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  1. #2
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    This game needs an official support role. Our future job/class options will be rather dull with everything being another Healer, Tank, or DD

    Under the current system, you've put some good thought into this, but I just don't like the idea of Time Mage as a healer, or Green Mage as a DD when they should both be variations of the support role.

    Also, the hammer thing works fine for Green Mage, but seems rather out of place for Time Mage.

    Some other feedback:

    Where are the traditional names for Time Magic? As a Time Mage, I'd expect my spell list to have classics like: Slow(ra/ga), Haste(ra/ga), Stop, Reflect, Float, etc...

    Time Magic Spell ideas for ARR:
    • Haste: GDC reduction
    • Slow: GDC increase
    • Stop: Freezes/stuns target for up to 6 sec.
    • Quicken: Next Action is instant and has no cooldown.
    • Gravity: Deals damage as a % of target's current HP. Slows target's movement
    • Demi: Creates a designated area in which slows enemy movement and continues to deal damage equal to a % of their current HP
    • Reflect: Next single-target magic spell is reflected back at caster.
    • Blink: The next melee attack against target has no effect
    • Float: No damage taken from floors or ground-based attacks. Expires upon taking damage.
    • Comet: non-elemental damage attack

    **Currently WHM has 'Regen', so Time Mage might need a new spell with a similar effect (eg. Physick vs Cure).

    Green Magic is primarily used for buffing/debuffing (it was in FFXII and A2). Key spells include Oil Silence, Sleep, Blind, Bubble, and Reverse (the real version - although your take is quite creative) Other Stat buffing spells like "Faith and Bravery" could be easily be adapted to this game as well.

    Green Magic Ideas:
    • Silence: Reduces target's Attack Magic Potency and Wind Resistance
    • Oil: Reduces target's Parry, Critical Hit Rate, and Fire Resistance
    • Blind: Reduces target's Accuracy and Earth Resistance
    • Paralyze: Inflicts the Paralyze effect and reduces Ice Resistance
    • Immobilize: Binds target, and reduces Lightning Resistance
    • Toxify: Reduces target's Magic Defense and Water Resistance
    • Enchant Infuse melee weapon with elemental magics (stacks 3x)
    • Bubble: Greatly increases a party member's max HP for a short time
    • Faith: Temporarily boosts target's INT, MND, and PIE
    • Bravery: Temporarily boosts targets STR, DEX, and VIT


    You'll notice that Green magic would be almost a perfect fit for Red Mage (at least FFXI-style), which is far more iconic for FF.
    (5)
    Last edited by Zantetsuken; 10-08-2013 at 01:38 AM.