You probably don't realize this, but when Red Mage solo'd mobs in XI, it did it in a style that's way more reminiscent of Time Mage than Red Mage, using mainly Time/Space magic along with Black Magic DoTs.
That's some nice work, man.Being the refresh whore that could never melee despite being a hybrid does not = glory.
Anyway, what some seem to be missing is that Time Mage doesn't HAVE to be an exact copy of what it was in previous games. SMN is going to be implmented atop a DoT-based pet class. With that in mind, I could visualize Time Mage as a defensive-oriented mage that leans towards healing and defensive abilities. Using their power to undo wounds on their allies gradually (HoTs) rather than burst healing the way WHM does. Also helping their group mitigate damage by distorting space around them, and maybe redirecting the damage absorbed back at the enemy in some way.
Anyway, decided to have fun with photoshop. Alpha version for now until I figure out how to write a proper description.
/thumbsup
Ok what about this one?
http://www.youtube.com/watch?v=33hDAFtB874&feature=plcp
The most logical of most of these posts so far looks like it would definitely be a Support/Healer class if implemented anytime in the near future like many hope. This option seems the most ideal mainly because most other MMO's have an array of options when it comes to healing, tanking, or DPSing. Usually. It always bothered me just a little (but not much because it's fairly consistent with FF themes) that CNJ/WHM was the only practical healer for alot of 1.x, and totally wouldn't mind seeing another class/job being able to fill the healer role. Now I'm curious as to what names SE will come up with for the base classes for any new Mage classes. I like the deviation they took from FF tradition when they chose to go with base-class names such as Conjurer and Thaumaturge, and now Arcanist, giving it a slight flare of originality. I'd be intrigued to see what base class they'd concoct for a Job such as Time Mage, and also what kind of arm they would use!
Just my opinion and thoughts here, but I think Time Mage will be more of a damage over time damage dealer while also has an arsenal of spells such as Demi, Gravity, and some non-elemental spells to do damages.The most logical of most of these posts so far looks like it would definitely be a Support/Healer class if implemented anytime in the near future like many hope. This option seems the most ideal mainly because most other MMO's have an array of options when it comes to healing, tanking, or DPSing. Usually. It always bothered me just a little (but not much because it's fairly consistent with FF themes) that CNJ/WHM was the only practical healer for alot of 1.x, and totally wouldn't mind seeing another class/job being able to fill the healer role. Now I'm curious as to what names SE will come up with for the base classes for any new Mage classes. I like the deviation they took from FF tradition when they chose to go with base-class names such as Conjurer and Thaumaturge, and now Arcanist, giving it a slight flare of originality. I'd be intrigued to see what base class they'd concoct for a Job such as Time Mage, and also what kind of arm they would use!
Second, Time Mage will be a enhancing class that supports the party with Haste/Hastega being it's best support spells and also debuffing the enemies with Slow/Slowga, Gravity/Graviga and such.
Time Mage I doubt would ever be a healing job or have any healing spells unless you sub it with conj/whm healing spells which would then can be consider a backup healer job.
But it's main job would be low-medium damage over time while supporting and protecting party members with non healing spells and hindering the enemies with it's Time and Space spells. Which I can consider a great asset to the party.
I'll disagree unless Demi is completely remade in an original way that does not play with HP percentages like it does in the console FFs. Gravity would need to be reworked as well, given that FFXI Gravity was terrible.
Here's the thing: We need more diversity in the healing department. Yes, Final Fantasy put all of its stock in WHM as the healer job, but you can't cling to that if you want to move forward in an MMORPG. Just as there is variety in DPS and some (limited) variety in tanking, there needs to be variety in healing as well. You can have people who may want to heal but don't like how WHM plays. Those are potential players that can be added to the pool of healers if you give them a way to take up the role without getting funneled to one job. At the end, something's gotta give.Time Mage I doubt would ever be a healing job or have any healing spells unless you sub it with conj/whm healing spells which would then can be consider a backup healer job.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
FFXI Gravity was based on exactly what it's meant to do and that is to put heavy weight on the target so it isn't terrible.
Unless you based it on some other kind of gravity...maybe compression you are talking about that cause a target agonizing pain to the body due to high compressions?
Also I am basing gravity as a non-damaging dealing spell. I may have worded incorrectly and it seems as if Im adding gravity to a damaging spells category, which I didnt meant to.
This is where Alchemist comes into the game. Or should I say, a Medic that uses cute little Winnie the Pooh and Hello Kitty Band Aid to cure party members :PHere's the thing: We need more diversity in the healing department. Yes, Final Fantasy put all of its stock in WHM as the healer job, but you can't cling to that if you want to move forward in an MMORPG. Just as there is variety in DPS and some (limited) variety in tanking, there needs to be variety in healing as well. You can have people who may want to heal but don't like how WHM plays. Those are potential players that can be added to the pool of healers if you give them a way to take up the role without getting funneled to one job. At the end, something's gotta give.
But seriously, I based Time Mage on as what it's meant to do and that is based on my thoughts as Time Mage only. So if we are talking about adding a alternative healing jobs, I'd say Alchemist/Medic, Dancer, and quite possibly a BARD (If Bard has been changed to a stand alone bard and not a bard archer we know of 1.0) can be.
Edited* Almost forgot about RDM being as a 2nd main heal with more higher tier Cure but that would make some people unhappy because people would expect RDM to be a whm...
Last edited by Totorixiii; 11-20-2012 at 04:29 PM.
True story when I started FFXI and had RDM at like level 30 I only used Gravity on flying monsters <,<; and I thought it did damage....
Alright, we should step up this Time Mage awareness campaign, I want forum signatures "It's Time for a Time Mage" Lol.
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