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  1. #1
    Player
    Cryptomiser's Avatar
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    Sep 2013
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    14
    Character
    V'mikale Tia
    World
    Balmung
    Main Class
    Lancer Lv 25

    Class idea for Green Mage & Time Mage

    So I've come up with a base idea for a Green Mage and a Time Mage. I have set up a new class to advance to one of these classes. I'll just post my note pad in here and see how that works.

    Temporalist

    Disciple of Magic
    Weapon: Hammer

    Description: Knowing the ebbs and flows of time, the Temporalist is versed in speeding up allies and slowing down opponents.

    Role: As a support-oriented damage class, the Temporalist is most effective with many allies, or many enemies to fully flex their buffing and debuffing potential. Their damage output is determined by casting magical spells from range, or crushing opponents to a fine powder with their hammers.

    Spells:

    • Wither (1, CC Available): (Cast Time: 2) Deals unaspected damage with a potency of 120.
    • Hammer Strike(2): Delivers an attack with a potency of 150.
    • Flux (4): (Recast: 30) Steal the speed of your target, increasing your skill and spell haste for 10 seconds. Additional effect: inflict Slow on target for 10 seconds.
    • Demi (6): Deals unaspected damage over time, potency of 30 and duration of 20.
    • Temporal Haste (8): (Re-Cast: 30) Increase skill and spell haste by 20% for 10 seconds, grants a stack of Temporal Fluxuation buff.
    • Gravity Mace (10): Delivers an attack with a potency of 100. Combo Action: Hammer Strike. Combo potency: 200. Additional Combo Effect: Refresh Slow on affected target to its full duration and inflict Heavy on target.
    • Shell (12): (Recast: 30) Shell your allied target, reducing damage taken by 20% for 10 seconds.
    • Stop (15): (Recast: 30) Deals damage with a potency of 120. Stuns target for 3 seconds.
    • Chrono Shift (18): (Cast time: 8) Revives allied target.
    • Temporal Slam (22): (Re-Cast: 15) Delivers an attack with a potency of 100. Additional effect: Heal yourself for 50% of the damage dealt.
    • Graft (26): (Recast: 45) Spread all existing slow affects on an enemy target to any enemy targets nearby. Spread any haste effects on allied target to all allied targets nearby. Must consume a stack of Temporal Fluxuation.
    • Toxify (30): (Recast: 45) Decrease defense of affected target by 10% for 10 seconds.
    • Wither II (34): (Cast Time: 2) Deals unaspected damage with a potency of 120. Consumes a stack of Temporal Fluxuation to increase potency to 150 and inflict slow.
    • Fluxuating Mace (38): (Recast: 10) Delivers an attack with a potency of 80. Grants a stack of Temporal Fluxuation. Combo Action: Gravity Mace. Additional combo effect: Increases potency to 120 and grants one extra stack of Temporal Fluxuation.
    • Demi II (42): Deals unaspected damage over time, potency of 30 and duration of 20. Additional effect: Consume one stack of Temporal Fluxuation to increase potency to 40 and inflict Slow for 10 seconds.
    • Flux Shock (46): (Cast Time: 2) Instantly deal unaspected damage with a potency of 20 to all enemies near the target. Additional effect: Consumes a stack of Temporal Fluxuation to cause spread existing Decay and Decay II effects to all enemies affected.
    • Ebb Hammer (50): Delivers an attack with a potency of 30 to all nearby enemies. Generate one stack of Temporal Fluxuation for every three enemies affected by damage.


    Traits:

    • Temporal Attunement (8): Allows the stacking of one Temporal Fluxuation.
    • Enhanced Intelligence (12): Increases Intelligence by 2.
    • Enhanced Intelligence II (14): Increases Intelligence by 4.
    • Imbued Hammer (20): Increases Strength by 16% of your Intelligence.
    • Temporal Attunement II (20): Allows the stacking of two Temporal Fluxuation.
    • Enhanced Speed (24): Increases the duration of Haste effects by 50%. Slows affected by the Temporalist do not suffer deminishing returns.
    • Quicken (28): Whenever Demi or Demi II deal damage, there is a 5% chance to reduce the cast time on Wither or Wither II to 0.
    • Enhanced Intelligence III (32): Increases Intelligence by 6.
    • Enhanced Graft (36): When using Graft, it will refresh the duration of existing Slow and Haste effects before transferring them to enemies or allies, respectively. Reduces cooldown of Graft to 30.
    • Imbued Hammer II (40): Increases Strength by 16% of your Intelligence. Stacks with previous ranks.
    • Temporal Attunement III (40): Allows the stacking of three Temporal Fluxuation.
    • Enhanced Toxify (44): Toxify also reduces magic defense. Reduces re-cast to 30.
    • Enhanced Shell (48): Increases potency of Shell to 26% and Shell becomes Shell II. Allies near the target gain Shell for half the reduction of Shell II.

    ----------------------------------------------------------------------------------------------------------------------------------

    Job Advancement: Green Mage

    Description: The Green Mage is a master of the debilitating and sustaining arts, combining them with a resolute smash of their greathammers to form powerful effects.

    Role: Primarily a damage class, the Green Mage makes heavy use of consuming Slow and Shell effects on enemies and themselves respectively to deal heavy damage in an area. However, doing so sunders their own mitigative abilities, causing them to have to think about just when and where to use their effects to best aid the group.

    Advancement Requirements: Temporalist level 30, Arcanist level 15

    Spells:
    • Shell Shatter (30): (Recast: 15) Shatters Shell effect on yourself, dealing damage to enemies in an area with a potency of 30. Additional effect: Always gain a copy of Shell when it is cast. If Shell is cast on self, gain Shellga, increasing the potency of Shell to 30%. Additional Effect: If Shellga is shattered instead, increase potency to 50.
    • Shell-Grafted Hammer (35): Any effect that works off of or modifies Intelligence are granted instead to Strength. This same ruling applies to changes to Strength, which instead affect Intelligence. Lasts until cancelled. Includes item stats, buffs, Traits, and all other effects.
    • Oil Smash (40): Delivers an attack with a potency of 30 to all enemies nearby, inflicting Blind on each enemy hit.
    • Biosmash (45): Delivers an attack with a potency of 10 to all enemies nearby, affecting them with Bio for unaspected damage over time.
    • Chronosmash (50): Delivers an attack with a potency of 20 to all enemies nearby, consuming any slow effects on them to increase damage potency of all attacks by 30 for 10 seconds for the first enemy affected, and 5 more for each three enemies after.

    --------------------------------------------------------------------------------------------------------------------------------

    Job Advancement: Time Mage

    Description: The Time Mage is versed at protecting, healing and buffing their party members with the use of Reverse and Shell effects.

    Role: Primarily a healing class, the Time Mage reverses the ebb of time for their allies, constantly repairing damages done to them through curative and temporal means. They guard targets by preventing damage with Shell, and utilize the ability to turn their own damage effects into healing ones with Reverse.

    Advancement Requirements: Temporalist level 30, Conjurer level 15

    Spells:
    • Reverse (30): Affects the Time Mage with Reverse, allowing hostile spells (not abilities, like hammer skills) that cause damage to be cast on allies. Effect ends on re-cast. Additional effect: All damage caused by friendly fire is instead changed to healing. Additional Effect: Any effect that would inflict Slow on an enemy will haste an ally for half of that time, if target of spell was an ally. Intelligence bonuses through traits will instead affect Mind.
    • Temporal Reinforcement (35): (Recast: 60) Reinforces Shell effect on allies, refreshing its duration. Additional effect: Any time an ally affected by Shell attacks, they have a 10% chance to be hasted for 5 seconds. Any enemy attacking an ally affected by Shell has a 10% chance to be slowed for 10 seconds.
    • Paradox (40): (Recast: 60) Increases healing by 30% for 15 seconds. Additional effect: All bonuses to strength are instead given to mind passively, regardless of this spell’s cooldown.
    • Lapse (45): Remove a single detrimental effect from the allied target.
    • Bubble (50): (Cast time: 2) (Recast 120) Target ally is healed for their total health count, over-healing for the remainder and increasing their maximum health by the amount over-healed. As long as their health bar remains above the maximum, they will stop receiving healing effects. Lasts until health is brought to normal, or ten seconds.
    (5)
    Last edited by Cryptomiser; 10-09-2013 at 12:30 PM.

  2. #2
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
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    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.

  3. #3
    Player
    Cryptomiser's Avatar
    Join Date
    Sep 2013
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    14
    Character
    V'mikale Tia
    World
    Balmung
    Main Class
    Lancer Lv 25
    Author's Notes: I do know that the Green Mage was mostly a support class in function and form, but feel it functions a bit smoother this way. I like the idea of a "magic melee" class, and thought this was a good idea in making that possible. I can understand that perhaps some people do not agree, and frankly, that's your opinion. The numbers themselves may require some tweaking, and I imagine that can be done through extensive testing and such. None of this is final, or even in the game, obviously.

    To note one specific spell, I would like to point out Reverse's existance. I didn't feel like squeezing the entire Time Mage's healing set into five spells, so I used pre-existing spells to make it easier on myself and players transitioning from DPS to healing roles.

    Also: Shell-Grafted Hammer is to in place to give players the option to be either a melee GRN or a magic GRN. You can leave the spell off, and deal damage just fine, you'll just have more magic damage than physical. This was the intent for the spell. You are not 100% melee, separating the class with two playstyles.
    (0)
    Last edited by Cryptomiser; 10-08-2013 at 01:22 AM.

  4. #4
    Player
    Yoohre_WildRiver's Avatar
    Join Date
    Apr 2011
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    758
    Character
    Yoohree Reborn
    World
    Zalera
    Main Class
    Culinarian Lv 70
    Quote Originally Posted by Zantetsuken View Post
    This game needs an official support role. Our future job/class options will be rather dull with everything being another Healer, Tank, or DD


    With that said, you've got some good ideas OP, but I don't like the idea of Time Mage as a healer, or Green Mage as a DD.
    BRD in 1.0 was supporty... now its feels more like a DD with a buff...
    (1)
    HeavensWard theme song lyrics:

    - "We can [Stance]dance if we want to
    We can leave your friends behind
    Cause your friends don't [Stance]dance
    And if they don't [Stance]dance
    Well they're no friends of mine"

  5. #5
    Player
    Riko_113's Avatar
    Join Date
    Aug 2013
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    126
    Character
    Kael Elenion
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Yoohre_WildRiver View Post
    BRD in 1.0 was supporty... now its feels more like a DD with a buff...
    BRD is officially DPS now. Lol.
    Devs said so in one of the letters. All jobs were designed to be "team oriented". So dps, like BRD or BLM have support skills to give them more utility in team situations than purely making things die. For this reason they have Mana/TP buffs, and Sleep and elemental resistance buffs for allies. Even MNK has one of the best buffs to increase healing to teammates even though he's DPS.
    (0)

  6. #6
    Player
    Cryptomiser's Avatar
    Join Date
    Sep 2013
    Posts
    14
    Character
    V'mikale Tia
    World
    Balmung
    Main Class
    Lancer Lv 25
    Quote Originally Posted by Zantetsuken View Post
    This game needs an official support role. Our future job/class options will be rather dull with everything being another Healer, Tank, or DD

    Some 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...

    Green Magic is primarily used for buffing/debuffing (it was in FFXII and A2). Key spells include Oil (<- this could have an accuracy down effect as well as reducing fire resistance), Silence, Sleep, Blind, Bubble, and Reverse (the real version - although yours is rather creative) Other Stat buffing spells like "Faith and Bravery" could be easily be adapted to this game as well.


    With that said, 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 for Green Mage, but seems rather out of place for Time Mage.
    I can definitely see what you're saying. The problem with needing a support role is a) the holy trinity exists, and b) party sizes are limited, so there isn't really room for a "support."

    Now, I tried not to do repeating spells from other classes. Trust me, I wanted to use Sleep and so forth, but other classes had similar effects. If Oil were included, I imagine it would be more of a blinding effect. Throwing Oil in their eyes as to work off of pre-existing debuffs in the game. (Edit: Now that I think about, Blinding Smash has been re-named to Oil Smash. I imagine the graphic for this would be a lot more aesthetically pleasing)

    Bubble was also... I couldn't figure out how to put that effect in the game. It simply doubled the health bar temporarily during a fight. I can see how that could be useful as an emergency cooldown, but there aren't a lot of classes that actually have this idea implemented. But if you took a tank's already decent enough-sized health bar, and then healed them to full with room for overhealing, that would be a little over-powered. Maybe a smaller health boost for an extended period of time. I did a lot of research on the other classes. I figured things out like every class learns traits and skills at the exact same level. I'm working with the system here, and trying to adhere to whatever ambiguous code they have going on.

    Faith and Bravery/Valor are something to look into, I'd have to squeeze that in somewhere, perhaps.

    As much as I would like the real Reverse, how would that work in an MMO? Just make all the DPS useless and the healers the DPS? It just isn't possible. You need to think on the plane we stand in. Trust me, it would be the best thing in the world to follow exact mechanics. But there is a balancing issue.

    You are right, the hammer doesn't really fit the Time Mage as much, but I couldn't really take away from the base class. Perhaps Time Mage specific smaller mallets, or maybe longer pole hammers that are more decorative with smaller head pieces to look like staves.

    Quote Originally Posted by Zantetsuken View Post
    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
    • Reflect: Next single-target magic spell is reflected back at caster.
    • Blink: Avoids next melee attack
    • Float: No damage taken from floors or ground-based attacks. Expires upon taking damage.

    **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
    • Choke: Reduces target's Spell Speed and Water Resistance
    • Immobilize: Binds target, and reduces Lightning Resistance
    • Toxify: Reduces target's Magic Defense and Ice Resistance
    • Enchant Infuse melee weapon with elemental magics (stacks 6x)
    • 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
    I can go through these one-by-one.

    Time Magic:

    Haste: Consistant buff throughout the entirety of the spellset. don't think I need a separate spell named "Haste" when that word is literally plastered across the sheet.
    Slow: "See Haste."
    Stop: I do, in fact, have a Stop spell. It isn't named Stop, but that can be changed. (EDIT: I have named the spell Stop)
    Quicken: I can replace the name of the Trait "Wilt" with "Quicken," as that would make more sense. (Edit: Done)
    Gravity: Exists on another class. No repeats.
    Demi: I went and threw this in over Decay. Good enough effect.
    Reflect: I feel this is a tanking spell, and should be on a bulkier class. Yes, it's green magic, but Arcanist gets Bio, so meh. To argue that I use Shell consistantly, it is to buff allies moreso than make oneself tanky. The green mage is supposed to produce Shell on himself, then promptly remove it to blast aoe damage around him. So it won't be on for too long, unless you keep it there.
    Blink: Again, this belongs on something that can tank, not a DD.
    Float: Just hand them Levitate from WoW, and force devs to not use ground-based AoEs for their boss fights to limit this spell and actually make a boss fight challenging?
    Regen: See "Reverse," combine it with "Decay." Heal over time. Done. Combine with Wither for burst healing.


    Green Magic:

    Silence: Why one specific resistance? I only have so many spells to work with. That is literally the spell amount cap I have going. I can't be that specific.
    Oil: See above.
    Blind: Effect already exists in the game.
    Choke: So the constant use of Slow effects isn't really gettin' in there, huh?
    Immobilize: Maybe something to look into. Without reduced Lightning resist.
    Toxify: See "De-Protect." (EDIT: Named De-Protect "Toxify.")
    Enchant: See "Shell-Grafted Hammer." I assume the idea to make weapon strikes hit for magical damage. I've simply reversed strength and intelligence gains to have a similar effect, though not the same.
    Bubble, Faith and Bravery: Went over that. (EDIT: Bubble is now a skill)
    (2)
    Last edited by Cryptomiser; 10-09-2013 at 12:32 PM.

  7. #7
    Player
    TaalAzura's Avatar
    Join Date
    Jul 2012
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    420
    Character
    Taal Kheru
    World
    Gilgamesh
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Zantetsuken View Post

    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.
    Which would be perfect, since they could make RDM into a rune fencer tank class with en-spells.
    (0)

  8. #8
    Player
    DivineOracle's Avatar
    Join Date
    Sep 2013
    Posts
    90
    Character
    Sacred Sage
    World
    Tonberry
    Main Class
    White Mage Lv 60
    I am a huge fan of Time Mage, (Time magic in general, ahh Saga frontier..) this game certainly has the possibility for it.
    (0)

  9. #9
    Player
    Pride's Avatar
    Join Date
    May 2011
    Posts
    72
    Character
    Pride Radeneau
    World
    Famfrit
    Main Class
    Arcanist Lv 55
    I would be so happy if we got Green Mage. Honestly, I just really want a full-on support class, I miss the Pentagon of group content, (Tank, Healer, DD, Buffer, Debuffer), as to why they've decided to take away the latter two is beyond me. Give us complexity with group set-ups, give us options, let us figure out how to best take on a situation. I just want my support classes back.
    (0)

  10. #10
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Cryptomiser View Post
    I can definitely see what you're saying. The problem with needing a support role is a) the holy trinity exists, and b) party sizes are limited, so there isn't really room for a "support."
    Now, I tried not to do repeating spells from other classes. Trust me, I wanted to use Sleep and so forth, but other classes had similar effects. If Oil were included, I imagine it would be more of a blinding effect. Throwing Oil in their eyes as to work off of pre-existing debuffs in the game. (Edit: Now that I think about, Blinding Smash has been re-named to Oil Smash. I imagine the graphic for this would be a lot more aesthetically pleasing)

    Bubble was also... I couldn't figure out how to put that effect in the game. It simply doubled the health bar temporarily during a fight. I can see how that could be useful as an emergency cooldown, but there aren't a lot of classes that actually have this idea implemented. But if you took a tank's already decent enough-sized health bar, and then healed them to full with room for overhealing, that would be a little over-powered. Maybe a smaller health boost for an extended period of time. I did a lot of research on the other classes. I figured things out like every class learns traits and skills at the exact same level. I'm working with the system here, and trying to adhere to whatever ambiguous code they have going on.

    Faith and Bravery/Valor are something to look into, I'd have to squeeze that in somewhere, perhaps.

    As much as I would like the real Reverse, how would that work in an MMO? Just make all the DPS useless and the healers the DPS? It just isn't possible. You need to think on the plane we stand in. Trust me, it would be the best thing in the world to follow exact mechanics. But there is a balancing issue.

    You are right, the hammer doesn't really fit the Time Mage as much, but I couldn't really take away from the base class. Perhaps Time Mage specific smaller mallets, or maybe longer pole hammers that are more decorative with smaller head pieces to look like staves.



    I can go through these one-by-one.

    Time Magic:

    Haste: Consistant buff throughout the entirety of the spellset. don't think I need a separate spell named "Haste" when that word is literally plastered across the sheet.
    Slow: "See Haste."
    Stop: I do, in fact, have a Stop spell. It isn't named Stop, but that can be changed.
    Quicken: I can replace the name of the Trait "Wilt" with "Quicken," as that would make more sense.
    Gravity: Exists on another class. No repeats.
    Reflect: I feel this is a tanking spell, and should be on a bulkier class. Yes, it's green magic, but Arcanist gets Bio, so meh. To argue that I use Shell consistantly, it is to buff allies moreso than make oneself tanky. The green mage is supposed to produce Shell on himself, then promptly remove it to blast aoe damage around him. So it won't be on for too long, unless you keep it there.
    Blink: Again, this belongs on something that can tank, not a DD.
    Float: Just hand them Levitate from WoW, and force devs to not use ground-based AoEs for their boss fights to limit this spell and actually make a boss fight challenging?
    Regen: See "Reverse," combine it with "Decay." Heal over time. Done. Combine with Wither for burst healing.


    Green Magic:

    Silence: Why one specific resistance? I only have so many spells to work with. That is literally the spell amount cap I have going. I can't be that specific.
    Oil: See above.
    Blind: Effect already exists in the game.
    Choke: So the constant use of Slow effects isn't really gettin' in there, huh?
    Immobilize: Maybe something to look into. Without reduced Lightning resist.
    Toxify: See "De-Protect."
    Enchant: See "Shell-Grafted Hammer." I assume the idea to make weapon strikes hit for magical damage. I've simply reversed strength and intelligence gains to have a similar effect, though not the same.
    Bubble, Faith and Bravery: Went over that.
    In regards to Support roles.. I would agree that there isn't much of a role for them in Light Parties. However, if balanced properly, the buffing on DPS combined with their own damage contribution could work.

    If not, perhaps 'Support' roles only show up in Full Party lists (BTW, this only really applies to DF). Granted, this would mean that the base class has to fit into a Healer/Tank/DPS slot for Light Parties. This is also possible as we've seen how ACN changes roles when it becomes SCH.


    In regards to the spell ideas, well, they are just ideas... Not really balanced or anything, but more general concepts.
    There are a lot of them, but you have a number of potential spell slots which are are used for Hammer attacks. Your approach is for a hybrid melee-magic class while I've always envisioned Time Mage and Green Mage as pure casters like the other DoM.


    Crazy thought.. What if we got a DoM tank? Could use spells like Bubble, Wall, Blink, etc... and it would play like NIN from FFXI~
    (0)

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