of it to draw. lol
    --------
    lmao! If it wasn't 4 A.M. I'd be able to argue this fact lol ><; I WAS gonna draw a Galka Time Mage at first ^^ but Taru's possess that darn cute factor when it comes to looking Mage-ish y'know.
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  3. #3
    Player Chronofantasy's Avatar
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    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.
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    Last edited by Chronofantasy; 03-21-2011 at 06:10 PM.

  4. #4
    Player Chronofantasy's Avatar
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    Quote Originally Posted by kingfury View Post
    Here's my take on a Time Mage's AF2 ^^ I say this job would only be limited by lack of imagination. There's so many cool ideas that spring to mind for this job from the way they could uniquely fight to how the spell casting would look.
    -----
    By the way Jeff, when it says "Time and Space" I don't think it's literally referring to "Outer Space" but rather "Physical Space" as in "the boundless, three-dimensional extent in which objects and events occur and have relative position and direction" in terms of them casting Meteor. It would mean they would probably distort the physical space on or around a meteor to port it on top of the unfortunate head of whoever they don't like lol For instance:
    Their Spell "Float" description: "Time Magic distorts "space", allowing self or an ally to float 1h above the ground." This refers to Physical Space ^^ Cool as heck if you ask me, and they would make pimp mages for FFXI.
    I want my Tarutaru to look like that drawing now!
    (0)

  5. #5
    Player jeffanddane's Avatar
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    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.
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  6. #6
    Player jeffanddane's Avatar
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    Quote Originally Posted by Kingfury View Post
    ----------
    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 lowers 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
    Fly- raises a party member high above reach of an attacking monster for a short time
    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..
    There we go right where it needs to be :P
    (0)

  7. #7
    Player Tsukino_Kaji's Avatar
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    Quote Originally Posted by jeffanddane View Post
    There we go right where it needs to be :P
    Jeff is leeching! Someone else did his work!
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  8. #8
    Player jeffanddane's Avatar
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    Lmfao D:< NU UGH!.
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  9. #9
    Player kingfury's Avatar
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    **MOVED to the appropriate THREAD**
    Quote Originally Posted by Chiibi View Post
    what could you give time mage that would bring them upto ffxi standards withoutdeviating too far from the theme for the job?
    ----------
    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.
    (0)
    Last edited by kingfury; 03-22-2011 at 07:23 AM.

  10. #10
    Player Zyeriis's Avatar
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    Quote Originally Posted by kingfury View Post
    **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.
    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.
    (0)
    Last edited by Zyeriis; 03-22-2011 at 10:49 AM.

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