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.
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.
There we go right where it needs to be :P----------
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:
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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.
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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..
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