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  1. #1
    Player kingfury's Avatar
    Join Date
    Mar 2011
    Location
    Allegiance: Ancient Galkan Empire
    Posts
    1,308
    Character
    Kingfury
    World
    Valefor
    Main Class
    WAR Lv 99
    **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?
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    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 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.
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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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    Last edited by kingfury; 03-22-2011 at 07:23 AM.

  2. #2
    Player Zyeriis's Avatar
    Join Date
    Mar 2011
    Location
    San D'Oria - Phoenix
    Posts
    935
    Character
    Zyeriis
    World
    Phoenix
    Main Class
    COR Lv 90
    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.
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    Last edited by Zyeriis; 03-22-2011 at 10:49 AM.