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Thread: Time Mage

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  1. #1
    Player Venrymel's Avatar
    Join Date
    Apr 2011
    Posts
    32
    Character
    Venrymel
    World
    Valefor
    Main Class
    SMN Lv 99
    (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.
    (0)
    Last edited by Venrymel; 04-12-2011 at 08:04 PM.
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  2. #2
    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
    Quote Originally Posted by Venrymel View Post
    I wanted to remove the "space" aspect from previous incarnations of Time Mage and make it all be explained by manipulating time somehow.
    --------
    Say Whah?!! If the Devs did in fact consider this mage, the control of "Physical Space" would be it's most defining feature compared to other mages in FFXI. Just to clarify again:

    Posted back on post 113:
    "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."


    In case you missed it, here's my post about the possible Spells they could cast focusing only on the control of physical space: Battle Related Spells These would be everything but weak though in my mind, and I could see most of these spells having double or triple tiers to them that would rival even BLMs dmg potential ^^/
    (0)
    Last edited by kingfury; 04-13-2011 at 04:41 AM.