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Thread: Time Mage

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  1. #1
    Player Olor's Avatar
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    A lot of what BLU has is spells that have the same function as spells from other spellcasters (stoneskin, slow,etc)- I don't see why having a time mage which uses a lot of the same spells as other mages would be a problem - it would just be another spell list to mix and match.

    I mean why is it okay for scholar to have mostly the same spells as rdm/blm/whm but not have time mage share some of them (have it's own unique list/job abilities/a couple unique spells)?

    For job abilities it would be cool if they had something on a 5 minute timer that reduced the casting time/mp cost of all their spells by a quarter. And on a ten minute timer - one that made the cast times/mp half cost.

    It would be cool if they had a slow spell that would gradually slow the enemy more and more over time - or a stop spell that worked the opposite - the enemy would be super slow to start with and gradually it would wear off. They could be on long timers to ensure that they weren't overpowered.

    HoT would be okay to have - and maybe they could have a "random" nuke spell that varied by the game hour - and one that varied by game day.
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  2. #2
    Player Shadobi's Avatar
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    Quote Originally Posted by Olor View Post
    A lot of what BLU has is spells that have the same function as spells from other spellcasters (stoneskin, slow,etc)- I don't see why having a time mage which uses a lot of the same spells as other mages would be a problem - it would just be another spell list to mix and match.

    I mean why is it okay for scholar to have mostly the same spells as rdm/blm/whm but not have time mage share some of them (have it's own unique list/job abilities/a couple unique spells)?

    For job abilities it would be cool if they had something on a 5 minute timer that reduced the casting time/mp cost of all their spells by a quarter. And on a ten minute timer - one that made the cast times/mp half cost.

    It would be cool if they had a slow spell that would gradually slow the enemy more and more over time - or a stop spell that worked the opposite - the enemy would be super slow to start with and gradually it would wear off. They could be on long timers to ensure that they weren't overpowered.

    HoT would be okay to have - and maybe they could have a "random" nuke spell that varied by the game hour - and one that varied by game day.
    Maybe have a sch with TIME ARTS.
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  3. #3
    Player Olor's Avatar
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    Mar 2011
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    So to sum it up - here are some suggested spells and job abilities for a time mage

    Job abilities

    Turn back time: 2 hour - resets all cooldowns of party/alliance members except two hour abilities
    Half - 10 min - reduces the cost of spells, cast time and cooldown times by half (1 minute duration)
    Quarter: 5 min - reduces the cost of spells, cast time and cooldown times by a quarter (1 minute duration)
    Spacetime Blessing: 20 minute- your next job ability affects all party members within area of affect
    Knock the clock: 5 minute - reduce the time remaining cooldown timers (including spellcast) of target party member by 1/2
    Flash from the Past: 10 minute - party members in area of affect would have the MP and HP lost in the last minute restored

    Spells:

    "Hour of Judgment" - Elemental spell based on hour (MP cost varies by spell)
    "Day of Judgment" - Elemental spell based on day (MP cost varies by spell)
    "Moon's Rule" - Elemental debuff spell based on moon phase (MP cost varies by spell)
    "Season's Greetings" - Buff spell based on month/season (MP cost varies by spell)
    "Stop": Target is stunned and gradually regains the ability to take actions, starting slowly but eventually gaining full speed. Target monsters would quickly build resistance to this spell.


    Obviously this is just a few ideas....
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