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  1. #1
    Player
    Kaiserdrache's Avatar
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    Aug 2018
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    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80

    New Job Concept - Chronomancer (Time Mage) / CHR (TMA)

    From the classical FF job system, theres just one mage type missing in this game, and that is actually the Time Mage, or also known as term of Chronomancer
    Their Beginner Class/Guild would be Arithmetician and the location with be kind of shared with that of the Summoner in Linsa Lominsa in that place, where that of Summoners is underground and the arithmeticdian Guild would just be placed in the upper level of that place.
    However, the quest that changes the place so that this new guild will be found there, can be played only, if you own Shadowbringers.

    http://finalfantasy.wikia.com/wiki/Time_Mage_(Tactics)



    Chronomancers would be for me Tanks in FF1, because this game is missing so far a magical based Tank. With the other two being physical ones, a Chronomancer would work differently.


    Class Mechanic: Time Distortions
    A Chronomancer can create up to 3 Time Distortions. When they create a time distortion, every enemy that gets affected by it, will be put under "Stop" effect and won't be able to move or attack automatically. Against bosses and other enemies immune to Stop will cause Time Distortions just heavy aggressivity towards the Chronomancer and blinds them, so that their attacks miss. Enemies of any sort get also slowed from beign affected by a Time Distortion so that their skills are used slower, giving players that way more time to react accordingly or to defeat stuff, before they can do something.
    Whenever a new Time Distortion gets placed, the oldest one gets removed.
    A Time Distortion is created when a Chronomancer uses the ground target skill "Timespace Rift"

    Class Weapon: Greatshield (OH) & Magic Gauntlets (MH & OH)/shares Skins with Monk Fist Weapons

    Greatshields are longer or larger Shields than normal ones that paladions are using, they are more defensive and therefore are the counterpart in the lesser defense of the other gear from a Chronomancer, that is no heavy plate armor stuff.
    The defense of a Chronomancer comes lesser from gear, but much more so from their Spells and basically their gameplay concept of preventing damage, before it even happens, or in case somethign has happened, reverting received damage through manipulating timelines to a point, where the damage hasn't happened yet, essentially turning time back. This makes basically Chronomancers also a kind of Tank/Healer hybrid in the same way, how Redmages are kind of a DPS/Healer hybrid class
    (2)
    Last edited by Kaiserdrache; 01-01-2019 at 06:47 PM.

  2. #2
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
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    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Skills of an Arithmetician/Chronomancer


    Level 1 Gravity - Deals Damage to a small area of effect, dealing 25% of the remaining hit targets Health as Damage, Targets immune to this will receive DoT Damage with 150 Potency.
    Level 2 Pull - Pulls Target Enemies in line of sight to you and causes Aggressivity towards you. Allies in line of sight of this will lose Aggressivity from enemies meanwhile.
    Level 4 Push - The opposite effect of Pull, you wiill push enemies away from you, deal damage with the shockwave you are creating with 100 Potency and this skill stun foes
    Level 10 Slow - You slowdown the target enemy, letting it attack slower automatically and skills need more time to be activated for them.
    Level 12 Immob - Prevents Target enemy for a short while on moving.
    Level 15 Float - Lets Targets float above ground, preventing you/your allies from receiving Damage from moving over damaging ground, like Acid, Lava ect.
    Level 18 Gravira - Stronger form of Gravity, causes now 33% damage of remaining health, has a larger area of effect and in case of immune enemiy, has a stronger DoT with now 180 Potency
    Level 26 Teleport - A reactive Spell, which teleports you just before you receive damage away to prevent taking the hit. Works not on all attacks.
    Level 30 Timespace Rift- You create at your chosen Ground Target a Time Distortion, which can stop foes, which are otherwise immune to Immob, or causes in case of even Stop Immunity guaranteed Slow and immense Aggressivity towards you, while getting blinded.
    Level 30 Reverse - Turns back time, healing for you and nearby allies the last damage back that you received the next time, as if it hasn't happened. This lets Reverse end then
    Level 35 Restore - A spell, which restores the physical condition to a certain point of time, how it was, back at that time once its timer runs out. 1 Interval
    Level 40 Quick - Reduces Spell/Skill Cast Times for you or your Target Ally by 25%
    Level 45 Slowra - Improved version of Slow, affects now stronger the Attack Speed Reduction and Skill Activation Speed of enemies affected by this Spell.
    Level 46 Pullra - Stronger form of Pull with has now more range and puls even heavier/bigger enemies to you, than before that were immune under the weaker version.
    Level 46 Pushra - Same as above, now stronger form of Push, dealign a stronger shockwave attack that pushes foes away with now a longer stun and 150 Potency.
    Level 50 Graviga - Third form of Gravity, dealing now 50% damage of remaining Health, pulls targets to the epicentrum of the spell, making it this way easier to group target enemies with aoe spells and deals to foes immune to this a DoT with 250 potency.
    Level 52 Reversa - Stronger form of Reverse, can heal back received damage 2 times now, before its effect ends automatically.
    Level 54 Warp - Teleports a target ally to you, to protect it from harm.
    Level 56 Timespace Continuum - Creates a special Time Distortion, which continously renews itself, but costs two Time Distortion Slots therefore.
    Level 58 Implosion - Target a Time Distortion with this Spell to let the timespace rift of it implode, dealing heavy neutral elemental damage to all foes affected by it with 400 Potency
    Level 60 Meteor - Cast a time requiring Meteor, which deals immensive damage to the whole area of affect when it crushes to the ground. Deals to all enemies a defense ignoring guaranteed damage of 99999. While casting it, you are rooted and cant move.
    Level 62 Slowga - Third form of Slow, which affects now all nearby targets and not only a single target.
    Level 64 Restora - Second form of Restore, has now two Intervals of restoring your condition back to how you were when casting it when it interval timers run out.
    Level 66 Levitation - Stronger form of Float, lets now instantly the whole party float and for a longer duration.
    Level 68 Pullga - Third form of Pull, letting even the biggest and heaviest targets get pulled towards you.
    Level 68 Pushga - Third form of your Shockwave Spell, that pushes enemies even wider away and deals now damage with 250 Potency.
    Level 70 Chaos - Stronger form of Implosion, letting Time Space Distortion Implosions deal now Damage with 500 Potency and affected enemies will be now blinded, slowed and vulnerable from those hits, so that the affected enemies will receive for some time more damage as long they suffer from vulnerability.
    Level 72 Timespace Loop - A Skill with lets a previous Skill and Spell Effect of your Target Ally happen within the next 10 seconds every 2 seconds again, except Meteor, cause thats too exhaustive, it would kill you. Using this Skill removes a Timespace Distortion.
    Level 74 Reversga - Third form of Rerverse, which lets now Health get healed back 3 times, before its effect ends.
    Level 75 Warpra - Teleports your Target and nearby allies of the target to your position to protect them from harm.
    Level 76 Astral - Shoot a ray of light that damages all foes in line of sight with 250 Potency. Allies in that line of sight will get a condition cured a healed.
    Level 78 Death - Final form of Gravity. Deals 100% of remaining Health, resulting in Instant Death of targets not immune to this. Immune enemies receive a heavy DoT health degeneration with a potency of 300 that lets targets quickly wither to death, as if they quickly age to death.
    Level 80 Meteora - Second form of Meteor, which is now slightly casted quicker and you are not rooted anymore. Casting Meteora as a Side Effect to Timespace Distortions, called Comet, letting in a time interval that Meteora takes to crush down crush down Comets into the AoE of Timespace Distortions as well, dealing damage to affected targets in there with 600 Potency.
    (1)
    Last edited by Kaiserdrache; 01-01-2019 at 08:15 PM.

  3. #3
    Player
    Enkidoh's Avatar
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    Dec 2012
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    Ala Mhigo
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    8,256
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    For all intents and purposes AST is Time Mage (it has more than a few space-themed spells and spells that affect the passage of time), plus a lot of traditional FF Time Magic spells Yoshi stated from the beginning will not be implemented (like Haste), as he felt that it would make the game "too easy" (this was back during the Beta test for ARR). You idea is interesting, but any kind of Time Mage I don't see adding at this point as AST already fills that role (personally I would have preferred AST be the starting class that upgraded to Time Mage, but... alas).
    (2)
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  4. #4
    Player
    Kaiserdrache's Avatar
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    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Hmm, I don't really see Astrologian as a Time Mage, the theme of the Astrologian is that of a Space/Astral & Stellar Body (Stars, Sun & Moon), not that of Time (Manipulation) like how a Chronomancer would affect that.
    Astrologians are also theme wise more after "Luck" designed, with their drawings of Tarot Cards practically, it gives them the kind of Fortuneteller Style/Gambler, if they'd even make usage of Dices (FFX-2), that style would be perfect.
    If they have an element, I'd say its Darkness with skills like "Nocturnal", not Time, which comes close to their aspect of the Astral Theme, because at nighttime (Darkness), thats the moment where you can see astral and stellar bodies the best and in that kind of aspect, I can agree with you, that my concept shares a bit the theme with the Astrologian with my proposed skill Meteor, that I basically have just taken over from the classical Time Mage Skills that the Class used to have under FF Tactics. But thats all, everything else is completely different.
    AST's main focus is that of beign a healer, so their gameplay is completely foucsed on Healign and surrecting party members.
    My Concept follows the role of letting it be magical Tanks, so the gameplay is designed around crowd control here, damage prevention and a slightly bit of heal and dealing damage mostly only with DoTs, so that they can focus themself mainly on tanking what needs to be tanked and crowd controled. The only one exception is Meteor/Meteora, but therefore it takes alot of time to cast it.

    What Yoshi said there, is to me a pure excuse, because it's always a matter of game design, how easy the game content becomes in the end, completely regardless of the fact what kind of skills and spells do exist in this game.
    If there would exist a player useable Haste Spell, like how i want it to have my WHM redesign concept to let them have that, despite that spell would also fit theoretically very well in here under my Chronomancer/ Time Mage concept too, it's always a question of how the game lets us HAVE that effect - because only a player casts a Haste Spell, doesn't mean, that enemies couldn't do something AGAINST this spell to prevent players from using it, so that the content doesn't become "too easy" by enemies for example having skills, which can remove positive effects, or enemy skills, which make it in certain situations impossible simply to cast specific spells like Haste (getting muted by Silence i.e.), simply forcing players not to use specific skills, which the developers don't want us to use in specific enemy battles...

    Its always a simple developer excuse to say, X would make Y too easy, when they are exactly responsible for it, when and how we the player, the Z component, are even able to use X in content Y. It never changes the fact, that X can simple exist, when they are there to decide for it, when we can make usage of X at all.

    This is like with the battle design of Lakshmi, they give us there this skill effect called "Vril" extra for this battle only at our hands, because its part of the battle design.
    Same as much how developers can decide over it, when and how we receive for battles special new skills that we can use only in those battles, same as much can they design battles in that way, where and how it is possible for us to use a Spell like Haste ...
    (0)
    Last edited by Kaiserdrache; 01-01-2019 at 09:34 PM.

  5. #5
    Player Seraphor's Avatar
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    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    No, AST is definitely this games Time Mage.
    The series regularly bundles 'space/time' magic together.
    AST already has Lightspeed (haste), Gravity, and used to exclusively use Break (typically a time magic spell to petrify but in this case, it's heavy or 'slow)

    Time magic is typically entirely crowd control or support, outside of gravity type spells, it made sense to build a healer around it.
    (4)

  6. #6
    Player Seraphor's Avatar
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    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Also, you say their 'elemental' affinity is to light and dark due to being based on 'daytime' and 'nighttime'... what do those two clearly have in common?
    It's the passage of time.
    (2)

  7. #7
    Player
    Kalise's Avatar
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    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Yeah, unfortunately, AST is the Chronomancer. Or Time Mage. Given that Time Magic is derived from the original 時空魔法 or "Time and Space Magic" and that's what AST uses, Time and Space magic.

    Between Lightspeed, Gravity, Time Dilation, Combust, Helios, Celestial Opposition, Earthly Star, Stellar Detonation as well as the cards based on constellations, their kit utilizes what can only be described as "Time and Space Magic"

    Other classic Time Magic spells have been integrated into the game as generic effects. Regen is something that WHM and AST (With Diurnal Sect) apply, Slow is applied by various skills, Stop is essentially Stun, Immobilize is essentially Bind, Disable is essentially Pacify (Though it used to be an actual AST skill that reduced a targets potency by 5-10%)
    (2)

  8. #8
    Player
    Eloah's Avatar
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    Jan 2015
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    Gridania
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    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kaiserdrache View Post
    Hmm, I don't really see Astrologian as a Time Mage, the theme of the Astrologian is that of a Space/Astral & Stellar Body (Stars, Sun & Moon), not that of Time (Manipulation) like how a Chronomancer would affect that.
    How could anyone not see Time Mage in Astrologian. Even before its implementation, the "job" dealt with the predictions of the future based on the readings of the stars. Additionally a great many of their spells are time focused; Time Dilation, Diurnal Sect(since it produces regens) the Arrow and the older version of the Spear, Lightspeed, and Celestial Opposition. Plus a good portion of their spells are from Time Mages as well.
    (5)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  9. #9
    Player
    Songwillow's Avatar
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    Gridania
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    Character
    Sin Songwillow
    World
    Ultros
    Main Class
    Scholar Lv 70
    They took the concepts of Time Mage in most FF games and the Corsair and combined them into a single class making the Astrologian this time/space diviner. I mean it sucks that they are not called a Time Mage as in tradition, but it makes sense for the lore on why they exist and what they do. Hell even the experts in Ishgardian astrology like Forlemort in the First Dicasterial Observatorium of Aetherial and Astrological Phenomena wear Time Mage hats. Ability wise, Astrologians they have many of the abilities that a Time Mage should have, but they are experts in fate as well as time/space.
    (2)

  10. #10
    Player
    Valdegarde's Avatar
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    Jul 2015
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    Character
    Hildegarde Rosea
    World
    Lamia
    Main Class
    Red Mage Lv 90
    They took the random aspect from Corsair possibly, but the overall theme of the pseudo tarot cards and visual aesthetic comes very heavily from Warren in the Tactics Ogre series and Orran from Final Fantasy Tactics.
    However, everything else is filled in with Time Mage for sure. Before they were removed, Disable and Stella's Japanese names were Don't Act and Don't Move (which are Time Mage spells from FFT). Gravity of course, is iconic.

    Now, I sympathize with your complaints that justifications for things to be designed in a certain way tend to be a bit flimsy, and to hold the developers to more. But Astrologian is here to stay, it already has quite a bit of Time Magic, and your efforts might be better spent conceptualizing more Time & Space themed abilities in Shadowbringers and beyond instead of this weird Geomancy mix they got stuck in.

    As far as the way you've envisioned this kind of self buffing tank to be, really this sounds like a potential niche a brand new tank could fill. Loathe as I am to admit the existence of some gunblade job, a tank using magitek enhancements/boosters along with whatever else might fit the playstyle you're thinking of, if not the theme.
    (1)