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Thread: Time Mage

  1. #1
    Player

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    Time Mage

    Requirement: Black Mage & White Mage
    Weapon: Stop Clock

    Attacks:
    Minute Hand - Launch a small time attack
    Hour Hand - Launch a time attack
    Quick hit - Attack that reduces weapon delay on your next attack to 0.

    Spells:

    Stop - Freezes an enemy temporarily
    Slow - Increases enemies delay time by 25%
    Haste - Reduces ally's weapon delay by 25%
    Demi - Reduces enemy's HP by 1/16
    Float - Hover over the ground
    Old - Ages the enemy, making them drop 1 level
    Reflect - Redirect spells cast on you
    Young Mind - Allows MP regen in active mode
    Teleport - Instantly relocate, avoiding enemy attacks
    Slow II - Increases enemies delay time by 50%
    Haste II - Reduces ally's weapon delay by 50%
    Demi II - Reduces enemy's HP by 1/8
    Meteor - Bring about the end of the world, large AoE damage
    Quick - Resets recast time on abilities
    Old II - Ages the enemy, making them drop 2 levels

    Weapon Skills:

    Time Buster - Deals damage and skips enemies next turn, 1000 TP
    Repel - AoE knockback, sends enemies flying away from you, 1000 TP
    Time Buster II - Deals damage and skips enemies next two turns, 2000 TP
    Time Vortex - AoE pull in, creates a vacuum pulling all nearby enemies towards you, 1500 TP

    Traits:
    Time Keeper - Increases affinity to Time Mage abilities by 10 up to a maximum of 100
    Immortal - Increases MP regen

    Time Mage Tactics
    Cast slow on enemies
    Use Time Vortex to pull them together around you
    Cast Meteor
    Teleport to safety

    Cast Haste II on self
    Auto Attack
    Minute Hand attack
    Hour Hand attack
    Quick Hit
    Auto Attack
    Repel, enemy flys backwards
    Cast Quick
    Minute Hand attack
    Hour Hand attack
    Quick Hit
    Auto Attack
    Time Buster II, enemy loses 2 turns
    (7)

  2. #2
    Player
    Scherwiz's Avatar
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    Mar 2011
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    Character
    Aeriscloud Scherwiz
    World
    Excalibur
    Main Class
    Bard Lv 100
    We can dream right?
    (0)

  3. #3
    Player
    Lienn's Avatar
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    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Hmmm..."next two turns"? Better just say "triples the recast of the next action used by the monster".

    Time mage might come,but you can forget about its signature nukes. Demi would end like Diabolos in FFXI...it can cut the monster HP but actually never lands on big stuff because absolute percent HP cut would be too overpower.

    Also, time mage also uses staff...so maybe a "Clock Pole" would fit it better.

    About traits, would be easier seeing something like fastcast or one that increase casting time in exchange of increased overall spell effects/duration.

    MP dealing isn't time mage pattern...its SMN. SMN would have stuff like traits for faster MP regen, increased MP pool or reduced MP cost of spells...so, in short, time mage deals with cast/recasts/duration and SMN with MP cost/regen/pool. But, of course, i'm using other FFs as reference for these patterns.

    Meteor is valid tho. It can work similarly to CON ancient magic, so you cast on self and go walk while the casting isf finishing so you can go to a spot where the spell would hit as many opponents as possible.
    (0)

  4. #4
    Player
    Esk's Avatar
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    May 2011
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    Gridania
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    Character
    Esk N'tania
    World
    Balmung
    Main Class
    Gladiator Lv 50
    While id love to see that as a job, My issues with your suggestion would be :

    +25% and +50%s are way Massively OP, 5%, 10%, maybe at a push 15% are more realistic
    Longer fights are where the Job could/should be at its most powerful.
    The Short trash fights would last seconds with those buffs at that level, unless they have really short timers (5seconds) and really long cool down's2mins+ for AoE).
    Actually you could have those buffs at that % if they were single target only with a decent cooldown 30s+ lasting 20s?.
    Time buster II would need a higher Cost to skip 2 turns 3k tp imo.

    Oh an AA has to be un affected by speed buffs imo.
    And the Mage themselves should not get the speed buffs as it would be a job so it should benefit group play only not the individual.

    And where did "Young Mind" from.. I can't remember seeing that in a FF off hand. and dosnt seem a TM spell as Lienn says, could swap it for Vanish :
    - Character turns intangible to physical attacks (8s II 17s), but in exchange, its Magic Evasion is nullified.


    Final Fantasy wiki
    Good link if your going to build classes up, and no sign of that "Young mind" spell
    An sorry if i seemed negative, just trying to think more balanced, the overall is a good build.
    (2)
    Last edited by Esk; 08-16-2011 at 06:25 PM.

  5. #5
    Player
    Nagashi's Avatar
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    Character
    Matarlos Joxypo
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Haha! I like this idea!
    (0)

  6. #6
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    Quote Originally Posted by Esk View Post
    And where did "Young Mind" from.. I can't remember seeing that in a FF off hand.
    Most of the job abilities in XI were never heard of before, not to mention most all the abilities in XIV are new as well. So why limit abilities to what was only used in the past?

    If a time mage has the ability to speed up and slow down time, why can't they help speed up battles by increases your MP regen over time?
    If you answer is that's not how they did it in XI, then I don't consider that a valid answer.
    (1)

  7. #7
    Player
    Lienn's Avatar
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    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Well, my answer had nothing to do with FFXI other than "why demi would suck" explanation. SMN follows this very same pattern at every FF...it does is the job that has the MP-related traits/actions. If i was only talking about FFXI i'd by using RDM as example.
    (0)

  8. #8
    Player
    Esk's Avatar
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    Character
    Esk N'tania
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Holyomen View Post
    Most of the job abilities in XI were never heard of before, not to mention most all the abilities in XIV are new as well. So why limit abilities to what was only used in the past?

    If a time mage has the ability to speed up and slow down time, why can't they help speed up battles by increases your MP regen over time?
    If you answer is that's not how they did it in XI, then I don't consider that a valid answer.
    I didn't play 11 much past dunes, to much standing around. Nice try though.
    It was simply a question, as i was curious to the answer.
    Along with my opinion on it not feeling like an ability a TM would have.

    I'd like to see a TM controlling the flow of battle not bolstering the players.
    I only left Reflect alone as its a classic ability for that type of magic.

    The comment was based off the fact that con/them are split both have benefits but cant do what the other does in the same way.
    If a TM would control the speed of a battle and the actions, I don't really feel it should be able to bolster the players hp/mp/regen, save that for another Job.
    (1)

  9. #9
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    Almost forgot

    2 hour ability
    Time Freeze - Enables party to remain on server during maintenance.
    (1)

  10. #10
    Player
    Geesus's Avatar
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    Limsa Lominsa
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    Character
    Geesus Ravenheart
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Holyomen View Post
    Almost forgot

    2 hour ability
    Time Freeze - Enables party to remain on server during maintenance.
    Don't think this would work. Simply because when maintenance is usually performed, connections to the outside are severed until the server is up and running again. Therefore, you wouldn't be able to impliment this "ability". That would be like turning your PC off and when you restart it, you'd still be right where you left yourself online. Can't be online if your NIC is powered off.
    (0)

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