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Thread: Time Mage

  1. #21
    Player
    Phiglia's Avatar
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    Jan 2015
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    Character
    Phiglia Shalquoir
    World
    Moogle
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Anova View Post
    %s are additive so you are looking at the 560 potency heal.

    I can understand you don't want to spend traits on those abilities, but the truth is your tanks and dps will have problems matching that healing as you essentially have a lv.50 heal (with synced gear) while they are using a lv.15 heal (with synced gear) in Sastasha. I already pull enmity from tanks as a healer in those dungeons without trait-buffed heals. Remove a few traits or use the buffed versions in the original abilities to make room for those scaling traits.

    The traits are not always buffs. They are closer to gameplay tweaks. For example, extending the duration on a DoT or buff is to make room for combos so combat doesn't feel boring at lower level. Example: Lancers get a duration buff to heavy thrust at the same time they get disembowel and before they get chaos thrust. This gives them the perfect duration to use the full chaos thrust and full thrust combos, plus a few extra pokes with Jump and other OGCD abilities. If they started with the duration, players wouldn't be renewing heavy thrust nearly so often at lower levels and wouldn't be so practiced at switching between flank and rear.
    You have a really good point i dind't think about.
    (1)

  2. #22
    Player
    Phiglia's Avatar
    Join Date
    Jan 2015
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    Character
    Phiglia Shalquoir
    World
    Moogle
    Main Class
    Astrologian Lv 60

    Changes!

    I made some changes! I tried to balance as much I can and include leveling problems, etc. Let me know what you think now!

    SPELLS
    LVL 1: Water I [1.5s Cast Time | 2s CD | Spell]
    Deals water damage with a potency of 100.

    LVL2 Restore/Recovery I [1.5s Cast Time| 2s CD | Spell]
    Restores target's HP with a potency of 325.

    LVL4 Time Leak [1.5s Cast Time| 2s CD | Spell]
    Magical damage overtime with a potency of 35 for 15 seconds, combined for a total potency of 175.

    LVL 6 Slow Motion [0s Cast Time| 15s CD | Ability]
    Deals magical damage with a potency of 75 and inflicts heavy for 10 seconds. Heals MP equally to 25% of the damage dealt.

    LVL 8 Haste [3s Cast Time| 2s CD | Spell]
    Increase movement speed and atk.speed by 10% of 1 party member.
    Buff Duration: 3 minutes

    LVL10 Life [3s Cast Time| 2s CD | Spell]
    Resurrects target to a weakened state, cannot be used when in combat.

    LVL 12 Reflect [0s Cast Time| 50s CD | Ability]
    Reflects 10% of the received damage to the enemy, reducing it, for 15 seconds.

    LVL 12 Veil/Astra [4s Cast Time| 2s CD | Spell]
    Cleans 1 debuff for all party memebers , 15y AoE range (Like succor etc)

    LVL 17 Quake [3s Cast Time| 2s CD | Spell]
    AoE ground target which deals earth damage overtime, 40 potency for 21 seconds, combined for 280.

    LVL 21 Old [0s Cast Time| 65s CD | Ability]
    Makes the enemy vulnerable for 7 seconds, the hits he receive are always critical strikes.

    LVL25 Restore/Recovery II [1.5s Cast Time| 2s CD | Spell]
    Restores target's HP with a potency of 525. Combo: 650 Combo Action: Restore/Recovery I

    LVL 30 Undo [0s Cast Time| 50 CD | Ability]
    Restores the MP lost since 10 seconds ago.

    LVL 30 Extend [0s Cast Time| 120 CD | Ability]
    Increases the duration by 50% of all enemy debuff, even the debuff applied by other party members.

    LVL 34 Refresh [1.5s Cast Time| 2s CD | Spell]
    9 seconds buff. The buff pops if the HP goes lower than 33% and it heals 450+50*(9 - buff remaining time), if the buff expires normally it heals for 1000 potency.

    LVL 35 Vanish/Warp [0s Cast Time| 25 CD | Ability]
    Dash skills.

    LVL 38 Restore/Recovery III [2s Cast Time| 2s CD | Spell]
    Restores own HP and HP of all nearby party members with a potency of 250.

    LVL 40 Same Destiny [0s Cast Time| 60 CD | Ability]
    Binds the original target to others enemies, up to 5, the damage dealt to the original target is dealt to the chained target too, split between them. Debuff duration of 10 seconds. (A hit of 100 damage on the original target, will hit 25 to the others targets if there are 4 bind to him)

    LVL 42 Judgment [2s Cast Time| 25 CD | Ability]
    Magical strike which deals more damage as the time mage has less MP, potency of 50 to 350.

    LVL 42 Space trap [0s Cast Time| 35 CD | Ability]
    Deals magical damage in a small area (5y) with a potency of 40 and inflicts bind for 3 seconds. Heals MP equally to 25% of the damage dealt.

    LVL 46 Refresh II [3.5s Cast Time| 2s CD | Spell]
    Restores own HP and HP of all nearby party members with a potency of 125, after 9 seconds it heals them again with a potency of 475.

    LVL 50 Swiftness [0s Cast Time| 5s CD | Stance]
    Reduce the recasting time to match the casting time for spell, if the casting time is lower than the recasting time. It consumes MP continuously.

    LVL 50 Stop [0s Cast Time| 150s CD | Ability]
    On enemy: 10 second stun.
    On ally: Blocks the incoming damage and heals for 10 seconds, when the buff expires the ally gets healed or damaged (heal*1.30-damage).

    LVL 52 Water II [1.5s Cast Time| 2s CD | Spell]
    Deals water damage with a potency of 80. Combo: 160 potency. Combo Action: Water I

    LVL 54 Haste II [0s Cast Time| 40s CD | Ability]
    Can only be used on targets with “Haste” buff and consumes it. Makes all spells/skills instant and fix the recasting time to 1.5 seconds for 6 seconds, can only be casted on other allys.

    LVL 56 Levitate [0s Cast Time| 70s CD | Ability]
    Reduce aoe damage, and only aoe damage, by 20% for 25 seconds for 1 party member.

    LVL 56 Quicken [0s Cast Time|160s CD | Ability]
    The next spell/skill hits two times but can’t critical strike. Can be cast on allys and it has 5 second buff duration.

    LVL 60 Time Slip [0s Cast Time|300s CD | Ability]
    10 second buff, if the the character gets mortal damage he gets healed to 5% of his max health without dying, then the buff expires. The heal becomes 10% of the max health if the fatal is done by Stop damage calculation.

    TRAITS
    LVL 8 Enhanced Piety I:
    Increase Piety by 3.

    LVL 14 Enhanced Piety II:
    Increase Piety by 6.

    LVL16 Enhanced Water I:
    Grant a 25% chance that “Slow Motion” recast gets reduced by 5 seconds every time you hit an enemy with Water I.

    LVL20 Maim and Mend:
    Increase base action damage and HP restoration by 10%

    LVL 24 Enhanced Piety III:
    Increase Piety by 9.

    LVL 28 Enhanced Life:
    Allows the casting in combat.

    LVL 33 Enhanced Restore/Recovery:
    Grants a 15% chance that after casting Restore/Recovery, the cast and re-cast time for your next Restore/Recovery II will be 0.
    Buff duration: 10 seconds

    LVL38 Enhanced Time Leak:
    Increase the duration to 30 seconds and reduces your ability CD by 1 seconds with a 10% chance every time you hit the debuffed enemy with a direct spell. (Water I – II, Judgment, Slow Motion)

    LVL40 Maim and Mend II:
    Increase base action damage and HP restoration by 30%

    LVL 45 Enchanced Judgment:
    All targets bind by “Same Destiny” debuff, receive 100% damage of Judgment .

    LVL50 Enchanced Refresh:
    If Refresh or Refresh II buff expires and the target gets overhealed, he gets a shield equally of 25% of the overhealing.
    Shield duration: 9 seconds

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

    The playstyle stays the same, your actions are pretty fast, but with lover potency. You need to be fast and predict when you need one of your delayed fucking big heals. But, you can burn your mana with Swiftness to even heal faster, or you can maintain your tank with basic heals waiting to the healing proc that makes “Restore/Recovery II” instant and out of GCD and combo it to get a bigger emergency heal. (Probably I should increase the combo power a bit)

    When you need to attack, your main weapon is Water I, but you have a small rotation, you can combo Water II with Water I to deal bigger damage, and every time you damage an enemy with Water I you have a chance to reduce “Slow Motion” recast if the enemy has “Time Leak” debuff, this is you basic MP recover vs enemys or if you just want to REKT your enemy, you can use Swiftness burn your mana and cast a BIG “Judgment” and recover it with "Undo".

    Your AoE damage is only done by “Quake”, “Space Trap” and thanks to “Same Destiny”.

    The cross skills are clear, WM and… AST. I really want to have on my TM “Time Dilatation”, “Gravity” and “Light Speed”, they are TM skills they are a MUST, and probably "Disable".
    (0)
    Last edited by Phiglia; 11-07-2015 at 02:07 AM.

  3. #23
    Player
    Anova's Avatar
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    Oct 2011
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    861
    Character
    Deneb Algiedi
    World
    Leviathan
    Main Class
    Astrologian Lv 70
    I see a lot of the MP recovery and healing juggling mechanics I'm also working with. The difference from my Dancer idea seems to be that you're more focused on burst healing to offset the DPS phases of your playstyle. Essentially, I can see myself setting up Refresh, then going in to DPS to either kill something or regain MP. In a heavy healing situation, I'd probably stack up refresh and then use heals to time the Refresh for maximum effectiveness.

    It will work, but delayed healing actually works best when the tanks have a lot of HP. Amusingly, barrier healing is the opposite in that it works really well with low HP tanks. This is perhaps why Scholars work so well in the current meta. Still, I think your idea will gain a lot of traction with the Stonewall tanks and may actually become optimal with the proposed patch update to tank itemization.

    A problem I foresee is how well those timed heals pair up with other healers, who may panic when HP drops to 33% on a STR tank. Consequently, I'm not sure how it will play out in 8-mans, although the class can fit the role of main healer well with enough communication. The class will not pair well with scholars though because the fairy automatically heals anything below 20% hp unless it's under strict control (i don't know many SCH who put their fairies on steady outside of the 1% who've cleared AS).

    There's some issues with the damage and utility sections I can't quite place yet, but it just seems to need a strong theme or some more explanation on the gameplay design. You have a very strong healing mechanic, but I'm not certain how useful that damage based off missing MP mechanic is (even with that 10sec MP recovery window). That is really tricky and I'd like player testing for that.

    Otherwise, do take a look at the astrologian quests and see how you can remove some of the thematic and story overlap with AST. Celestial opposition is advertised in lore (through quests) and with easter-egg references as a time stop spell. The job itself is referenced (although only mentioned explicitly once) with time control and fate/destiny control. Most importantly, this class is released and live to the public, so SE will not be changing the theme or story. You need to really differentiate the concept of time mage from that of Astrologian, and it should be reflected in the gameplay mechanics.
    (1)
    Last edited by Anova; 11-07-2015 at 06:16 AM.

  4. #24
    Player
    Nekotee's Avatar
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    Nov 2014
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    Uldah
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    1,574
    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    As said... Yeah lots of mana recovery skill
    And futhermore... A looots of DPS skill compare to the other healer

    I think this mage could work well with the whm (most simple and basic heal)
    The benediction would be perfect with the spell stop
    (0)

  5. #25
    Player
    Phiglia's Avatar
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    Character
    Phiglia Shalquoir
    World
    Moogle
    Main Class
    Astrologian Lv 60
    I will compare the total potency of my TM vs SCH and WM, I will suppose you always use your skills in time and you don’t have to move with the basic spell speed, for a combat of 5 minutes and dealing always the max potency damage:


    SCH real potency power
    Bio: 300/18*240= 4000
    Miasma: 300/24*300= 3750
    Bio II: 300/30*350= 3500
    Energy Drain: 300/60*450= 2250
    Shadow Flare: 300/30*250= 2500
    Broil: (300-(300/18+300/24+300/30)*2.5-300/30*3)/2.5*170 = 11701
    Total: 27701

    WM real potency power
    Aero: 300/18*250= 4166
    Fluid Aura: 300/30*150= 1500
    Aero II: 300/12*300= 7500
    Aero III: 300/24*370= 4625
    Assize: 300/90*300= 303
    Stone III: (300-(300/18+300/12)*2.5-300/24*3)/2.5*210 = 13300
    Total: 31394

    My TM "real" potency power:
    Time Leak: 300/30*350= 3500
    Quake: 300/21*280= 4000
    Judgment: 300/25*350= 4200
    Space Trap: 300/35*40= 342
    Slow Motion: 300/15*75= 1500
    Water I + Water II: (300-(300/30+300/25)*2-300/21*3)/4*260= 15906
    Total Potency: 29448

    The first thing you can notice is the WM has A LOT more damage than de SCH, even more than my TM. It's a half true, since the WM will run out of MP in the middle of the fight. My TM is similar, it has a decent final potency, but what if you use less potency for judgment? You won't be using Judgment at full power always since you need Undo to keep you in the fight, and you need to use it to recover your MP as often as you can.

    Your MP recovy is SHIT, you can burn your mana 1 time every 50 seconds, yes... and what? As SCH I can heal the 80% of my mana every 60 seconds with a fairy that makes me heal without cost. The WM has a MP refresh skill, the biggest MP recovery since it has the bigger MP pool and NOW a skill that regens 10% of their max MP every 90 seconds, even the AST has better regen with 1 refresh and with a Ewer Card. Space Trap and Slow Motion are a MP refresh skills if you are in CS, and only mitigate a bit your waste, Undo is really powerful but you have a skill that makes you cast faster with a constat MP price, you need a MP recovy like Undo if you want a skill like that.
    (0)
    Last edited by Phiglia; 11-09-2015 at 07:36 PM.

  6. #26
    Player
    Nekotee's Avatar
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    Uldah
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    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    The biggest mana pool is not the whm... The AST has more piety and should be play with piety
    SCH and whm got some useful instant mana regen
    But AST with ewer and CO have the best regen mana

    But in fact
    TM do need a lot of regen due to his skill...
    Between swiftness and the huge number of skill...
    TM might be a healer that need to DPS to heal correctly... So forces to stance dance.
    => he might need his own stance... Like a slow/speed stance duality
    (0)

  7. #27
    Player
    Phiglia's Avatar
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    Character
    Phiglia Shalquoir
    World
    Moogle
    Main Class
    Astrologian Lv 60
    You don't need to stance dance, have you seen how much mp you recover? Is just to mitigate the MP expend while DPS or thats the idea... But could be a nice idea to create a special stance, but cleric+another stance will blow the healers mind xD
    (0)
    Last edited by Phiglia; 11-09-2015 at 11:04 PM.

  8. #28
    Player
    Nekotee's Avatar
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    Uldah
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    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    If the TM got his own stance you just have to forbid CS to be a cross skill
    Just giving protect and SS
    (0)

  9. #29
    Player
    Anova's Avatar
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    Character
    Deneb Algiedi
    World
    Leviathan
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Phiglia View Post
    You don't need to stance dance, have you seen how much mp you recover? Is just to mitigate the MP expend while DPS or thats the idea... But could be a nice idea to create a special stance, but cleric+another stance will blow the healers mind xD
    Test it out. You don't even have to program it. Just pen and paper it. We have sites to calculate actual healing power based on stats and a site to get the most up-to-date equipment stats. We know that an endgame tank sits at 18k to 20k hp, and we can find the rotation and damage of endgame bosses on youtube and through parse logs. Does anything feel off? Is it too complex? Look at the need for CS, for the MP drain, and play around with everything.
    (0)

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