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 ...

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