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.