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  1. #1
    Player
    Avalt's Avatar
    Join Date
    Oct 2013
    Posts
    36
    Character
    Atlas Leigh
    World
    Balmung
    Main Class
    Arcanist Lv 80

    Mystic/Occultist > Time Mage idea...

    Hey guys!

    Absolutely loved the topic about Ritualist>Necromancer and thought I'd post a little something I came up with on Reddit a few months back.

    Initially, I thought to call the class Psychic, however I'm not sure it would really fit within lore so instead I'd like to introduce the Occultist (OCT)!

    Base Info


    Weapon – A Occultist's main weapon would be an Arcane palm. A single glove that channels the user’s power.

    Armour – Light robes

    Main Stat - INT

    To receive the Time Mage job crystal, the Occultist would need to attain level 30 OCT and have a secondary level of 15 THM.

    The job would pull cross class skills from Thaumaturge and Arcanist; Surecast/Swiftcast/Blizzard II and Virus/Eye for and Eye/Ruin/Physick


    Class Skills


    1 – Telekinesis
    (Deals unaspected damage with a potency of 90. Inflicts target with a defense reduction of 5% for 15 seconds. Will apply an immunity effect for the defense reduction to the target for 1 minute)

    2 – Demi (Deals darkness damage that will consume 1/10 of the target’s HP. Will apply an immunity debuff to any other Demi effects for 30 seconds. Cannot be used against certain enemies (main bosses/coil bosses), and will instead deal darkness damage for a potency of 100)

    4 – Teleport(OCT) (Instantly move to 3 yalms behind an enemy’s position. Cannot be used while asleep, or petrified. If used while bound, the effects of bind will remain. Recast of 40 seconds)

    6 – Laser Eye (Deals fire damage with a potency of 60. When positioned behind an enemy, potency increases to 120. Recast of 30 seconds)

    8 – Frenzy (Inflicts target with a Frenzied status effect. Prevents the target from performing any special attacks of magical spells for 10 seconds. Also increases the target’s attack power by 20%) (Cross class – BLM/SMN/SCH)

    10 – Gravity (Inflicts target with a weighted effect of 30%. Duration of 20 seconds -90 second cooldown) (Cross class – BLM/SMN/SCH)

    12 – Meltdown (Deals unaspected damage with a potency that equals the caster’s full HP amount divided by 5. For example, if the caster had 4000 HP. Meltdown would deal 800 points of damage. Recast of 120 seconds)

    15 – Aspir
    (Deals damage to an enemy with a potency of 90 and restores the amount in MP to the caster – 30 second recast)

    18 – Cryohelix (Deals ice damage with a potency of 100. Increases potency of next Pyrohelix to 120 when cast from behind the target)

    22 – Recover (Restores HP with a potency of 300 and gradually restores 30% of MP). Self-target only. 90 second recast)

    26 – Reflex (Increases own evasion by 15% for 30 seconds. Any physical damage taken will be countered with a potency of 5 (calculated from magic attack strength). Recast 180 seconds) (Cross class – BLM/SMN/SCH)

    30 – Pyrohelix (Deals fire damage with a potency of 100. Increases potency of next Cryohelix to 130 when used within 5 seconds of casting Cryohelix)

    34 – Demi II (Deals darkness damage that will consume 2/10 of the target’s HP. Will apply an immunity debuff to any other Demi effects for 30 seconds. Cannot be used against certain enemies (main bosses/coil bosses), and will instead deal darkness damage a potency of 120)

    38 – Trine (Deals lightning damage over time with a potency of 35 for 25 seconds)

    42 – Hydrohelix (Deals water damage with a potency of 120. Increases potency of next Ionohelix to 150 when used within 5 seconds of casting Pyrohelix )

    46 - Drain
    (Deals darkness damage with a potency of 90 to the target. The amount of HP drained will be restored to the caster – 30 second recast) (Cross class – BLM/SMN/SCH)

    50 – Ionohelix (Deals lightning damage with a potency of 140. Increases potency of next Cryrohelix to 160 when used within 5 seconds of casting Ionohelix)



    Job Abilities - Time Mage
    Time Mage job abilities

    30 – Banish (Deals light aspected damage with a potency of 120. 10% chance of inflicting Stop on target for 5 seconds. Immunity builds to effect over time. 5 seconds > 3 seconds > 1 second > Resist)

    35 – Slowga (Inflicts a slow effect to all enemies in a 5 yalm radius of target with a penalty of -30% to both skill and spell speeds. Recast of 1 minute)

    40 – Meteorite Shower (Deals unaspected damage with a potency of 40 damage over time to any targets within the area of effect. Area of effect is chosen by the caster with a ground target reticule like Shadow Flare and Flaming Arrow)

    45 – Hastega (Self target, 10 yalm radius. Increases party members spell/skill speed by 30% for 20 seconds. Haste effects cannot be received again for 5 minutes after it wears off.)

    50 – Comet (Deals unaspected damage to a target for 200 potency. Recast of 90 seconds. Grants caster the effect of Psyche, increasing magic damage dealt and taken by 20% for 30 seconds)


    Passive Traits
    Passive traits

    8 – Enhanced Intelligence (Increases intelligence by 2)

    16 – Deep Breathing (Reduces Frenzied target’s damage increase to 15%)

    20 – Enhanced Intelligence (Increases intelligence by 4)

    24 - Enhanced Laser Eye (Reduces Laser Eye recast to 15 seconds)

    28 – Psychokinesis (Increases defence reduction effect of Telekinesis from 5% to 10%)

    32 – Void Slip (Upon casting any Demi spell, there will be a 5% chance that the immunity from the spell will not take effect)

    36 – Enhanced Intelligence (Increases intelligence by 8)

    40 – Enhanced Meltdown (Reduces recast time to 60 seconds)

    44 – Downward Helix (Caster will receive a 20% spell speed boost for 10 seconds if a Helix spell deals critical damage)

    48 – Enhanced Drain (Occasionally increases initial potency of drain to 150. Critical damage will double restore the HP. restored by the caster)



    Edit; I'm liking the feedback on this concept, made a few adjustments to Reflex and the Haste effect in an effort not to overpower the class! This whole thing came to mind back when there was talk of having a Hybrid slot in the party (and potentially making light parties into 5 people) but then that seems to have come to nothing in recent months. Anyway, it's just for fun....right?

    Also, a few amendments made to the positioning for the Helix spells as Darkstar stated. Enemies and targets can turn on a dime - therefore the positioning has been removed aside from on Cryohelix which begins the Cryo>Pyro>Hydro>Iono combo.

    Removed single target Haste and replaced with Banish, and amended Hastega/Haste effects.

    Made change to Recover (22) to add a small MP recovery.
    (5)
    Last edited by Avalt; 12-07-2014 at 08:14 AM. Reason: Grammar!

  2. #2
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,263
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    I love your ideas! Good work!

    Just one thing needs clarifying though possibly in relation to Time Mage - unfortunately the very concept is effectively invalidated by Yoshi's comments during the Beta test in regards to buffing spells like Haste - I don't have the source anymore sadly but he said something along the lines of Haste will not be available to players because it would "make things too complex".

    However, given recently that the development team has been rethinking former decisions and adjusting things accordingly, anything's possible I guess! So who knows, maybe we might finally see Haste and other Time spells after all!

    Either way, still, I love your ideas and hope SE does indeed look into something like this as a future Disciple of Magic!

    > Loves Time Mage - it's my favourite traditional FF mage Job after White Mage, Red Mage and Summoner.
    (1)

  3. #3
    Player
    Avalt's Avatar
    Join Date
    Oct 2013
    Posts
    36
    Character
    Atlas Leigh
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Thank you!

    I did consider this issue when implementing Haste/Hastega into the skill set - this is why I added the stipulation that the effect cannot be received again after it is cast
    (1)

  4. #4
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Enkidoh View Post
    Just one thing needs clarifying though possibly in relation to Time Mage - unfortunately the very concept is effectively invalidated by Yoshi's comments during the Beta test in regards to buffing spells like Haste - I don't have the source anymore sadly but he said something along the lines of Haste will not be available to players because it would "make things too complex".
    I always figured this was in connection to Haste as a spell you'd have someone spamming on you repeatedly during a battle. I don't see the harm of there being a Haste-based raid cooldown (long recast, debuff that prevents you from getting the effect again for a prolongued amount of time).
    (2)
    * 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)

  5. #5
    Player
    Mimilu's Avatar
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    Nov 2013
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    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    I got referenced

    I like the Psychic class idea.

    Here are a few things I've noticed:

    Aspir
    I don't think enemies have MP. You might want to have it do damage and then convert that into MP.

    Drain
    I think Drain is a smidge outclassed here. Recover will heal you way more and your Helix spells outclass it in terms of DPS.

    Meltdown
    I think this should be gotten at a latter level, just because mages generally don't get a lot of HP that early.
    Another thing you might want to do is say whether it's based of their Max HP or their current HP.

    Reflex
    Could you define "defense"? If it does actual defense, like Physical and Magic Defense, or does it reduce damage?
    (0)
    Last edited by Mimilu; 07-24-2014 at 01:24 AM.

  6. #6
    Player
    Avalt's Avatar
    Join Date
    Oct 2013
    Posts
    36
    Character
    Atlas Leigh
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Mimilu View Post
    I got referenced

    I like the Psychic class idea.

    Here are a few things I've noticed:

    Aspir
    I don't think enemies have MP. You might want to have it do damage and then convert that into MP.

    Drain
    I think Drain is a smidge outclassed here. Recover will heal you way more and your Helix spells outclass it in terms of DPS.

    Meltdown
    I think this should be gotten at a latter level, just because mages generally don't get a lot of HP that early.
    Another thing you might want to do is say whether it's based of their Max HP or their current HP.

    Reflex
    Could you define "defense"? If it does actual defense, like Physical and Magic Defense, or does it reduce damage?
    Made a few amendments I did write this initially a few months ago!

    I bumped up Recover's recast to 90 seconds as this would be better on a longer cooldown, and means Drain would be more useful.

    I left Drain as it is since it's not meant to outclass the Helix spells in terms of DPS. Recover is there really for an "Oh shit" moment.

    In terms of Meltdown, at lower levels it likely would not be very useful - however I like the thought of it scaling in strength until you reach 50 and then it's one of your bigger DPS spells :3
    (0)
    Last edited by Avalt; 07-24-2014 at 02:23 AM.

  7. #7
    Player
    DarkStar's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    336
    Character
    Kitty Softpaw
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    I'm guessing that the intended effect of Telekinesis is the target becomes immune to the Defense Down effect? In which case, you might want to make that a bit more obvious in the text.

    Also, while I can understand wanting to do something a bit unique for the class, it's probably not a good idea to make a casting class dependent on positioning for maximum damage. It works for Melee DPS because their abilities basically go off instantly and there's no travel time, but for a ranged, magical DPS, if the tank moves the mob so it's side or front is facing you when the spell finally goes off, you lose the bonus effects.

    Just my two cents on the class.
    (1)

  8. #8
    Player
    Jeannes's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    102
    Character
    Arden Reign
    World
    Zalera
    Main Class
    Goldsmith Lv 60
    ever since leviathan came out and everyone started guessing the new class I kept saying Time Mage xD haste ftw
    (0)

  9. #9
    Player
    Deusteele's Avatar
    Join Date
    Aug 2013
    Posts
    195
    Character
    Qarin Lor'rissan
    World
    Ultros
    Main Class
    Conjurer Lv 100
    The cooldown on haste would have to be much higher, like in the 5-10 minute range. 25% uptime on 30%? Presence of Mind is 10% and has a 2m30s cooldown.

    In comparison, WoW's raid haste cooldown is 30% for 45s, and has a 10m cooldown, and is still considered grossly overpowered. The classes that bring it are considered mandatory for raiding at any level, even in a 10 man group.

    This is why our chances of Time Mage or even having Haste added to WHM/BLM list(where it was taken from to create Time Mage) start at slim and lead to nonexistent. You would basically force SE to create content with Haste in mind. Which means you now have only 3 dps slots to work with. Which would have to be Jobs that enjoy a solid benefit from SklSpd and SplSpd.
    (3)
    Last edited by Deusteele; 07-24-2014 at 10:52 AM.

  10. #10
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
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    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Reflex seems too much like a Tanking tool now. >w>()
    I mean, it boosts both damage reduction and evasion by 15%. And you get it earlier then GLD/PLD get Sentinel (which boost it only damage reduction by 30%).
    The only other thing that could compare to it is Rampart, which only increases damage reduction by 10%.
    If you made it boost damage reduction and allowed it to be cast on other party members, I think Time Mage would have a very nice cooldown to add to their Support-DPS list.
    (0)

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