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  1. #1
    Player
    Tulzscha's Avatar
    Join Date
    May 2016
    Posts
    275
    Character
    Tulzscha Abbith
    World
    Jenova
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Archwizard View Post
    A solid way to answer this question is to look at the most common Time Magic spells:

    Gravity and Regen are, in some way, available to Astrologian. Okay yes, "Aspected Benefic" isn't the same name but WHM has Regen anyway, just take what overlap you can get.
    On a similar note, Meteor is already represented in game... through the BLM limit break. Arguably though, AST's upcoming "Macrocosmos" skill fits raining down Comets (in a healer-appropriate manner).

    Haste has already been noted by Yoshi-P to be a spell we will never see available in-game, because he believes it would be wildly overpowered. (In all likelihood though, it would be considered the worst utility in the game since it would reduce your target's oGCD windows without their control.)
    However! Besides Lightspeed, Astrologian's ability to buff allies' damage directly with its cards/Divination covers much of the same niche as Haste and the odd buffs it had in other entries. The upcoming "Astrodyne" skill will do much the same for AST itself.

    Likewise, Reflect would also be overpowered, which is why we only see it contained to zones like Bozja.

    Teleport and Doom... actually have precedent, thanks to the Trust version of Urianger having a copy of BLM's Aetherial Manipulation and his own execution-variation of Death. AST doesn't have them personally but, pin in that thought, maybe later if you can make an argument why it would need them (admittedly hard to do).

    Most CC spells like Slow, Stop, Old, Disable, Banish and Mute would be kinda pointless to implement. Depending on what enemies they can affect, they would exclusively be either "completely overpowered, you would never take anything but an AST anywhere" or "completely useless, who even bothered programming these" with no in-between, which makes them more reasonable as BLU spells (where the point of the class is to pick the skills most useful for the situation, learning enemies' status resistances, etc).
    We can also toss environmental buffs like Float and Invisible/Vanish into this pool too, given that instances would have to be designed with Float in mind, and a number of bosses already ignore NIN's Hide.

    So all we really have left in the Time Magic list is Extend, which Celestial Opposition USED to be able to cover... but was removed because why waste precious hotbar space on such a button when the devs could just fold an extra 3-4 sec duration into AST's effects.

    And, unique to Astrologian given their lack of precedent amongst Time Mages, are also effects like Celestial Stasis reversing time to resurrect and heal fallen allies, flavor of "predicting the future" attached to their card system, and a number of appropriate spells revolving around astral bodies such as Malefic and Combust, or delayed effects like Earthly Star and the new "Exaltation" and "Macrocosmos" skills.

    You have to remember, "Time Magic" would be more accurately called "Spacetime Magic".

    Really the question is, what would a Time Mage be able to salvage if implemented as a DPS job? Despite what you might think being a natural union, there's not much precedent of DoT effects amongst Time Mages, much less DoT manipulation. All you got are Bleed and Extend, and those aren't even available in the same games.
    I mean, you could argue for a DoT caster and even name it Time Mage, but it would actually be scrounging for effects it could use because virtually none would fall under known Time Magic spells.
    Instead of Meteor they could have Comet or something similar though with AST being a thing I'm not sure how that'd fit with a Time Mage unless the two jobs were connected like SMN and SCH, if it's a job on its own it may be better to cut out the space part.

    Haste could be implemented a number of ways. Bard already has a raid wide speed buff and they're not OP at all.

    Reflect could have a cap, prevent some fixed or % of dmg and return some or all of it to the attacker.

    Slow could work like the role action debuffs. Some jobs already have hard cc like Sleep for BLM so getting one or two of those is fine if extremely niche.

    As a dps job Time Mage would need a bunch of new stuff (like most jobs in FFXIV), you can look up spells from previous games for inspiration but that only gets you so far in an mmo.

    First look at anything related to time you could work with: Cooldowns, ability timing, and duration effects (buffs and debuffs including dots). I don't think Time Mage would be a great candidate for a dot-focused job, looking at what it could do it'd be much more interesting to go down the delayed dmg + cd manipulation route. I started designing this job a while back but while doing research someone already posted almost the exact same idea on these forums about 6 years ago lol. The job has a lot of potential though.
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  2. #2
    Player
    Ayche's Avatar
    Join Date
    May 2021
    Posts
    328
    Character
    Aychelle Tripler
    World
    Raiden
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Archwizard View Post
    A solid way to answer this question is to look at the most common Time Magic spells:

    ...

    You have to remember, "Time Magic" would be more accurately called "Spacetime Magic".

    Really the question is, what would a Time Mage be able to salvage if implemented as a DPS job? Despite what you might think being a natural union, there's not much precedent of DoT effects amongst Time Mages, much less DoT manipulation. All you got are Bleed and Extend, and those aren't even available in the same games.
    I mean, you could argue for a DoT caster and even name it Time Mage, but it would actually be scrounging for effects it could use because virtually none would fall under known Time Magic spells.
    Ah, you looked it at like that.
    I did not really consider how Time Mage functioned in the old games, mostly just the aesthetics of time magic. Not like FFXIV Ninja is forced to spend their armory to do damage by sacrificing spare weapons.

    "Slow" that damages and "Haste" that makes you do more damage can all be in the mood of "time magic to do more damage". Let AST keep the space magic, and let this DPS Time Mage just do damage with time-aesthetic spells. All in the game of just letting us get iconic Time Mage artifact gear into the game.
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  3. #3
    Player
    LordMetal7's Avatar
    Join Date
    Nov 2017
    Location
    Uldah
    Posts
    58
    Character
    Lord Metallium
    World
    Zalera
    Main Class
    Machinist Lv 83
    Quote Originally Posted by Ayche View Post
    Ah, you looked it at like that.
    I did not really consider how Time Mage functioned in the old games, mostly just the aesthetics of time magic. Not like FFXIV Ninja is forced to spend their armory to do damage by sacrificing spare weapons.

    "Slow" that damages and "Haste" that makes you do more damage can all be in the mood of "time magic to do more damage". Let AST keep the space magic, and let this DPS Time Mage just do damage with time-aesthetic spells. All in the game of just letting us get iconic Time Mage artifact gear into the game.
    Question though but would time mage be more of a support type? because all i'm thinking is haste
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